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Global VR in Education Sector Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students. According to our (Global Info Research) latest study, the global VR in Education Sector market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes. During 2017, the VR gear segment dominated the VR in education sector market and is expected to continue its dominance over the next four years. The easy manufacturing techniques and lower costs of the VR gear are factors that will drive the growth of this segment in the coming years. This report is a detailed and comprehensive analysis for global VR in Education Sector market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided. Key Features: Global VR in Education Sector market size and forecasts, in consumption value ($ Million), 2018-2029 Global VR in Education Sector market size and forecasts by region and country, in consumption value ($ Million), 2018-2029 Global VR in Education Sector market size and forecasts, by Type and by Application, in consumption value ($ Million), 2018-2029 Global VR in Education Sector market shares of main players, in revenue ($ Million), 2018-2023 The Primary Objectives in This Report Are: To determine the size of the total market opportunity of global and key countries To assess the growth potential for VR in Education Sector To forecast future growth in each product and end-use market To assess competitive factors affecting the marketplace This report profiles key players in the global VR in Education Sector market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Oculus VR, Google, Alchemy VR, Discovery Communications and Cinoptics, etc. This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence. Market segmentation VR in Education Sector market is split by Type and by Application. For the period 2018-2029, the growth among segments provide accurate calculations and forecasts for consumption value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets. Market segment by Type VR Gear VR Software Market segment by Application Higher Education K-12 Market segment by players, this report covers Oculus VR Google Alchemy VR Discovery Communications Cinoptics EPSON HTC Sony FOVE LG Electronics Zebronics Homido Mattel Samsung Electronics ZEISS EON Reality Immersive VR Education Unimersiv Market segment by regions, regional analysis covers North America (United States, Canada, and Mexico) Europe (Germany, France, UK, Russia, Italy, and Rest of Europe) Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific) South America (Brazil, Argentina and Rest of South America) Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa) The content of the study subjects, includes a total of 13 chapters: Chapter 1, to describe VR in Education Sector product scope, market overview, market estimation caveats and base year. Chapter 2, to profile the top players of VR in Education Sector, with revenue, gross margin and global market share of VR in Education Sector from 2018 to 2023. Chapter 3, the VR in Education Sector competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast. Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029. Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and VR in Education Sector market forecast, by regions, type and application, with consumption value, from 2024 to 2029. Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War Chapter 12, the key raw materials and key suppliers, and industry chain of VR in Education Sector. Chapter 13, to describe VR in Education Sector research findings and conclusion.
1 Market Overview 1.1 Product Overview and Scope of VR in Education Sector 1.2 Market Estimation Caveats and Base Year 1.3 Classification of VR in Education Sector by Type 1.3.1 Overview: Global VR in Education Sector Market Size by Type: 2018 Versus 2022 Versus 2029 1.3.2 Global VR in Education Sector Consumption Value Market Share by Type in 2022 1.3.3 VR Gear
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About this Report
Report ID 307015
Category
  • Software and Services
Published on 27-Jan
Number of Pages 110
Publisher Name Global Info Research
Editor Rating
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