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

SKU ID :QYR-12996541 | Published Date: 18-Jan-2019 | No. of pages: 104
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.
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