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The virtual reality market in the education sector is poised to grow by $16.12 bn during 2022-2026, accelerating at a CAGR of 59.28% during the forecast period. The report on the virtual reality market in the education sector provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis of the current global market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increased affordability of VR gear, increasing need for experiential learning, and easy-to-use content creation platforms.
The virtual reality market in the education sector analysis includes the product, end-user segment, and geographic landscape.
The virtual reality market in the education sector is segmented as below:
By Product
- VR hardware
- VR content
By End-user
- higher education
- K-12
By Geographical Landscape
- North America
- Europe
- APAC
- South America
- The Middle East and Africa
The report on the virtual reality market in the education sector covers the following areas:
- Virtual reality market in the education sector sizing
- Virtual reality market in the education sector forecast
- Virtual reality market in education sector industry analysis
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 an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
Table of Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Five Forces Analysis
5 Market Segmentation by Product
6 Market Segmentation by End-user
7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Vendor Landscape
11 Vendor Analysis
12 Appendix
List of Exhibits
Executive Summary
The publisher recognizes the following companies as the key players in the global virtual reality market in the education sector: Alchemy VR Ltd, Alphabet Inc., Avantis Systems Ltd., Curiscope Ltd., Eon Reality Inc., fotonVR, HTC Corp., Lenovo Group Ltd., Meta Platforms Inc., Microsoft Corp, Nearpod Inc., RedboxVR, Samsung Electronics Co. Ltd., Sony Group Corp, Unimersiv, Veative Labs, VictoryXR Inc., Virtalis Holdings Ltd., VR Owl Solutions BV, and zSpace Inc.Commenting on the report, an analyst from the research team said: `The latest trend gaining momentum in the market is increasing number of social VR spaces.`
According to the report, one of the major drivers for this market is the increased affordability of VR gear.
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.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Alchemy VR Ltd
- Alphabet Inc.
- Avantis Systems Ltd.
- Curiscope Ltd.
- Eon Reality Inc.
- fotonVR
- HTC Corp.
- Lenovo Group Ltd.
- Meta Platforms Inc.
- Microsoft Corp
- Nearpod Inc.
- RedboxVR
- Samsung Electronics Co. Ltd.
- Sony Group Corp
- Unimersiv
- Veative Labs
- VictoryXR Inc.
- Virtalis Holdings Ltd.
- VR Owl Solutions BV
- zSpace Inc.