Global VR in Education Sector Market 2017-2021

  • ID: 4231736
  • Report
  • Region: Global
  • 70 pages
  • TechNavio
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FEATURED COMPANIES

  • Alchemy VR
  • EON Reality
  • Google
  • Immersive VR Education
  • Oculus VR
  • Unimersiv
  • MORE

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.

The analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.

The market is divided into the following segments based on geography:
- APAC
- EUROPE
- North America
- ROW

The report, Global VR in Education Sector Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- Oculus VR
- Google
- Alchemy VR
- Discovery Communications

Other prominent vendors
- Cinoptics
- EPSON
- HTC
- Sony
- FOVE
- LG Electronics
- Zebronics
- Homido
- Mattel
- Samsung Electronics
- ZEISS
- EON Reality
- Immersive VR Education
- Unimersiv

Market drivers
- Upgrades the learning process
- For a full, detailed list, view the full report

Market challenges
- Lack of content
- For a full, detailed list, view the full report

Market trends
- Incorporation of SLAM technology
- For a full, detailed list, view the full report

Key questions answered in this report
- What will the market size be in 2021 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of the analyst’s time when you purchase this market report. Details are provided within the report.

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FEATURED COMPANIES

  • Alchemy VR
  • EON Reality
  • Google
  • Immersive VR Education
  • Oculus VR
  • Unimersiv
  • MORE
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
  • Key market highlights
PART 05: Market landscape
  • Five forces analysis
PART 06: Market segmentation by product
  • Global VR gear in education market
  • Global VR content in education market
PART 07: Market segmentation by end-user
  • Global VR in education market by end-users
  • Global VR in higher education market
  • Global VR in K-12 education market
PART 08: Geographical segmentation
  • Global VR in education market by geography
  • VR in education market in North America
  • VR in education market in Europe
  • VR in education market in APAC
  • VR in education market in ROW
PART 09: Decision framework

PART 10: Drivers and challenges
  • Market drivers
  • Impact of drivers on key customer segments
  • Market challenges
  • Impact of challenges on key customer segments
PART 11: Market trends
  • Incorporation of SLAM technology
  • Increasing use of VR in medical training
  • VR facilitates collaborative learning
  • Open source virtual reality
PART 12: Vendor landscape
  • Competitive landscape
PART 13: Key vendor analysis

PART 14: Other prominent vendors

PART 15: Appendix
  • List of abbreviations
List of Exhibits

Exhibit 01: Overview of VR technology
Exhibit 02: Global VR in education market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis - VR gear
Exhibit 04: Five forces analysis - VR content
Exhibit 05: Global VR in education market by product 2016-2021 (% share)
Exhibit 06: Global VR gear in education market 2016-2021 ($ millions)
Exhibit 07: Global VR content in education market 2016-2021 ($ millions)
Exhibit 08: Global VR in education market by end-users 2016-2021 (% share)
Exhibit 09: Global VR in higher education market 2016-2021 ($ millions)
Exhibit 10: Global VR in K-12 education market 2016-2021 ($ millions)
Exhibit 11: Global VR in education market by geography 2016-2021 (% share)
Exhibit 12: VR in education market in North America 2016-2021 ($ millions)
Exhibit 13: VR in education market in Europe 2016-2021 ($ millions)
Exhibit 14: VR in education market in APAC 2016-2021 ($ millions)
Exhibit 15: VR in education market in ROW 2016-2021 ($ millions)
Exhibit 16: Impact of drivers
Exhibit 17: Impact of challenges
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FEATURED COMPANIES

  • Alchemy VR
  • EON Reality
  • Google
  • Immersive VR Education
  • Oculus VR
  • Unimersiv
  • MORE
New Report Released: - Global VR in Education Sector Market 2017-2021.

The author of the report recognizes the following companies as the key players in the global VR in education sector: Oculus VR, Google, Alchemy VR, and Discovery Communications.

Other Prominent Vendors in the market are: Cinoptics, EPSON, HTC, Sony, FOVE, LG Electronics, Zebronics, Homido, Mattel, Samsung Electronics, ZEISS, EON Reality, Immersive VR Education, and Unimersiv.

Commenting on the report, an analyst from the research team said: “The latest trend gaining momentum in the market is incorporation of SLAM technology. Simultaneous localization and mapping (SLAM) is a popular and important autonomous mapping and navigation technique in mobile robotics. This technology was mainly used in NASA robots for creation of unknown environments maps. In addition, given its high accuracy feature, it is used in their positioning devices. 13th Lab, a Swedish company implemented the first SLAM for consumer devices and continues to be the unchallenged leader in this field.”

According to the report, one of the major drivers for this market is upgrades the learning process. Like other technologies that have improved collaboration and social learning, VR also plays a vital role in meeting students' learning needs. As the technology is personalized, it provides a platform to students to apply their knowledge and learn effectively without the fear of being discriminated. Further, faculty can create virtual content and ensure an immersive learning experience to students, who can manage their practical learning based on their level of understanding of the subject.

Further, the report states that one of the major factors hindering the growth of this market is lack of content. Lack of content is a primary concern for the VR market in education, and has a negative impact on the adoption of VR gear. With VR headsets now being sold at an increasingly attractive price, there is an increased pressure on the content makers for immersive and diversified content, which will remain in the mainstay for mass consumption. Digitization has mandated many institutions globally to converge both traditional and digital content.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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  • 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
Note: Product cover images may vary from those shown
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