Virtual Reality in Education Sector Market: Overview, Opportunities, In-Depth Analysis and Forecasts, Outlook - 2025
The global VR
in Education Sector Market Size is accounted at USDxx.xx billion in 2018 and is
expected to grow USDxx.xx billion by end of 2025, growing at CAGR of xx.xx%
between 2018 and 2025. With virtual reality, students can enter a replicated
virtual environment, thus limiting the range of contact to physical
environment. The virtual reality service has proved to be fruitful in colleges,
schools, and museums. This technology provides a better medium for experimental
learning and allows a student to interact with the objects which are formed in
the simulated environment. They also enables a student to work in cooperation
in complex scenarios. Virtual reality shapes the line between physical and
digital worlds, thus generating a wisdom of being present in the virtual
atmosphere for the students.
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The increasing
commercial virtual reality receivers is projected to drive the growth of the global
virtual reality in education sector market. Technological developments in
virtual reality are estimated to generate an excess of vr solutions with
different capabilities, which allow customers to experience greatest immersion.
The rising
focus on the usage of innovative technologies and infrastructure developments
is resulting in huge demand for virtual reality in education sector. The
growing purchase volume of virtual reality hardware products will drive the
growth prospects for the global virtual reality in education sector market over
the prediction period. The growing demand of social vr spaces is one of the
major factor of vr in education sector market trend, which is expecting the
huge growth of global Virtual Reality in Education Sector market during the
forecast period.
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The global
virtual reality in education sector market segments on the basis of product
type, end-users, and region. By product type, this market is categorized into
VR content and VR hardware. Among these, VR hardware type held the largest
market share in past years. However, the vr in education sector market size for
this product is estimated to reduce nearly x% by 2025. The fastest rising
product is VR content, which is estimated to grow nearly x% by 2025. Based on
end-users this market is sub-segmented into k-12 and higher education. The
growing adoption of vr in higher education sector in comparison to k-12 sector
is driving the global virtual reality in education sector market growth into
coming years. The vr in education sector market will remain to experience
progress in the education sector owed to the increasing quantity of tech savvy
students and growing adoption of vr in education sector. On the basis of
region, this market classified as Asia-Pacific, Americas, and EMEA.
Key Players of global virtual reality in education
sector market:
·
Atheer, Inc.
·
Apple Inc.
·
Facebook Inc.
·
Blipper
·
Gravity Jack
·
Google Inc.
·
Holition
·
Layer (Blipper Group)
·
Improbable
·
Meta Inc.
·
Marxent Lab LLC
·
Microsoft Corporation
·
Qualcomm Technologies, Inc.
·
Nintendo Co.,Ltd
·
Sony Corporation
·
Sphero
·
Others
Segmentation of global virtual reality in education
sector market:
By Product Type
·
VR content
·
VR hardware
By end-users
·
K-12 sector
·
Higher education sector
·
By Distribution Channel
·
Distributer
·
Direct Sales
By Region
·
Americas
·
APAC
·
EMEA
What to expect from the upcoming report on ‘Global
Virtual Reality in Education Sector Market’:
- Analysis of
future prospects as well as global virtual reality in education sector market
trends over the forecast period (2018-2025)
- Information
regarding technological progressions as well as innovations taking place in
developing as well as developed economies and also various macro &
microeconomic factors that affect the growth of the market.
- Supportive
initiatives by government likely to influence the market dynamics.
- Key drivers
influencing market’s growth, opportunities, restraints, sales channels and
distributors.
- In-depth
analysis of different market segmentations including end-user, application,
manufacturing process and geographical regions.
- Deep analysis
about the competitive landscape of the market and the initiatives by them to
improve this market such as expansions, growth strategies, agreements, new
product launches and acquisitions in the market
- Value Chain
and Sales Channels Analysis
Who should buy this report?
- Report is
especially designed for Venture capitalists, Investors, financial institutions,
Analysts, Government organizations, regulatory authorities, policymakers,
researchers, strategy.
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of the report at: https://www.adroitmarketresearch.com/researchreport/purchase/582
About Us:
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