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.
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.
Virtual Reality (VR) in Education market report covers prominent players,
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.
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
Europe
Asia-Pacific
Latin America
Middle East and Africa
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 |
Frequently Asked Questions (FAQ) :
+44-1173181773
sales@brandessenceresearch.com
We are always looking to hire talented individuals with equal and extraordinary proportions of industry expertise, problem solving ability and inclination interested? please email us hr@brandessenceresearch.com
JOIN USFIND ASSISTANCE
LONDON OFFICE
BrandEssence® Market Research and Consulting Pvt ltd.
124, City Road, London EC1V 2NX
FOLLOW US
© Copyright 2024-25 BrandEssence® Market Research and Consulting Pvt ltd. All Rights Reserved | Designed by BrandEssence®