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VR in Education Sector Market 2019 by Technology, Manufacturing Techniques, Emerging Trend & Key Players(EPSON, Sony, HTC, Zebronics, EON Reality, Oculus VR, Google, Alchemy VR)

01-24-2019 03:11 PM CET | Science & Education

Press release from: Decision Market Reports

VR in Education Sector Market

VR in Education Sector Market

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 2018, 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 2018 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.

Various factors affecting the forecasted trend in the VR in Education Sector market are discussed in detail with analysis of the same. The global market report covers all the drivers, trends, and challenges in the market within the analysis and for the elucidation of the forecast statistics. Furthermore, the global market report is dissected and analysed across its various segments such as by product type, by application, by end users, and by region.

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In terms of product type, the global VR in Education Sector market is segmented into the following:
• VR Gear
• VR Software

Product X is currently leading in terms of value and volume owing to high demand from across all regions. Product Y is expected to gain traction since new technology and changing customers trends is expected to push the demand for it. Product Y is hence is expected to record the highest growth rate for the forecast period.

In terms of application, the global VR in Education Sector market is segmented as follows:
• Higher Education
• K-12

Application X holds the highest share in the global VR in Education Sector market. Application Y is expected to record the highest growth rate and can even surpass the market share of Application X by the end of the forecast period.

By end users, the global VR in Education Sector market is segmented into:
• 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

End user X is the highest share holder in terms of value and volume and End user Y is expected to record a high growth rate for the forecast period based on the data of the changing market trends.

Know More About VR in Education Sector market @ https://decisionmarketreports.com/market-reports/977248/global-vr-in-education-sector-market

The global VR in Education Sector market report provides a detailed analysis of the regional segmentation. The VR in Education Sector market is segmented into the following regions:
• United States
• Europe
• China
• Japan
• Southeast Asia
• India
• Central & South America

Region X is a more matured market and is the highest with US$ XX million in value at the end of 2018. Region Y is showcasing high growth rate as the overall income of the population is on the rise and people have a higher amount of disposable income available.

The global VR in Education Sector market includes a detailed SWOT analysis and competitive landscape analysis as well that provides customers with key insights into what the top companies are working on. Every top player and their respective company profiles are covered in detail including the latest news and updates of acquisitions and mergers.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global VR in Education Sector Market Size Growth Rate by Type (2014-2025)
1.4.2 VR Gear
1.4.3 VR Software
1.5 Market by Application
1.5.1 Global VR in Education Sector Market Share by Application (2014-2025)
1.5.2 Higher Education
1.5.3 K-12
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 VR in Education Sector Market Size
2.2 VR in Education Sector Growth Trends by Regions
2.2.1 VR in Education Sector Market Size by Regions (2014-2025)
2.2.2 VR in Education Sector Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 VR in Education Sector Market Size by Manufacturers
3.1.1 Global VR in Education Sector Revenue by Manufacturers (2014-2018)
3.1.2 Global VR in Education Sector Revenue Market Share by Manufacturers (2014-2018)
3.1.3 Global VR in Education Sector Market Concentration Ratio (CR5 and HHI)
3.2 VR in Education Sector Key Players Head office and Area Served
3.3 Key Players VR in Education Sector Product/Solution/Service
3.4 Date of Enter into VR in Education Sector Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global VR in Education Sector Market Size by Type (2014-2019)
4.2 Global VR in Education Sector Market Size by Application (2014-2019)

5 United States
5.1 United States VR in Education Sector Market Size (2014-2019)
5.2 VR in Education Sector Key Players in United States
5.3 United States VR in Education Sector Market Size by Type
5.4 United States VR in Education Sector Market Size by Application

6 Europe
6.1 Europe VR in Education Sector Market Size (2014-2019)
6.2 VR in Education Sector Key Players in Europe
6.3 Europe VR in Education Sector Market Size by Type
6.4 Europe VR in Education Sector Market Size by Application

7 China
7.1 China VR in Education Sector Market Size (2014-2019)
7.2 VR in Education Sector Key Players in China
7.3 China VR in Education Sector Market Size by Type
7.4 China VR in Education Sector Market Size by Application

8 Japan
8.1 Japan VR in Education Sector Market Size (2014-2019)
8.2 VR in Education Sector Key Players in Japan
8.3 Japan VR in Education Sector Market Size by Type
8.4 Japan VR in Education Sector Market Size by Application

9 Southeast Asia
9.1 Southeast Asia VR in Education Sector Market Size (2014-2019)
9.2 VR in Education Sector Key Players in Southeast Asia
9.3 Southeast Asia VR in Education Sector Market Size by Type
9.4 Southeast Asia VR in Education Sector Market Size by Application

10 India
10.1 India VR in Education Sector Market Size (2014-2019)
10.2 VR in Education Sector Key Players in India
10.3 India VR in Education Sector Market Size by Type
10.4 India VR in Education Sector Market Size by Application

11 Central & South America
11.1 Central & South America VR in Education Sector Market Size (2014-2019)
11.2 VR in Education Sector Key Players in Central & South America
11.3 Central & South America VR in Education Sector Market Size by Type
11.4 Central & South America VR in Education Sector Market Size by Application

12 International Players Profiles
12.1 Oculus VR
12.1.1 Oculus VR Company Details
12.1.2 Company Description and Business Overview
12.1.3 VR in Education Sector Introduction
12.1.4 Oculus VR Revenue in VR in Education Sector Business (2014-2019)
12.1.5 Oculus VR Recent Development
12.2 Google
12.2.1 Google Company Details
12.2.2 Company Description and Business Overview
12.2.3 VR in Education Sector Introduction
12.2.4 Google Revenue in VR in Education Sector Business (2014-2019)
12.2.5 Google Recent Development
12.3 Alchemy VR
12.3.1 Alchemy VR Company Details
12.3.2 Company Description and Business Overview
12.3.3 VR in Education Sector Introduction
12.3.4 Alchemy VR Revenue in VR in Education Sector Business (2014-2019)
12.3.5 Alchemy VR Recent Development
12.4 Discovery Communications
12.4.1 Discovery Communications Company Details
12.4.2 Company Description and Business Overview
12.4.3 VR in Education Sector Introduction
12.4.4 Discovery Communications Revenue in VR in Education Sector Business (2014-2019)
12.4.5 Discovery Communications Recent Development
12.5 Cinoptics
12.5.1 Cinoptics Company Details
12.5.2 Company Description and Business Overview
12.5.3 VR in Education Sector Introduction
12.5.4 Cinoptics Revenue in VR in Education Sector Business (2014-2019)
12.5.5 Cinoptics Recent Development
12.6 EPSON
12.6.1 EPSON Company Details
12.6.2 Company Description and Business Overview
12.6.3 VR in Education Sector Introduction
12.6.4 EPSON Revenue in VR in Education Sector Business (2014-2019)
12.6.5 EPSON Recent Development
12.7 HTC
12.7.1 HTC Company Details
12.7.2 Company Description and Business Overview
12.7.3 VR in Education Sector Introduction
12.7.4 HTC Revenue in VR in Education Sector Business (2014-2019)
12.7.5 HTC Recent Development
12.8 Sony
12.8.1 Sony Company Details
12.8.2 Company Description and Business Overview
12.8.3 VR in Education Sector Introduction
12.8.4 Sony Revenue in VR in Education Sector Business (2014-2019)
12.8.5 Sony Recent Development
12.9 FOVE
12.9.1 FOVE Company Details
12.9.2 Company Description and Business Overview
12.9.3 VR in Education Sector Introduction
12.9.4 FOVE Revenue in VR in Education Sector Business (2014-2019)
12.9.5 FOVE Recent Development
12.10 LG Electronics
12.10.1 LG Electronics Company Details
12.10.2 Company Description and Business Overview
12.10.3 VR in Education Sector Introduction
12.10.4 LG Electronics Revenue in VR in Education Sector Business (2014-2019)
12.10.5 LG Electronics Recent Development
12.11 Zebronics
12.12 Homido
12.13 Mattel
12.14 Samsung Electronics
12.15 ZEISS
12.16 EON Reality
12.17 Immersive VR Education
12.18 Unimersiv

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst’s Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details

About Us
Decision Market Reports is a one-stop solution, covers market research studies of all the industries, companies and regions. DMR aims at providing quality research, and insights about every market to helps our clients in taking right decisions. Our repository consists of most trending industry reports, niche areas, and leading company profiles. A comprehensive collection of reports is updated daily to offer hassle-free access to our latest updated report databases.

At Decision Market Reports, we provide research data from our field research and key opinion leaders. We fulfill all the research needs straddling across several industry verticals using our vast repository of research reports. We extend our services to the organization of all the sizes and across all the markets and industries. Consulting projects at Decision Market Reports assist you in finding the potential and cost-effective publisher, who can fulfill your research requirements in the best possible way. With the huge network of publishers, Decision Market Reports helps you get maximum out of a research report in the least possible time.

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