Virtual Reality in Education Market 2027 by Offerings, Device Type, Applications and Geography | The Insight Partners

Virtual Reality in Education Market to 2027 - Global Analysis and Forecasts by Offerings (Hardware, Software); Device Type (Gesture-Tracking Device, Projector and Display Wall, Head-Mounted Display, Others); Applications (Classroom Learning, Certifications, E-Learning, Others) and Geography

Report Code: TIPRE00008066 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
MARKET INTRODUCTION

The virtual reality is the use of computer technology to create a simulated environment isolating the user from the physical environment and enabling them to enter an alternate reality. Growing digitalization has led to increasing the adoption of virtual reality in education that boosts the growth of the market. The adoption of virtual reality in education offered a wide range of benefits over the traditional learning environment, including a flexible schedule, mobility, individual accountability, and others. Additionally, these required less cost to build the classroom, hence growing demand for virtual reality in the education market.

MARKET DYNAMICS

Virtual reality allows users to experience immersive, three dimensional visual and audio simulations. Virtual reality in education provides outstanding visualization in the classroom, increases student engagement, eliminates the language barrier, and improve the quality of education, hence raising the demand for the virtual reality in education that propels the growth of the market. Increasing shifting toward virtual environment classrooms is further fuels the growth of the virtual reality in the education market. Increasing partnerships and collaboration in the educational institutes to deliver virtual reality based educations and training programs are creates a lucrative opportunity for the market player of the virtual reality in education market.

MARKET SCOPE

The "Global Virtual Reality in Education Market Analysis to 2027" is a specialized and in-depth study of the virtual reality in education industry with a special focus on the global market trend analysis. The report aims to provide an overview virtual reality in education market with detailed market segmentation by offering, device type, applications, and geography. The global virtual reality in education market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading virtual reality in education market players and offers key trends and opportunities in the virtual reality in education market.

MARKET SEGMENTATION

The global virtual reality in education market is segmented on the basis of offering, device type, applications. On the basis of offering the market is segmented as hardware, software. On the basis of device type the market is segmented as gesture-tracking device, projector and display wall, head-mounted display, others. On the basis of applications the market is segmented as classroom learning, certifications, e-learning, others.



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REGIONAL FRAMEWORK


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global virtual reality in education market based on various segments. It also provides market size and forecast estimates from year 2017 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The virtual reality in education market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting virtual reality in education market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the virtual reality in education market in these regions.



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MARKET PLAYERS


The reports cover key developments in the virtual reality in education market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from virtual reality in education market are anticipated to lucrative growth opportunities in the future with the rising demand for virtual reality in education in the global market. Below mentioned is the list of few companies engaged in the virtual reality in education market.

The report also includes the profiles of key virtual reality in education companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •  EON Reality, Inc.
  •  Google LLC
  •  HTC Corporation
  •  Merge Virtual Reality
  •  Microsoft Corporation
  •  Nearpod
  •  Oculus VR
  •  Samsung Electronics Co., Ltd.
  •  Sony Corporation
  •  zSpace

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TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Virtual Reality In Education Market - By Offerings
1.3.2 Virtual Reality In Education Market - By Device Type
1.3.3 Virtual Reality In Education Market - By Applications
1.3.4 Virtual Reality In Education Market - By Region
1.3.4.1 By Country

2. KEY TAKEWAYS

3. RESEARCH METHODOLOGY

4. VIRTUAL REALITY IN EDUCATION MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PEST ANALYSIS
4.2.1 North America - Pest Analysis
4.2.2 Europe - Pest Analysis
4.2.3 Asia-Pacific - Pest Analysis
4.2.4 Middle East and Africa - Pest Analysis
4.2.5 South and Central America - Pest Analysis
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. VIRTUAL REALITY IN EDUCATION MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. VIRTUAL REALITY IN EDUCATION MARKET - GLOBAL MARKET ANALYSIS
6.1. VIRTUAL REALITY IN EDUCATION - GLOBAL MARKET OVERVIEW
6.2. VIRTUAL REALITY IN EDUCATION - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE

7. VIRTUAL REALITY IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - OFFERINGS
7.1. OVERVIEW
7.2. OFFERINGS MARKET FORECASTS AND ANALYSIS
7.3. HARDWARE
7.3.1. Overview
7.3.2. Hardware Market Forecast and Analysis
7.4. SOFTWARE
7.4.1. Overview
7.4.2. Software Market Forecast and Analysis
8. VIRTUAL REALITY IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - DEVICE TYPE
8.1. OVERVIEW
8.2. DEVICE TYPE MARKET FORECASTS AND ANALYSIS
8.3. GESTURE-TRACKING DEVICE
8.3.1. Overview
8.3.2. Gesture-Tracking Device Market Forecast and Analysis
8.4. PROJECTOR AND DISPLAY WALL
8.4.1. Overview
8.4.2. Projector and Display Wall Market Forecast and Analysis
8.5. HEAD-MOUNTED DISPLAY
8.5.1. Overview
8.5.2. Head-Mounted Display Market Forecast and Analysis
8.6. OTHERS
8.6.1. Overview
8.6.2. Others Market Forecast and Analysis
9. VIRTUAL REALITY IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - APPLICATIONS
9.1. OVERVIEW
9.2. APPLICATIONS MARKET FORECASTS AND ANALYSIS
9.3. CLASSROOM LEARNING
9.3.1. Overview
9.3.2. Classroom Learning Market Forecast and Analysis
9.4. CERTIFICATIONS
9.4.1. Overview
9.4.2. Certifications Market Forecast and Analysis
9.5. E-LEARNING
9.5.1. Overview
9.5.2. E-Learning Market Forecast and Analysis
9.6. OTHERS
9.6.1. Overview
9.6.2. Others Market Forecast and Analysis

10. VIRTUAL REALITY IN EDUCATION MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
10.1. NORTH AMERICA
10.1.1 North America Virtual Reality In Education Market Overview
10.1.2 North America Virtual Reality In Education Market Forecasts and Analysis
10.1.3 North America Virtual Reality In Education Market Forecasts and Analysis - By Offerings
10.1.4 North America Virtual Reality In Education Market Forecasts and Analysis - By Device Type
10.1.5 North America Virtual Reality In Education Market Forecasts and Analysis - By Applications
10.1.6 North America Virtual Reality In Education Market Forecasts and Analysis - By Countries
10.1.6.1 United States Virtual Reality In Education Market
10.1.6.1.1 United States Virtual Reality In Education Market by Offerings
10.1.6.1.2 United States Virtual Reality In Education Market by Device Type
10.1.6.1.3 United States Virtual Reality In Education Market by Applications
10.1.6.2 Canada Virtual Reality In Education Market
10.1.6.2.1 Canada Virtual Reality In Education Market by Offerings
10.1.6.2.2 Canada Virtual Reality In Education Market by Device Type
10.1.6.2.3 Canada Virtual Reality In Education Market by Applications
10.1.6.3 Mexico Virtual Reality In Education Market
10.1.6.3.1 Mexico Virtual Reality In Education Market by Offerings
10.1.6.3.2 Mexico Virtual Reality In Education Market by Device Type
10.1.6.3.3 Mexico Virtual Reality In Education Market by Applications
10.2. EUROPE
10.2.1 Europe Virtual Reality In Education Market Overview
10.2.2 Europe Virtual Reality In Education Market Forecasts and Analysis
10.2.3 Europe Virtual Reality In Education Market Forecasts and Analysis - By Offerings
10.2.4 Europe Virtual Reality In Education Market Forecasts and Analysis - By Device Type
10.2.5 Europe Virtual Reality In Education Market Forecasts and Analysis - By Applications
10.2.6 Europe Virtual Reality In Education Market Forecasts and Analysis - By Countries
10.2.6.1 Germany Virtual Reality In Education Market
10.2.6.1.1 Germany Virtual Reality In Education Market by Offerings
10.2.6.1.2 Germany Virtual Reality In Education Market by Device Type
10.2.6.1.3 Germany Virtual Reality In Education Market by Applications
10.2.6.2 France Virtual Reality In Education Market
10.2.6.2.1 France Virtual Reality In Education Market by Offerings
10.2.6.2.2 France Virtual Reality In Education Market by Device Type
10.2.6.2.3 France Virtual Reality In Education Market by Applications
10.2.6.3 Italy Virtual Reality In Education Market
10.2.6.3.1 Italy Virtual Reality In Education Market by Offerings
10.2.6.3.2 Italy Virtual Reality In Education Market by Device Type
10.2.6.3.3 Italy Virtual Reality In Education Market by Applications
10.2.6.4 United Kingdom Virtual Reality In Education Market
10.2.6.4.1 United Kingdom Virtual Reality In Education Market by Offerings
10.2.6.4.2 United Kingdom Virtual Reality In Education Market by Device Type
10.2.6.4.3 United Kingdom Virtual Reality In Education Market by Applications
10.2.6.5 Russia Virtual Reality In Education Market
10.2.6.5.1 Russia Virtual Reality In Education Market by Offerings
10.2.6.5.2 Russia Virtual Reality In Education Market by Device Type
10.2.6.5.3 Russia Virtual Reality In Education Market by Applications
10.2.6.6 Rest of Europe Virtual Reality In Education Market
10.2.6.6.1 Rest of Europe Virtual Reality In Education Market by Offerings
10.2.6.6.2 Rest of Europe Virtual Reality In Education Market by Device Type
10.2.6.6.3 Rest of Europe Virtual Reality In Education Market by Applications
10.3. ASIA-PACIFIC
10.3.1 Asia-Pacific Virtual Reality In Education Market Overview
10.3.2 Asia-Pacific Virtual Reality In Education Market Forecasts and Analysis
10.3.3 Asia-Pacific Virtual Reality In Education Market Forecasts and Analysis - By Offerings
10.3.4 Asia-Pacific Virtual Reality In Education Market Forecasts and Analysis - By Device Type
10.3.5 Asia-Pacific Virtual Reality In Education Market Forecasts and Analysis - By Applications
10.3.6 Asia-Pacific Virtual Reality In Education Market Forecasts and Analysis - By Countries
10.3.6.1 Australia Virtual Reality In Education Market
10.3.6.1.1 Australia Virtual Reality In Education Market by Offerings
10.3.6.1.2 Australia Virtual Reality In Education Market by Device Type
10.3.6.1.3 Australia Virtual Reality In Education Market by Applications
10.3.6.2 China Virtual Reality In Education Market
10.3.6.2.1 China Virtual Reality In Education Market by Offerings
10.3.6.2.2 China Virtual Reality In Education Market by Device Type
10.3.6.2.3 China Virtual Reality In Education Market by Applications
10.3.6.3 India Virtual Reality In Education Market
10.3.6.3.1 India Virtual Reality In Education Market by Offerings
10.3.6.3.2 India Virtual Reality In Education Market by Device Type
10.3.6.3.3 India Virtual Reality In Education Market by Applications
10.3.6.4 Japan Virtual Reality In Education Market
10.3.6.4.1 Japan Virtual Reality In Education Market by Offerings
10.3.6.4.2 Japan Virtual Reality In Education Market by Device Type
10.3.6.4.3 Japan Virtual Reality In Education Market by Applications
10.3.6.5 South Korea Virtual Reality In Education Market
10.3.6.5.1 South Korea Virtual Reality In Education Market by Offerings
10.3.6.5.2 South Korea Virtual Reality In Education Market by Device Type
10.3.6.5.3 South Korea Virtual Reality In Education Market by Applications
10.3.6.6 Rest of Asia-Pacific Virtual Reality In Education Market
10.3.6.6.1 Rest of Asia-Pacific Virtual Reality In Education Market by Offerings
10.3.6.6.2 Rest of Asia-Pacific Virtual Reality In Education Market by Device Type
10.3.6.6.3 Rest of Asia-Pacific Virtual Reality In Education Market by Applications
10.4. MIDDLE EAST AND AFRICA
10.4.1 Middle East and Africa Virtual Reality In Education Market Overview
10.4.2 Middle East and Africa Virtual Reality In Education Market Forecasts and Analysis
10.4.3 Middle East and Africa Virtual Reality In Education Market Forecasts and Analysis - By Offerings
10.4.4 Middle East and Africa Virtual Reality In Education Market Forecasts and Analysis - By Device Type
10.4.5 Middle East and Africa Virtual Reality In Education Market Forecasts and Analysis - By Applications
10.4.6 Middle East and Africa Virtual Reality In Education Market Forecasts and Analysis - By Countries
10.4.6.1 South Africa Virtual Reality In Education Market
10.4.6.1.1 South Africa Virtual Reality In Education Market by Offerings
10.4.6.1.2 South Africa Virtual Reality In Education Market by Device Type
10.4.6.1.3 South Africa Virtual Reality In Education Market by Applications
10.4.6.2 Saudi Arabia Virtual Reality In Education Market
10.4.6.2.1 Saudi Arabia Virtual Reality In Education Market by Offerings
10.4.6.2.2 Saudi Arabia Virtual Reality In Education Market by Device Type
10.4.6.2.3 Saudi Arabia Virtual Reality In Education Market by Applications
10.4.6.3 U.A.E Virtual Reality In Education Market
10.4.6.3.1 U.A.E Virtual Reality In Education Market by Offerings
10.4.6.3.2 U.A.E Virtual Reality In Education Market by Device Type
10.4.6.3.3 U.A.E Virtual Reality In Education Market by Applications
10.4.6.4 Rest of Middle East and Africa Virtual Reality In Education Market
10.4.6.4.1 Rest of Middle East and Africa Virtual Reality In Education Market by Offerings
10.4.6.4.2 Rest of Middle East and Africa Virtual Reality In Education Market by Device Type
10.4.6.4.3 Rest of Middle East and Africa Virtual Reality In Education Market by Applications
10.5. SOUTH AND CENTRAL AMERICA
10.5.1 South and Central America Virtual Reality In Education Market Overview
10.5.2 South and Central America Virtual Reality In Education Market Forecasts and Analysis
10.5.3 South and Central America Virtual Reality In Education Market Forecasts and Analysis - By Offerings
10.5.4 South and Central America Virtual Reality In Education Market Forecasts and Analysis - By Device Type
10.5.5 South and Central America Virtual Reality In Education Market Forecasts and Analysis - By Applications
10.5.6 South and Central America Virtual Reality In Education Market Forecasts and Analysis - By Countries
10.5.6.1 Brazil Virtual Reality In Education Market
10.5.6.1.1 Brazil Virtual Reality In Education Market by Offerings
10.5.6.1.2 Brazil Virtual Reality In Education Market by Device Type
10.5.6.1.3 Brazil Virtual Reality In Education Market by Applications
10.5.6.2 Argentina Virtual Reality In Education Market
10.5.6.2.1 Argentina Virtual Reality In Education Market by Offerings
10.5.6.2.2 Argentina Virtual Reality In Education Market by Device Type
10.5.6.2.3 Argentina Virtual Reality In Education Market by Applications
10.5.6.3 Rest of South and Central America Virtual Reality In Education Market
10.5.6.3.1 Rest of South and Central America Virtual Reality In Education Market by Offerings
10.5.6.3.2 Rest of South and Central America Virtual Reality In Education Market by Device Type
10.5.6.3.3 Rest of South and Central America Virtual Reality In Education Market by Applications

11. INDUSTRY LANDSCAPE
11.1. MERGERS AND ACQUISITIONS
11.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
11.3. NEW PRODUCT LAUNCHES
11.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

12. VIRTUAL REALITY IN EDUCATION MARKET, KEY COMPANY PROFILES
12.1. EON REALITY, INC.
12.1.1. Key Facts
12.1.2. Business Description
12.1.3. Products and Services
12.1.4. Financial Overview
12.1.5. SWOT Analysis
12.1.6. Key Developments
12.2. GOOGLE LLC
12.2.1. Key Facts
12.2.2. Business Description
12.2.3. Products and Services
12.2.4. Financial Overview
12.2.5. SWOT Analysis
12.2.6. Key Developments
12.3. HTC CORPORATION
12.3.1. Key Facts
12.3.2. Business Description
12.3.3. Products and Services
12.3.4. Financial Overview
12.3.5. SWOT Analysis
12.3.6. Key Developments
12.4. MERGE VIRTUAL REALITY
12.4.1. Key Facts
12.4.2. Business Description
12.4.3. Products and Services
12.4.4. Financial Overview
12.4.5. SWOT Analysis
12.4.6. Key Developments
12.5. MICROSOFT CORPORATION
12.5.1. Key Facts
12.5.2. Business Description
12.5.3. Products and Services
12.5.4. Financial Overview
12.5.5. SWOT Analysis
12.5.6. Key Developments
12.6. NEARPOD
12.6.1. Key Facts
12.6.2. Business Description
12.6.3. Products and Services
12.6.4. Financial Overview
12.6.5. SWOT Analysis
12.6.6. Key Developments
12.7. OCULUS VR
12.7.1. Key Facts
12.7.2. Business Description
12.7.3. Products and Services
12.7.4. Financial Overview
12.7.5. SWOT Analysis
12.7.6. Key Developments
12.8. SAMSUNG ELECTRONICS CO., LTD.
12.8.1. Key Facts
12.8.2. Business Description
12.8.3. Products and Services
12.8.4. Financial Overview
12.8.5. SWOT Analysis
12.8.6. Key Developments
12.9. SONY CORPORATION
12.9.1. Key Facts
12.9.2. Business Description
12.9.3. Products and Services
12.9.4. Financial Overview
12.9.5. SWOT Analysis
12.9.6. Key Developments
12.10. ZSPACE
12.10.1. Key Facts
12.10.2. Business Description
12.10.3. Products and Services
12.10.4. Financial Overview
12.10.5. SWOT Analysis
12.10.6. Key Developments

13. APPENDIX
13.1. ABOUT THE INSIGHT PARTNERS
13.2. GLOSSARY OF TERMS
The List of Companies

1. EON Reality, Inc.
2. Google LLC
3. HTC Corporation
4. Merge Virtual Reality
5. Microsoft Corporation
6. Nearpod
7. Oculus VR
8. Samsung Electronics Co., Ltd.
9. Sony Corporation
10. zSpace
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