Virtual Reality in Education Market Size, Share, and Analysis, By Component, By Deployment Mode, By Application, By Corporate Training, By Content, 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.


New York, July 05, 2023 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Virtual Reality in Education Market Size, Share, and Analysis, By Component, By Deployment Mode, By Application, By Corporate Training, By Content, and Regional Forecasts, 2022-2032" - https://www.reportlinker.com/p06472432/?utm_source=GNW
PRODUCT OVERVIEW:
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 project a CAGR of 41.2% during the forecast period, 2022-2032
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 SEGMENTATION:
Hardware segment is expected to grow with high CAGR during the forecast period
Virtual Reality in Education Market is classified based on the Component into Content, Hardware, Software. Hardware segment is expected to dominate the market during the forecast period. The Virtual Reality hardware is surrounded between the HMD’s, virtual reality headsets, and other controllers. The innovations in the virtual reality headsets and affordability of headsets are anticipated to drive the growth of segment in the Virtual Reality in Education Market.
Higher Education segment expected to grow with high CAGR during the forecast period
Virtual Reality in Education Market is classified based on the Application into Higher Education, K-12, Vocational Training. Higher Education segment is expected to dominate the market during the forecast period owing to the benefits offered by virtual reality in ideal learning. Due to the advancements in technology, experimental learning, personalized learning and mastery-based learning have showcased viable advantages Virtual Reality in Education market. Few advantages of virtual reality in education market include the student recruitment, fundraising, immersive learning which are expected to boost the growth of the segment in Virtual Reality in Education market.

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

VIRTUAL REALITY IN EDUCATION MARKET
Key Players Covered:
• 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)
PRODUCT OVERVIEW:
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 project a CAGR of 41.2% during the forecast period, 2022-2032
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 SEGMENTATION:
Hardware segment is expected to grow with high CAGR during the forecast period
Virtual Reality in Education Market is classified based on the Component into Content, Hardware, Software. Hardware segment is expected to dominate the market during the forecast period. The Virtual Reality hardware is surrounded between the HMD’s, virtual reality headsets, and other controllers. The innovations in the virtual reality headsets and affordability of headsets are anticipated to drive the growth of segment in the Virtual Reality in Education Market.
Higher Education segment expected to grow with high CAGR during the forecast period
Virtual Reality in Education Market is classified based on the Application into Higher Education, K-12, Vocational Training. Higher Education segment is expected to dominate the market during the forecast period owing to the benefits offered by virtual reality in ideal learning. Due to the advancements in technology, experimental learning, personalized learning and mastery-based learning have showcased viable advantages Virtual Reality in Education market. Few advantages of virtual reality in education market include the student recruitment, fundraising, immersive learning which are expected to boost the growth of the segment in Virtual Reality in Education market.

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

VIRTUAL REALITY IN EDUCATION MARKET
Key Players Covered:
• 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)

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.
Read the full report: https://www.reportlinker.com/p06472432/?utm_source=GNW

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