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Virtual Reality (VR) in Education Market

Virtual Reality (VR) in Education Market Size, Share & Trends Analysis Report

Virtual Reality (VR) In Education Market Size, Share & Trends Analysis Report By Device (Smartboard, Projector, Laptop, Mobile Phones), By Application (Schools, Institutes, Business Organization, Others ) By Virtual Reality (Window On World, Immersive System, Telepresence, Mixed Reality) Based On Region, And Segment Forecasts, 2022 - 2028

Published
Report ID : BMRC 1121
Number of pages : 300
Published Date : Nov 2022
Category : Technology And Media
Delivery Timeline : 48 hrs

Virtual Reality (VR) in Education Market is valued at USD 873.2 Million in 2018 and is expected to reach USD 10,941.5 Million by 2025 with a CAGR of 43.5% over the forecast period.

Increasing adoption of online education and rising investment in research and development regarding education are the major factors driving the Global Virtual Reality (VR) in Education Market.

Scope of Virtual Reality (VR) in Education Market Report-

Virtual reality (VR) is the use of computer technology to create a simulated environment. The best uses of virtual reality in the educational environment are in telerobotics, which involves managing robots from a distance. It enables students to interact actively with each other. VR supports students with learning and knowledge remembering. In class, children can learn to program a robot to perform certain tasks and use virtual reality to experience the actions of robot in first person. The technology software in VR allows students to move and explore around classrooms while learning. Wearing VR headset, students can experience high-quality educational visualizations that impelling a positive impact on the entire learning process. It is very useful for students to get easily understand complex theories, concepts and subjects.

Global Virtual Reality (VR) in Education market report is segmented on the basis of devices, applications, virtual reality and by regional & country level. Based on devices, the market is classified as smartboards, projectors, laptop,s and mobile phones. Based upon application, the market is classified as schools, institutes, business organization and others. Based upon virtual reality, the market is classified as a window on world, immersive system, telepresence and mixed reality.

Global Virtual Reality (VR) in Education Market Segmentation:-

By Device:

  • Smartboard
  • Projector
  • Laptop
  • Mobile Phones

By Application:

  • Schools
  • Institutes
  • Business organizations
  • Others

By Virtual Reality:

  • Window on World
  • Immersive System
  • Telepresence
  • Mixed Reality

Virtual Reality (VR) in Education Companies

Virtual Reality (VR) in Education market report covers prominent players,

  • HTC Corporation
  • Unimersiv
  • Alchemy Immersive
  • Google
  • Samsung
  • Sony
  • EON Reality Inc.
  • Facebook Technologies, LLC
  • SimforHealth
  • Veative Labs
  • Schell Games
  • Avantis Systems Ltd
  • RegattaVR
  • Others.

Global Virtual Reality (VR) in Education Market Dynamics:-

The increasing adoption of online education and rising investment in research and development regarding educations are the major factors expected to drive the growth of the global virtual reality in education market. According to The University of El Paso, Over 6 million Americans are pursuing an online education. In addition, growing adoption of concept of virtual classroom in various educational institutes is also fostering the growth of virtual reality in education market. According to UNESCO, more than 5,000 of the country’s 500,000 teachers have had a chance to become aware with the technology and 360ed launched its augmented reality 3D learning apps, covering English, biology and chemistry in 2018. These strategies will turn to boost the virtual reality in education market in coming years.

According to UNESCO, global spending on R&D has reached a record high of almost USD 1.7 trillion and about 10 countries account for 80% of spending on R&D. However, expensive software and requires huge resources in terms of software and hardware may hinder the market growth. In spite of that, rising technological advancements and growing awareness with innovative VR technology may generate new opportunities for the further growth of this market in the coming future.

Global Virtual Reality (VR) in Education Market Regional Analysis:-

North America is expected to dominate the global virtual reality in the education market with highest market share within the forecast period. Heavy investments in R&D initiatives, technological expansions and integration of pioneering technologies, major players’ presence are the major factors expected to propel the growth of the market in this region. 

Asia Pacific is anticipated to show a strong growth majorly due to the increased production of smartphones and growing internet penetration in this region. According to UNESCO, Mobile broadband connections accounted for 45% of the total connections base in Asia Pacific by the end of 2015, a figure forecast to rise to 70% by 2020. In addition, increasing demand for advanced education systems from countries such as India, China, and Japan will further foster market growth in this region. Furthermore, the rapid increase in research efforts undertaken in the fast-emerging economies of this region is also expected to further reinforce the market growth.

On Special Requirement Virtual Reality (VR) in Education market Report is also available for below Regions and Country:

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherland
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest Of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest Of MEA
Report Analysis Details
Historical data 2015 - 2020
Forecast Period 2021 - 2028
Market Size in 2018: USD 873.2 Million 
Base year considered 2020
Forecast Period CAGR %:

43.5% 

Market Size Expected in 2025: USD 10,941.5 Million 
Tables, Charts & Figures: 175
Pages 200
Nanosensor Companies HTC Corporation, Unimersiv, Alchemy Immersive, Google, Samsung, Sony, EON Reality Inc., Facebook Technologies, LLC, SimforHealth, Veative Labs, Schell Games, Avantis Systems Ltd RegattaVR, Others.
Segments Covered By Device, By Application, By Virtual Reality
Regional Analysis North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa

Key Benefits for Global VR in Education Market Report-

  • Global VR in Education Market report covers in-depth historical and forecast analysis.
  • Global VR in Education Market research report provides detailed information about Market Introduction, Market Summary, Global market Revenue (Revenue USD), Market Drivers, Market Restraints, Market opportunities, Competitive Analysis, Regional and Country Level.
  • Global VR in Education Market report helps to identify opportunities in the marketplace.
  • Global VR in Education Market report covers an extensive analysis of emerging trends and the competitive landscape.

 Frequently Asked Questions (FAQ) :

Virtual Reality (VR) in Education Market Size Anticipated to Garner $10,941.5 Million by 2025 with a CAGR of 43.5% over the forecast period.
HTC Corporation, Unimersiv, Alchemy Immersive, Google, Samsung, Sony, EON Reality Inc., Facebook Technologies, LLC, SimforHealth, Veative Labs, Schell Games, Avantis Systems Ltd RegattaVR, Others.
Increasing adoption of online education and rising investment in research and development regarding education are the major factors driving the Global Virtual Reality (VR) in Education Market.
North America is expected to dominate the global virtual reality in the education market with highest market
SUMMARY
VishalSawant
Vishal Sawant
Business Development
vishal@brandessenceresearch.com
+91 8830 254 358
Country
Regions and Country

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherlands
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest of MEA
Company
Key Players
  • HTC Corporation
  • Unimersiv
  • Alchemy Immersive
  • Google
  • Samsung
  • Sony
  • EON Reality Inc.
  • Facebook Technologies, LLC
  • SimforHealth
  • Veative Labs
  • Schell Games
  • Avantis Systems Ltd
  • RegattaVR
  • Others.

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