Global VR in Education Sector Market Size, Status and Forecast 2019-2025

SKU ID : QYR- 12996541

Publishing Date : 18-Jan-2019

No. of pages : 104

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  • Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.
    During 2017, the VR gear segment dominated the VR in education sector market and is expected to continue its dominance over the next four years. The easy manufacturing techniques and lower costs of the VR gear are factors that will drive the growth of this segment in the coming years.
    The higher education segment dominated the global VR in education sector market during 2017 and is foreseen to dominate the market during the forecast period as well. The major contributor to the segment’s growth is the rising penetration of VR technology in higher education systems in both the emerging and developed countries.
    In 2018, the global VR in Education Sector market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

    This report focuses on the global VR in Education Sector status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR in Education Sector development in United States, Europe and China.

    The key players covered in this study
    Oculus VR
    Google
    Alchemy VR
    Discovery Communications
    Cinoptics
    EPSON
    HTC
    Sony
    FOVE
    LG Electronics
    Zebronics
    Homido
    Mattel
    Samsung Electronics
    ZEISS
    EON Reality
    Immersive VR Education
    Unimersiv

    Market segment by Type, the product can be split into
    VR Gear
    VR Software

    Market segment by Application, split into
    Higher Education
    K-12

    Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global VR in Education Sector status, future forecast, growth opportunity, key market and key players.
    To present the VR in Education Sector development in United States, Europe and China.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by product type, market and key regions.

    In this study, the years considered to estimate the market size of VR in Education Sector are as follows:
    History Year: 2014-2018
    Base Year: 2018
    Estimated Year: 2019
    Forecast Year 2019 to 2025
    For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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