Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Health

Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce), By Content (Language Learning, STEM Education, Arts and Humanities, Others), and Regional Forecasts, 2022-2032


Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce), By Content (Language Learning, STEM Education, Arts and Humanities, Others), and Regional Forecasts, 2022-2032

PRODUCT OVERVIEW

Virtual Reality in Education Market size was USD 4.06 billion in 2021 and projected to grow from USD 8 billion in 2023 to USD 179.8 billion by 2032, exhibiting a CAGR of 41.2% during the forecast period.

The virtual reality (VR) in education market represents the use of VR technology in the education field. It includes the use of virtual reality software and hardware to develop interactive learning. Several educational institutions like colleges, schools, universities, and EdTech companies start and use virtual reality solutions to improve the learning and teaching procedure. Virtual reality in education includes many areas like developing of virtual environments, interactive content and simulations that recreate real-world situations or permit observation of several abstract concepts.

MARKET HIGHLIGHTS

Virtual Reality in Education Market is expected to reach USD 179.8 billion, growing at a CAGR of 41.2% during forecast period owing to the increasing popularity of this field which unite the power of educational experiences and technology. The fusion of Virtual Reality software, hardware, and content in educational institutions aids in improving the learning and teaching processes. Various advancements in virtual reality technology with enhanced awareness on the benefits associated with learning experiences, development of simulations and virtual field trips and reducing costs of VR hardware are expected to drive the growth of the Virtual Reality in Education market.

Virtual Reality in Education Market Segments:
  • Component
  • Content
  • Hardware
  • Software
  • Deployment Mode
  • Cloud
  • On-Premises
  • Application
  • Higher Education
  • K-12
  • Vocational Training
  • Corporate Training
  • IT and Telecom
  • Healthcare
  • Retail
  • E-commerce
  • Content
  • Language Learning
  • STEM Education
  • Arts and Humanities
  • Others
MARKET DYNAMICS

Growth Drivers

Growing Acceptance of Virtual Field Trips is Expected to Boost the Growth of the Market

Increased Smart Devices Utilization is Expected to Boost the Growth of the Market

Restraint

Data Privacy Issues May Restrain the Growth of the Market

Key Players
  • Sony
  • Samsung
  • HTC
  • Google Corporation
  • EON Reality Inc.
  • RegattaVR
  • Veative Labs
  • Unimersiv
  • Schell Games
  • Facebook Technologies, LLC.
  • Avantis Systems Ltd.
  • Alchemy Immersive
  • Other Prominent Players
(Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis)

Global Laboratory Temperature Control Units Market is further segmented by region into:
  • North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAG.R – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia and Rest of APAC
  • Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA
Reasons to Purchase this Report
  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • 3-month post-sales analyst support.


1. Executive Summary
1.1.Regional Market Share
1.2. Business Trends
1.3. Virtual Reality in Education Market: COVID-19 Outbreak
1.4.Regional Trends
1.5. Segmentation Snapshot
2. Research Methodology
2.1. Research Objective
2.2.Research Approach
2.3.Data Sourcing and Methodology
2.4. Primary Research
2.5. Secondary Research
2.5.1.Paid Sources
2.5.2. Public Sources
2.6.Market Size Estimation and Data Triangulation
3. Market Characteristics
3.1. Market Definition
3.2.Virtual Reality in Education Market: COVID-19 Impact
3.3.Key Segmentations
3.4. Key Developments
3.5. Allied Industry Data
4. Virtual Reality in Education Market – Industry Insights
4.1.Industry Segmentation
4.2. COVID-19 overview on world economy
4.3. Industry ecosystem Channel analysis
4.4. Innovation & Sustainability
5. Macroeconomic Indicators
6. Recent Developments
7.Market Dynamics
7.1. Introduction
7.2.Growth Drivers
7.3.Market Opportunities
7.4. Market Restraints
7.5.Market Trends
8. Risk Analysis
9. Market Analysis
9.1. Porters Five Forces
9.2.PEST Analysis
9.2.1. Political
9.2.2.Economic
9.2.3.Social
9.2.4.Technological
10. Virtual Reality in Education Market
10.1.Overview
10.2. Historical Analysis (2016-2021)
10.2.1. Market Size, Y-o-Y Growth (%) and Market Forecast
11. Virtual Reality in Education Market Size & Forecast 2022A-2032F
11.1.Overview
11.2. Key Findings
11.3. Market Segmentation
11.3.1.By Component
11.3.1.1. Content
11.3.1.1.1. By Value (USD Million) 2022-2032F
11.3.1.1.2.Market Share (%) 2022-2032F
11.3.1.1.3.Y-o-Y Growth (%) 2022-2032F
11.3.1.2.Hardware
11.3.1.2.1.By Value (USD Million) 2022-2032F
11.3.1.2.2. Market Share (%) 2022-2032F
11.3.1.2.3. Y-o-Y Growth (%) 2022-2032F
11.3.1.3.Software
11.3.1.3.1.By Value (USD Million) 2022-2032F
11.3.1.3.2. Market Share (%) 2022-2032F
11.3.1.3.3. Y-o-Y Growth (%) 2022-2032F
11.3.2. By Deployment Mode
11.3.2.1.Cloud
11.3.2.1.1.By Value (USD Million) 2022-2032F
11.3.2.1.2. Market Share (%) 2022-2032F
11.3.2.1.3. Y-o-Y Growth (%) 2022-2032F
11.3.2.2. On-Premises
11.3.2.2.1. By Value (USD Million) 2022-2032F
11.3.2.2.2.Market Share (%) 2022-2032F
11.3.2.2.3.Y-o-Y Growth (%) 2022-2032F
11.3.3. By Application
11.3.3.1.Higher Education
11.3.3.1.1.By Value (USD Million) 2022-2032F
11.3.3.1.2. Market Share (%) 2022-2032F
11.3.3.1.3. Y-o-Y Growth (%) 2022-2032F
11.3.3.2. K-12
11.3.3.2.1. By Value (USD Million) 2022-2032F
11.3.3.2.2.Market Share (%) 2022-2032F
11.3.3.2.3.Y-o-Y Growth (%) 2022-2032F
11.3.3.3. Vocational Training
11.3.3.3.1. By Value (USD Million) 2022-2032F
11.3.3.3.2.Market Share (%) 2022-2032F
11.3.3.3.3.Y-o-Y Growth (%) 2022-2032F
11.3.4. By Corporate Training
11.3.4.1.IT and Telecom
11.3.4.1.1.By Value (USD Million) 2022-2032F
11.3.4.1.2. Market Share (%) 2022-2032F
11.3.4.1.3. Y-o-Y Growth (%) 2022-2032F
11.3.4.2. Healthcare
11.3.4.2.1. By Value (USD Million) 2022-2032F
11.3.4.2.2.Market Share (%) 2022-2032F
11.3.4.2.3. Y-o-Y Growth (%) 2022-2032F
11.3.4.3. Retail
11.3.4.3.1. By Value (USD Million) 2022-2032F
11.3.4.3.2. Market Share (%) 2022-2032F
11.3.4.3.3. Y-o-Y Growth (%) 2022-2032F
11.3.4.4. E-commerce
11.3.4.4.1.By Value (USD Million) 2022-2032F
11.3.4.4.2. Market Share (%) 2022-2032F
11.3.4.4.3. Y-o-Y Growth (%) 2022-2032F
11.3.5. By Content
11.3.5.1.Language Learning
11.3.5.1.1.By Value (USD Million) 2022-2032F
11.3.5.1.2. Market Share (%) 2022-2032F
11.3.5.1.3. Y-o-Y Growth (%) 2022-2032F
11.3.5.2. STEM Education
11.3.5.2.1. By Value (USD Million) 2022-2032F
11.3.5.2.2.Market Share (%) 2022-2032F
11.3.5.2.3.Y-o-Y Growth (%) 2022-2032F
11.3.5.3. Arts and Humanities
11.3.5.3.1. By Value (USD Million) 2022-2032F
11.3.5.3.2.Market Share (%) 2022-2032F
11.3.5.3.3.Y-o-Y Growth (%) 2022-2032F
11.3.5.4. Others
11.3.5.4.1.By Value (USD Million) 2022-2032F
11.3.5.4.2. Market Share (%) 2022-2032F
11.3.5.4.3. Y-o-Y Growth (%) 2022-2032F
12. North America Virtual Reality in Education Market Size & Forecast 2022A-2032F
12.1. Overview
12.2. Key Findings
12.3. Market Segmentation
12.3.1. By Component
12.3.2.By Deployment Mode
12.3.3.By Application
12.3.4.By Corporate Training
12.3.5.By Content
12.4. Country
12.4.1.United States
12.4.2. Canada
13. Europe Virtual Reality in Education Market Size & Forecast 2022A-2032F
13.1. Overview
13.2. Key Findings
13.3. Market Segmentation
13.3.1. By Component
13.3.2.By Deployment Mode
13.3.3.By Application
13.3.4.By Corporate Training
13.3.5.By Content
13.4. Country
13.4.1.Germany
13.4.2. United Kingdom
13.4.3. France
13.4.4. Italy
13.4.5. Spain
13.4.6. Russia
13.4.7. Rest of Europe (BENELUX, NORDIC, Hungary, Turkey & Poland)
14. Asia Virtual Reality in Education Market Size & Forecast 2022A-2032F
14.1.Overview
14.2. Key Findings
14.3. Market Segmentation
14.3.1. By Component
14.3.2.By Deployment Mode
14.3.3.By Application
14.3.4. By Corporate Training
14.3.5.By Content
14.4. Country
14.4.1.India
14.4.2. China
14.4.3. South Korea
14.4.4. Japan
14.4.5. Rest of APAC
15. Middle East and Africa Virtual Reality in Education Market Size & Forecast 2022A-2032F
15.1.Overview
15.2. Key Findings
15.3. Market Segmentation
15.3.1. By Component
15.3.2.By Deployment Mode
15.3.3.By Application
15.3.4.By Corporate Training
15.3.5.By Content
15.4. Country
15.4.1.Israel
15.4.2. GCC
15.4.3. North Africa
15.4.4. South Africa
15.4.5. Rest of Middle East and Africa
16. Latin America Virtual Reality in Education Market Size & Forecast 2022A-2032F
16.1. Overview
16.2. Key Findings
16.3. Market Segmentation
16.3.1. By Component
16.3.2.By Deployment Mode
16.3.3.By Application
16.3.4.By Corporate Training
16.3.5.By Content
16.4. Country
16.4.1. Mexico
16.4.2. Brazil
16.4.3. Rest of Latin America
17. Competitive Landscape
17.1. Company market share, 2021
17.2.Key player overview
17.3. Key stakeholders
18. Company Profiles
18.1.Sony
18.1.1.Company Overview
18.1.2.Financial Overview
18.1.3.Key Product; Analysis
18.1.4.Company Assessment
18.1.4.1.Product Portfolio
18.1.4.2. Key Clients
18.1.4.3. Market Share
18.1.4.4. Recent News & Development (Last 3 Yrs.)
18.1.4.5. Executive Team
18.2. Samsung
18.3. HTC
18.4.Google Corporation
18.5. EON Reality Inc.
18.6. RegattaVR
18.7. Veative Labs
18.8.Unimersiv
18.9. Schell Games
18.10.Facebook Technologies, LLC.
18.11.Avantis Systems Ltd.
18.12.Alchemy Immersive
18.13.Other Prominent Players
19. Appendix
20. Consultant Recommendation

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