Market Overview:
The global virtual reality in education sector market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The growth of the market can be attributed to factors such as the increasing demand for VR hardware and software in the education sector, rising adoption of VR technology in K-12 schools and higher educational institutions, and growing awareness about VR technology among students and educators. The global VR hardware market is expected to grow at a CAGR of over 30% during the forecast period from 2018 to 2030. This growth can be attributed to factors such as increasing demand for high-end VR devices among students and educators, rising number of start-ups focused on developing innovative VR products, and growing investments by tech giants in R&D activities for developing newVR hardware products. The global VR software market is expected to grow at a CAGR of over 25% during the forecast period from 2018to 2030. This growth can be attributed tobenefits offered byVR softwaresuch as immersive learning experience, ability tomultitaskand collaborate with others virtually,and enhanced engagement levelsamong students.
Product Definition:
Virtual Reality is a three-dimensional, computer-generated environment that can be explored and interacted with by a person. The importance of virtual reality in education sector is that it can help students learn in new and innovative ways. For example, students can explore historical sites or learn about different cultures by travelling to those places virtually. Virtual reality can also be used to teach science and math concepts in a more hands-on way.
VR Hardware:
Virtual Reality (VR) hardware is the part of VR technology that includes devices such as headsets, motion sensors, gloves or controllers. The VR hardware market is expected to witness significant growth owing to increasing investments in R&D and growing adoption of virtual reality applications across various industry verticals.
The rapid increase in the development and introduction of innovative VR headsets coupled with high-quality content for these devices has led to its increased adoption among end users.
VR Software:
Virtual Reality Software is used in virtual reality in the education sector. It helps to create, experience and explore new things which can be difficult or expensive to do physically at the location of learning. Virtual reality software creates a 3D environment where one can learn geography, science or history by experiencing it through VR headsets such as Oculus rift, HTC Vive or Samsung Gear VR.
Application Insights:
The K-12 sector dominated the global market in terms of revenue share in 2017. The segment is expected to witness significant growth over the forecast period owing to rising demand for educational VR applications and growing awareness about cost-effective technologies among schools, education boards and government bodies.
The higher education sector is anticipated to exhibit a considerable growth rate over the forecast period due to increasing adoption of VR technology for providing training and learning environments across universities, colleges, institutes and lms. Increasingly affordable prices of consumer devices such as smartphones and headsets are also likely to contribute significantly towards segment growth.
Regional Analysis:
North America dominated the global market in 2017. The growth of the regional market can be attributed to presence of a large number of technology companies, such as HTC Corporation; Google Inc.; and Samsung Electronics Co., Ltd. These companies are actively working on developing high-quality VR equipment and software for education sector. Moreover, increasing investments by governments in this region is also contributing toward growth of the regional market. For instance, in September 2016, Google announced plans to donate over USD X million worth VR equipment to classrooms across U.S.
Asia Pacific is expected to witness significant growth during the forecast period owing to increasing adoption of emerging technologies especially among educational institutes located in China and Japan countries which are amongst major contributors towards revenue generation within Asia Pacific region due to their large customer base at K-12 level as well as higher education levels respectively (refer Table 1).
Growth Factors:
- Increasing demand for immersive learning from students
- Growing popularity of VR in academic institutions
- Proliferation of low-cost VR headsets
- Emergence of mixed reality technology
- Development of innovative VR applications for education
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality In Education Sector Market Research Report
By Type
VR Hardware, VR Software
By Application
K-12 Sector, Higher Education Sector
By Companies
Unimersiv, Google, VR Education Holdings, Alchemy VR, Discovery VR, zSpace, Curiscope, WEARVR, Nearpod, EON Reality, Oculus VR, Schell Games, Gamar, Thinglink, Virtalis, Avantis Education
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
157
Number of Tables & Figures
110
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality In Education Sector Market Report Segments:
The global Virtual Reality In Education Sector market is segmented on the basis of:
Types
VR Hardware, VR Software
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
K-12 Sector, Higher Education Sector
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Unimersiv
- VR Education Holdings
- Alchemy VR
- Discovery VR
- zSpace
- Curiscope
- WEARVR
- Nearpod
- EON Reality
- Oculus VR
- Schell Games
- Gamar
- Thinglink
- Virtalis
- Avantis Education
Highlights of The Virtual Reality In Education Sector Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- VR Hardware
- VR Software
- By Application:
- K-12 Sector
- Higher Education Sector
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality In Education Sector Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual Reality (VR) is a technology that allows users to experience a simulated environment, typically three-dimensional, that can be interacted with using controllers. VR technology has been used in education for training and simulation purposes since the 1990s. In recent years, VR headsets have become more affordable and accessible, making it an increasingly popular tool for learning and teaching.
Some of the major players in the virtual reality in education sector market are Unimersiv, Google, VR Education Holdings, Alchemy VR, Discovery VR, zSpace, Curiscope, WEARVR, Nearpod, EON Reality, Oculus VR, Schell Games, Gamar, Thinglink, Virtalis, Avantis Education.
The virtual reality in education sector market is expected to register a CAGR of 25%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality In Education Sector Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Virtual Reality In Education Sector Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Virtual Reality In Education Sector Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Virtual Reality In Education Sector Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Virtual Reality In Education Sector Market Size & Forecast, 2018-2028 4.5.1 Virtual Reality In Education Sector Market Size and Y-o-Y Growth 4.5.2 Virtual Reality In Education Sector Market Absolute $ Opportunity
Chapter 5 Global Virtual Reality In Education Sector Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Virtual Reality In Education Sector Market Size Forecast by Type
5.2.1 VR Hardware
5.2.2 VR Software
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Virtual Reality In Education Sector Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Virtual Reality In Education Sector Market Size Forecast by Applications
6.2.1 K-12 Sector
6.2.2 Higher Education Sector
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Virtual Reality In Education Sector Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Virtual Reality In Education Sector Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Virtual Reality In Education Sector Analysis and Forecast
9.1 Introduction
9.2 North America Virtual Reality In Education Sector Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Virtual Reality In Education Sector Market Size Forecast by Type
9.6.1 VR Hardware
9.6.2 VR Software
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Virtual Reality In Education Sector Market Size Forecast by Applications
9.10.1 K-12 Sector
9.10.2 Higher Education Sector
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Virtual Reality In Education Sector Analysis and Forecast
10.1 Introduction
10.2 Europe Virtual Reality In Education Sector Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Virtual Reality In Education Sector Market Size Forecast by Type
10.6.1 VR Hardware
10.6.2 VR Software
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Virtual Reality In Education Sector Market Size Forecast by Applications
10.10.1 K-12 Sector
10.10.2 Higher Education Sector
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Virtual Reality In Education Sector Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Virtual Reality In Education Sector Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Virtual Reality In Education Sector Market Size Forecast by Type
11.6.1 VR Hardware
11.6.2 VR Software
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Virtual Reality In Education Sector Market Size Forecast by Applications
11.10.1 K-12 Sector
11.10.2 Higher Education Sector
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Virtual Reality In Education Sector Analysis and Forecast
12.1 Introduction
12.2 Latin America Virtual Reality In Education Sector Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Virtual Reality In Education Sector Market Size Forecast by Type
12.6.1 VR Hardware
12.6.2 VR Software
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Virtual Reality In Education Sector Market Size Forecast by Applications
12.10.1 K-12 Sector
12.10.2 Higher Education Sector
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Virtual Reality In Education Sector Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Virtual Reality In Education Sector Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Virtual Reality In Education Sector Market Size Forecast by Type
13.6.1 VR Hardware
13.6.2 VR Software
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Virtual Reality In Education Sector Market Size Forecast by Applications
13.10.1 K-12 Sector
13.10.2 Higher Education Sector
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Virtual Reality In Education Sector Market: Competitive Dashboard
14.2 Global Virtual Reality In Education Sector Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Unimersiv
14.3.2 Google
14.3.3 VR Education Holdings
14.3.4 Alchemy VR
14.3.5 Discovery VR
14.3.6 zSpace
14.3.7 Curiscope
14.3.8 WEARVR
14.3.9 Nearpod
14.3.10 EON Reality
14.3.11 Oculus VR
14.3.12 Schell Games
14.3.13 Gamar
14.3.14 Thinglink
14.3.15 Virtalis
14.3.16 Avantis Education