The global virtual reality in education market is projected to grow at a CAGR of 40.00% between 2025 and 2034.
Increasing Adoption of Technology in Education Industry to Boost the Market Growth
Earlier, because of their expensive cost, acceptance of virtual reality systems was poor. However, due to the rapid technological advancements and economies of scale of major corporations, the acceptance of virtual reality gear has increased. One of the main drivers of virtual reality growth in education is the rising affordability of virtual reality devices and applications. The industry is driven by the rising affordability of VR gear. Furthermore, an easy-to-use content production platform is also expected to fuel the growth of the global market for virtual reality in the education sector in the forecast period. North America had a significant market share of the virtual reality in the education industry worldwide. Throughout the forecast period, it is expected to continue its dominance. The main countries that drive the demand in this region are the U.S. and Canada.
Virtual Reality in Education: Market Segmentation
Virtual reality permits a user to interact with a machine-created three-dimensional image or virtual world. Virtual reality improves the engagement of a pupil. It provides students with a new method of learning as a hands-on, interactive, immersive experience, offering exciting new experiences they could not have experienced before.
By component, the market is divided into:
Hardware
Solution
Software
Based on deployment mode the market is bifurcated into:
Cloud
On-Premises
On the basis of application, the market is segmented into:
Academic Institutions
Corporates
Academic institutions are sub-divided on the basis of type into K-12, higher education, vocational training, among others, whereas corporates are sub-divided on the basis of type into healthcare and life sciences, IT and telecom, retail and e-commerce, BFSI, government and public sector, among others.
Breakup by Region
North America
Europe
Asia-Pacific
Latin America
Middle East and Africa
Increasing Education and Training Programs to Bolster The Virtual Reality in Education Industry
The various collaborations, such as the partnership of Queens University of Canada and SimforHealth with HTC to open a medical students' VR training facility to let them get the experience of real-time operations in an immersive virtual world, is invigorating the market growth of virtual reality in education. In the simulated world, HTC Vive may also provide a wide variety of clinical scenarios. In the coming years, this collaboration is projected to increase sales of virtual reality in the education industry. The rising number of social VR spaces will have a positive impact on the industry and will significantly contribute to its growth over the coming years. Virtual reality can substitute printed manuals, posters, textbooks, and physical paper models. It provides affordable, portable learning materials to help education become more accessible. All these aforementioned factors are expected to foster the market growth of virtual reality in education.
Key Industry Players in the Global Virtual Reality in Education Market
The report gives a detailed analysis of the following key players in the global virtual reality in education market, covering their competitive landscape, capacity, and latest developments like mergers, acquisitions, and investments, expansions of capacity, and plant turnarounds:
Google LLC
IBM Corporation
Samsung Electronics Co Ltd
Lenovo Group Limited
Sony Corp.
Avantis Systems Ltd
Others
The comprehensive report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.
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Table of Contents
1 Executive Summary
1.1 Market Size 2024-2025 1.2 Market Growth 2025(F)-2034(F) 1.3 Key Demand Drivers 1.4 Key Players and Competitive Structure 1.5 Industry Best Practices 1.6 Recent Trends and Developments 1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends 2.2 Key Verticals 2.3 Key Regions 2.4 Supplier Power 2.5 Buyer Power 2.6 Key Market Opportunities and Risks 2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook 3.2 GDP Per Capita Growth 3.3 Inflation Trends 3.4 Democracy Index 3.5 Gross Public Debt Ratios 3.6 Balance of Payment (BoP) Position 3.7 Population Outlook 3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk 4.2 Business Climate
5 Global Virtual Reality in Education Market Analysis
5.1 Key Industry Highlights 5.2 Global Virtual Reality in Education Historical Market (2018-2024) 5.3 Global Virtual Reality in Education Market Forecast (2025-2034) 5.4 Global Virtual Reality in Education Market by Component 5.4.1 Hardware 5.4.1.1 Historical Trend (2018-2024) 5.4.1.2 Forecast Trend (2025-2034) 5.4.2 Solution 5.4.2.1 Historical Trend (2018-2024) 5.4.2.2 Forecast Trend (2025-2034) 5.4.3 Software 5.4.3.1 Historical Trend (2018-2024) 5.4.3.2 Forecast Trend (2025-2034) 5.5 Global Virtual Reality in Education Market by Deployment Mode 5.5.1 Cloud 5.5.1.1 Historical Trend (2018-2024) 5.5.1.2 Forecast Trend (2025-2034) 5.5.2 On-Premises 5.5.2.1 Historical Trend (2018-2024) 5.5.2.2 Forecast Trend (2025-2034) 5.6 Global Virtual Reality in Education Market by Application 5.6.1 Academic Institutions 5.6.1.1 Historical Trend (2018-2024) 5.6.1.2 Forecast Trend (2025-2034) 5.6.1.3 Breakup by Types 5.6.1.3.1 K-12 5.6.1.3.1.1 Historical Trend (2018-2024) 5.6.1.3.1.2 Forecast Trend (2025-2034) 5.6.1.3.2 Higher Education 5.6.1.3.2.1 Historical Trend (2018-2024) 5.6.1.3.2.2 Forecast Trend (2025-2034) 5.6.1.3.3 Vocational Training 5.6.1.3.3.1 Historical Trend (2018-2024) 5.6.1.3.3.2 Forecast Trend (2025-2034) 5.6.1.3.4 Others 5.6.2 Corporates 5.6.2.1 Historical Trend (2018-2024) 5.6.2.2 Forecast Trend (2025-2034) 5.6.2.3 Breakup by Types 5.6.2.3.1 Healthcare and Life Sciences 5.6.2.3.1.1 Historical Trend (2018-2024) 5.6.2.3.1.2 Forecast Trend (2025-2034) 5.6.2.3.2 IT and Telecom 5.6.2.3.2.1 Historical Trend (2018-2024) 5.6.2.3.2.2 Forecast Trend (2025-2034) 5.6.2.3.3 Retail and E-commerce 5.6.2.3.3.1 Historical Trend (2018-2024) 5.6.2.3.3.2 Forecast Trend (2025-2034) 5.6.2.3.4 BFSI 5.6.2.3.4.1 Historical Trend (2018-2024) 5.6.2.3.4.2 Forecast Trend (2025-2034) 5.6.2.3.5 Government and Public Sector 5.6.2.3.5.1 Historical Trend (2018-2024) 5.6.2.3.5.2 Forecast Trend (2025-2034) 5.6.2.3.6 Others 5.7 Global Virtual Reality in Education Market by Region 5.7.1 North America 5.7.1.1 Historical Trend (2018-2024) 5.7.1.2 Forecast Trend (2025-2034) 5.7.2 Europe 5.7.2.1 Historical Trend (2018-2024) 5.7.2.2 Forecast Trend (2025-2034) 5.7.3 Asia-Pacific 5.7.3.1 Historical Trend (2018-2024) 5.7.3.2 Forecast Trend (2025-2034) 5.7.4 Latin America 5.7.4.1 Historical Trend (2018-2024) 5.7.4.2 Forecast Trend (2025-2034) 5.7.5 Middle East and Africa 5.7.5.1 Historical Trend (2018-2024) 5.7.5.2 Forecast Trend (2025-2034)
6 North America Virtual Reality in Education Market Analysis
6.1 United States of America 6.1.1 Historical Trend (2018-2024) 6.1.2 Forecast Trend (2025-2034) 6.2 Canada 6.2.1 Historical Trend (2018-2024) 6.2.2 Forecast Trend (2025-2034)
7 Europe Virtual Reality in Education Market Analysis
10 Middle East and Africa Virtual Reality in Education Market Analysis
10.1 Saudi Arabia 10.1.1 Historical Trend (2018-2024) 10.1.2 Forecast Trend (2025-2034) 10.2 United Arab Emirates 10.2.1 Historical Trend (2018-2024) 10.2.2 Forecast Trend (2025-2034) 10.3 Nigeria 10.3.1 Historical Trend (2018-2024) 10.3.2 Forecast Trend (2025-2034) 10.4 South Africa 10.4.1 Historical Trend (2018-2024) 10.4.2 Forecast Trend (2025-2034) 10.5 Others
11 Market Dynamics
11.1 SWOT Analysis 11.1.1 Strengths 11.1.2 Weaknesses 11.1.3 Opportunities 11.1.4 Threats 11.2 Porter’s Five Forces Analysis 11.2.1 Supplier’s Power 11.2.2 Buyer’s Power 11.2.3 Threat of New Entrants 11.2.4 Degree of Rivalry 11.2.5 Threat of Substitutes 11.3 Key Indicators for Demand 11.4 Key Indicators for Price
12 Value Chain Analysis
13 Competitive Landscape
13.1 Supplier Selection 13.2 Key Global Players 13.3 Key Regional Players 13.4 Key Player Strategies 13.5 Company Profiles 13.5.1 Google LLC 13.5.1.1 Company Overview 13.5.1.2 Product Portfolio 13.5.1.3 Demographic Reach and Achievements 13.5.1.4 Certifications 13.5.2 IBM Corporation 13.5.2.1 Company Overview 13.5.2.2 Product Portfolio 13.5.2.3 Demographic Reach and Achievements 13.5.2.4 Certifications 13.5.3 Samsung Electronics Co Ltd 13.5.3.1 Company Overview 13.5.3.2 Product Portfolio 13.5.3.3 Demographic Reach and Achievements 13.5.3.4 Certifications 13.5.4 Lenovo Group Limited 13.5.4.1 Company Overview 13.5.4.2 Product Portfolio 13.5.4.3 Demographic Reach and Achievements 13.5.4.4 Certifications 13.5.5 Sony Corp. 13.5.5.1 Company Overview 13.5.5.2 Product Portfolio 13.5.5.3 Demographic Reach and Achievements 13.5.5.4 Certifications 13.5.6 Avantis Systems Ltd 13.5.6.1 Company Overview 13.5.6.2 Product Portfolio 13.5.6.3 Demographic Reach and Achievements 13.5.6.4 Certifications 13.5.7 Others
Companies Mentioned
The key companies featured in this Virtual Reality in Education market report include:
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