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Augmented and Virtual Reality in Education Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2026

  • Report

  • 100 Pages
  • December 2020
  • Region: Global
  • Infinium Global Research
  • ID: 5235801
The report on the global augmented and virtual reality in education market provides qualitative and quantitative analysis for the period from 2018 to 2026. the report predicts the global augmented and virtual reality in education market to grow with a CAGR of 16.5% over the forecast period from 2020-2026. the study on augmented and virtual reality in education market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2018 to 2026.

The report on augmented and virtual reality in education market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global augmented and virtual reality in education market over the period of 2018 to 2026. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global augmented and virtual reality in education market over the period of 2018 to 2026. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Research Methodology

A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/ country managers
5. Vice President level executives.

B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered
The global augmented and virtual reality in education market is segmented on the basis of components, hardware, and user types.

The Global Augmented and Virtual Reality in Education Market by Components
  • Solutions
  • Hardware
  • Services

The Global Augmented and Virtual Reality in Education Market by Hardware
  • Interactive Whiteboards
  • Mobile Computing Devices
  • VR Devices
  • Displays and Projectors
  • Security and Video Cameras
  • Others

The Global Augmented and Virtual Reality in Education Market by User Types
  • Academic
  • Corporate

Company Profiles
The companies covered in the report include
  • SABA SOFTWARE
  • GOOGLE
  • BLACKBOARD
  • Microsoft Corporation
  • IBM Corporation
  • CISCO
  • Dell
  • ORACLE
  • HTC
  • Immersive VR Education
  • Unimersiv

What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the augmented and virtual reality in education market.
2. Complete coverage of all the segments in the augmented and virtual reality in education market to analyze the trends, developments in the global market and forecast of market size up to 2026.
3. Comprehensive analysis of the companies operating in the global augmented and virtual reality in education market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Augmented and Virtual Reality in Education Market Highlights
2.2. Augmented and Virtual Reality in Education Market Projection
2.3. Augmented and Virtual Reality in Education Market Regional Highlights
3. Global Augmented and Virtual Reality in Education Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Augmented and Virtual Reality in Education Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Components
3.5.2. Growth Matrix Analysis by Hardware
3.5.3. Growth Matrix Analysis by User Types
3.5.4. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Augmented and Virtual Reality in Education Market
4. Augmented and Virtual Reality in Education Market Macro Indicator Analysis
5. Global Augmented and Virtual Reality in Education Market by Components
5.1. Solutions
5.2. Hardware
5.3. Services
6. Global Augmented and Virtual Reality in Education Market by Hardware
6.1. Interactive Whiteboards
6.2. Mobile Computing Devices
6.3. VR Devices
6.4. Displays and Projectors
6.5. Security and Video Cameras
6.6. Others
7. Global Augmented and Virtual Reality in Education Market by User Types
7.1. Academic
7.2. Corporate
8. Global Augmented and Virtual Reality in Education Market by Region 2020-2026
8.1. North America
8.1.1. North America Augmented and Virtual Reality in Education Market by Components
8.1.2. North America Augmented and Virtual Reality in Education Market by Hardware
8.1.3. North America Augmented and Virtual Reality in Education Market by User Types
8.1.4. North America Augmented and Virtual Reality in Education Market by Country
8.2. Europe
8.2.1. Europe Augmented and Virtual Reality in Education Market by Components
8.2.2. Europe Augmented and Virtual Reality in Education Market by Hardware
8.2.3. Europe Augmented and Virtual Reality in Education Market by User Types
8.2.4. Europe Augmented and Virtual Reality in Education Market by Country
8.3. Asia-Pacific
8.3.1. Asia-Pacific Augmented and Virtual Reality in Education Market by Components
8.3.2. Asia-Pacific Augmented anad Virtual Reality in Education Market by Hardware
8.3.3. Asia-Pacific Augmented and Virtual Reality in Education Market by User Types
8.3.4. Asia-Pacific Augmented and Virtual Reality in Education Market by Country
8.4. RoW
8.4.1. RoW Augmented and Virtual Reality in Education Market by Components
8.4.2. RoW Augmented and Virtual Reality in Education Market by Hardware
8.4.3. RoW Augmented and Virtual Reality in Education Market by User Types
8.4.4. RoW Augmented and Virtual Reality in Education Market by Sub-region
9. Company Profiles and Competitive Landscape
9.1. Competitive Landscape in the Global Augmented and Virtual Reality in Education Market
9.2. Companies Profiled
9.2.1. SABA SOFTWARE
9.2.2. GOOGLE
9.2.3. BLACKBOARD
9.2.4. Microsoft Corporation
9.2.5. IBM Corporation
9.2.6. CISCO
9.2.7. Dell
9.2.8. ORACLE
9.2.9. HTC
9.2.10. Immersive VR Education
9.2.11. Unimersiv

Companies Mentioned

  • SABA SOFTWARE
  • GOOGLE
  • BLACKBOARD
  • Microsoft Corporation
  • IBM Corporation
  • CISCO
  • Dell
  • ORACLE
  • HTC
  • Immersive VR Education
  • Unimersiv