The global VR in Education Sector Market Size is accounted at USDxx.xx billion in 2018 and is expected to grow USDxx.xx billion by end of 2025, growing at CAGR of xx.xx% between 2018 and 2025. With virtual reality, students can enter a replicated virtual environment, thus limiting the range of contact to physical environment. The virtual reality service has proved to be fruitful in colleges, schools, and museums. This technology provides a better medium for experimental learning and allows a student to interact with the objects which are formed in the simulated environment. They also enables a student to work in cooperation in complex scenarios. Virtual reality shapes the line between physical and digital worlds, thus generating a wisdom of being present in the virtual atmosphere for the students.
The increasing commercial virtual reality receivers is projected to drive the growth of the global virtual reality in education sector market. Technological developments in virtual reality are estimated to generate an excess of vr solutions with different capabilities, which allow customers to experience greatest immersion.
The rising focus on the usage of innovative technologies and infrastructure developments is resulting in huge demand for virtual reality in education sector. The growing purchase volume of virtual reality hardware products will drive the growth prospects for the global virtual reality in education sector market over the prediction period. The growing demand of social vr spaces is one of the major factor of vr in education sector market trend, which is expecting the huge growth of global Virtual Reality in Education Sector market during the forecast period.
The global virtual reality in education sector market segments on the basis of product type, end-users, and region. By product type, this market is categorized into VR content and VR hardware. Among these, VR hardware type held the largest market share in past years. However, the vr in education sector market size for this product is estimated to reduce nearly x% by 2025. The fastest rising product is VR content, which is estimated to grow nearly x% by 2025. Based on end-users this market is sub-segmented into k-12 and higher education. The growing adoption of vr in higher education sector in comparison to k-12 sector is driving the global virtual reality in education sector market growth into coming years. The vr in education sector market will remain to experience progress in the education sector owed to the increasing quantity of tech savvy students and growing adoption of vr in education sector. On the basis of region, this market classified as Asia-Pacific, Americas, and EMEA.
Key Players of global virtual reality in education sector market:
- Atheer, Inc.
- Apple Inc.
- Facebook Inc.
- Gravity Jack
- Google Inc.
- Layer (Blipper Group)
- Meta Inc.
- Marxent Lab LLC
- Microsoft Corporation
- Qualcomm Technologies, Inc.
- Nintendo Co.,Ltd
- Sony Corporation
Segmentation of global virtual reality in education sector market:
By Product Type
- VR content
- VR hardware
- K-12 sector
- Higher education sector
By Distribution Channel
- Direct Sales
What to expect from the upcoming report on ‘Global Virtual Reality in Education Sector Market’:
- Analysis of future prospects as well as global virtual reality in education sector market trends over the forecast period (2018-2025)
- Information regarding technological progressions as well as innovations taking place in developing as well as developed economies and also various macro & microeconomic factors that affect the growth of the market.
- Supportive initiatives by government likely to influence the market dynamics.
- Key drivers influencing market’s growth, opportunities, restraints, sales channels and distributors.
- In-depth analysis of different market segmentations including end-user, application, manufacturing process and geographical regions.
- Deep analysis about the competitive landscape of the market and the initiatives by them to improve this market such as expansions, growth strategies, agreements, new product launches and acquisitions in the market
- Value Chain and Sales Channels Analysis
Who should buy this report?
- Report is especially designed for Venture capitalists, Investors, financial institutions, Analysts, Government organizations, regulatory authorities, policymakers, researchers, strategy.