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Global Virtual Reality In Education Sector Market by Component (Services, VR Content, VR Hardware), Function (Classroom Management, Independent Learning, Teacher Lesson Planning), Application - Forecast 2023-2030

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    Report

  • 190 Pages
  • March 2024
  • Region: Global
  • 360iResearch™
  • ID: 4896687
UP TO OFF until Dec 31st 2024
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The Virtual Reality In Education Sector Market size was estimated at USD 2.68 billion in 2022, USD 3.47 billion in 2023, and is expected to grow at a CAGR of 31.70% to reach USD 24.31 billion by 2030.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Virtual Reality In Education Sector Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Virtual Reality In Education Sector Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality In Education Sector Market, highlighting leading vendors and their innovative profiles. These include Alchemy Immersive Limited, Avantis Systems Limited, Axon Enterprise, Inc., Cisco Systems, Inc., Dev Clever Holdings PLC, DPVR, Econoxy Solutions Pvt. Ltd., ENGAGE XR Holdings PLC, EON Reality, Inc., fotonVR, Google LLC by Alphabet Inc., HTC Corporation, International Business Machines Corporation, Lenovo Group Ltd., Meta Platforms, Inc., Microsoft Corporation, Mursion Inc., Nearpod Inc., Oracle Corporation, Samsung Electronics Co., Ltd., Schell Games, Sony Group Corporation, SweetRush, Inc., Unimersiv, Virtalis Holdings Limited, and zSpace, Inc.

Market Segmentation & Coverage

This research report categorizes the Virtual Reality In Education Sector Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Component
    • Services
    • VR Content
    • VR Hardware
      • Charging & Storage
      • Classroom Interface
      • Standalone Speakers & Headsets
  • Function
    • Classroom Management
    • Independent Learning
    • Teacher Lesson Planning
  • Application
    • Corporate & Vocational Training
    • Elementary School
    • Pre-School Education
    • Secondary School
    • University & Higher Education
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report offers valuable insights on the following aspects

  1. Market Penetration: It presents comprehensive information on the market provided by key players.
  2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
  3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
  4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
  5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as

  1. What is the market size and forecast of the Virtual Reality In Education Sector Market?
  2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Virtual Reality In Education Sector Market?
  3. What are the technology trends and regulatory frameworks in the Virtual Reality In Education Sector Market?
  4. What is the market share of the leading vendors in the Virtual Reality In Education Sector Market?
  5. Which modes and strategic moves are suitable for entering the Virtual Reality In Education Sector Market?

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This report also includes a complimentary Excel file with data from the report for purchasers at the Site License or greater level.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Virtual Reality In Education Sector Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increased Participation and Engagement in Virtual Learning
5.1.1.2. Government Initiatives for Digitalizing the Education System
5.1.1.3. Deployment of Smart Devices on Teaching and Learning
5.1.2. Restraints
5.1.2.1. High Costs and Functionality Issues of Implementing VR in Education
5.1.3. Opportunities
5.1.3.1. Evolving Education Technologies for Experiential Learning
5.1.3.2. Surge in Investment and Collaboration in the Educational Institutes and Corporate for Training
5.1.4. Challenges
5.1.4.1. Security Concerns and Lack of Acceptance Among Educators and Parents
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of COVID-19
5.5. Cumulative Impact of Russia-Ukraine Conflict
5.6. Cumulative Impact of High Inflation
5.7. Porter’s Five Forces Analysis
5.7.1. Threat of New Entrants
5.7.2. Threat of Substitutes
5.7.3. Bargaining Power of Customers
5.7.4. Bargaining Power of Suppliers
5.7.5. Industry Rivalry
5.8. Value Chain & Critical Path Analysis
5.9. Regulatory Framework
5.10. Client Customization
5.10.1. Impact of VR in eLearning
6. Virtual Reality In Education Sector Market, by Component
6.1. Introduction
6.2. Services
6.3. VR Content
6.4. VR Hardware
6.5.1. Charging & Storage
6.5.2. Classroom Interface
6.5.3. Standalone Speakers & Headsets
7. Virtual Reality In Education Sector Market, by Function
7.1. Introduction
7.2. Classroom Management
7.3. Independent Learning
7.4. Teacher Lesson Planning
8. Virtual Reality In Education Sector Market, by Application
8.1. Introduction
8.2. Corporate & Vocational Training
8.3. Elementary School
8.4. Pre-School Education
8.5. Secondary School
8.6. University & Higher Education
9. Americas Virtual Reality In Education Sector Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Virtual Reality In Education Sector Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Virtual Reality In Education Sector Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. Alchemy Immersive Limited
13.1.2. Avantis Systems Limited
13.1.3. Axon Enterprise, Inc.
13.1.4. Cisco Systems, Inc.
13.1.5. Dev Clever Holdings PLC
13.1.6. DPVR
13.1.7. Econoxy Solutions Pvt. Ltd.
13.1.8. ENGAGE XR Holdings PLC
13.1.9. EON Reality, Inc.
13.1.10. fotonVR
13.1.11. Google LLC by Alphabet Inc.
13.1.12. HTC Corporation
13.1.13. International Business Machines Corporation
13.1.14. Lenovo Group Ltd.
13.1.15. Meta Platforms, Inc.
13.1.16. Microsoft Corporation
13.1.17. Mursion Inc.
13.1.18. Nearpod Inc.
13.1.19. Oracle Corporation
13.1.20. Samsung Electronics Co., Ltd.
13.1.21. Schell Games
13.1.22. Sony Group Corporation
13.1.23. SweetRush, Inc.
13.1.24. Unimersiv
13.1.25. Virtalis Holdings Limited
13.1.26. zSpace, Inc.
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
List of Figures
FIGURE 1. VIRTUAL REALITY IN EDUCATION SECTOR MARKET RESEARCH PROCESS
FIGURE 2. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, 2022 VS 2030
FIGURE 3. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY REGION, 2022 VS 2030 (%)
FIGURE 5. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY REGION, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 6. VIRTUAL REALITY IN EDUCATION SECTOR MARKET DYNAMICS
FIGURE 7. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COMPONENT, 2022 VS 2030 (%)
FIGURE 8. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COMPONENT, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 9. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY FUNCTION, 2022 VS 2030 (%)
FIGURE 10. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY FUNCTION, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 11. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY APPLICATION, 2022 VS 2030 (%)
FIGURE 12. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY APPLICATION, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 14. AMERICAS VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY STATE, 2022 VS 2030 (%)
FIGURE 16. UNITED STATES VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN EDUCATION SECTOR MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 21. VIRTUAL REALITY IN EDUCATION SECTOR MARKET, FPNV POSITIONING MATRIX, 2022
FIGURE 22. VIRTUAL REALITY IN EDUCATION SECTOR MARKET SHARE, BY KEY PLAYER, 2022

Companies Mentioned

  • Alchemy Immersive Limited
  • Avantis Systems Limited
  • Axon Enterprise, Inc.
  • Cisco Systems, Inc.
  • Dev Clever Holdings PLC
  • DPVR
  • Econoxy Solutions Pvt. Ltd.
  • ENGAGE XR Holdings PLC
  • EON Reality, Inc.
  • fotonVR
  • Google LLC by Alphabet Inc.
  • HTC Corporation
  • International Business Machines Corporation
  • Lenovo Group Ltd.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Mursion Inc.
  • Nearpod Inc.
  • Oracle Corporation
  • Samsung Electronics Co., Ltd.
  • Schell Games
  • Sony Group Corporation
  • SweetRush, Inc.
  • Unimersiv
  • Virtalis Holdings Limited
  • zSpace, Inc.

Methodology

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