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Virtual Reality In Education Sector Market will reach at USD 89.62 billion by 2032Statistical Forecast, Trade Analysis 2022 -Unimersiv, Google, VR Education Holdings, Alchemy VR, Discovery VR, zSpace, Curiscope, WEARVR, Nearpod, EON Reality, Oculus VR, Sc

09-11-2022 08:16 AM CET | Advertising, Media Consulting, Marketing Research

Press release from: MR ACCURACY REPORTS

The augmented and virtual reality in education market is expected to grow from USD 13.2 billion in 2021 to USD 89.62 billion by 2032, at a Compound Annual Growth Rate (CAGR) of 16.2% during the forecast period. The wide acceptance of Augmented Reality (AR) or Virtual Reality (VR) for corporate training and development, continuous innovation in VR/AR technologies, increased participation and engagement in learning, demand for personalized learning experiences, and the use of connected devices in augmented and virtual reality in education are some of the factors driving the market growth.

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Global Virtual Reality In Education Sector: Top Key Players

Unimersiv, Google, VR Education Holdings, Alchemy VR, Discovery VR, zSpace, Curiscope, WEARVR, Nearpod, EON Reality, Oculus VR, Schell Games, Gamar, Thinglink, Virtalis, Avantis Education

Mobile computing devices segment to hold the largest market size
The adoption of smart devices in education is due to the increasing expectation of mobility and flexible learning, which enables students and employees to access all educational material and administration work. Bring Your Own Device (BYOD) is a powerful tool that helps school staff and students to use their mobile devices. The BYOD trend in the education industry would engage learners, enhance staff productivity, and expand collaboration. For instance, educational institutions are using tablets and mobile devices to save schools' costs by combining books, calculators, and word processors into one handy device.

In user types, the higher education segment to hold the largest market size
Universities and educational institutions are leveraging innovative developments in education technology to involve students, expand their presence globally, and avoid campus congestion. The selection and implementation of augmented and virtual reality in education are becoming strategic decisions and a considerable part of the education industry, as IT spending is being utilized for these processes. Higher education can be befitted by time and place convenience provided by augmented and virtual reality in education. The augmented and virtual reality in education facilitates the best quality education, along with intellectually satisfying learning experiences in higher education.

Product types uploaded in the Virtual Reality In Education Sector are:

VR Hardware, VR Software

Key applications of this report are:

K-12 Sector, Higher Education Sector

Key Market Players
The major factors that are expected to hinder the market growth are the lack of standardized and uniform technologies, and shortage of resources and infrastructure in industries. Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (US), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (US), Blackboard (US), Dell (US), IBM (US), Saba Software (US), Oracle (US), Edvance360 (US), Electa Communications (US), BrainCert (US), SKYPREP (Canada), Impero Software (UK), WizIQ (India), BigBlueButton (US), Digital Samba (Spain), and TutorRoom (Taipei). These players offer various augmented and virtual reality in education solutions to cater to the demands and needs of the market. The major growth strategies adopted by these players are partnerships, collaborations and agreements, and new product launches/product enhancements.

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Virtual Reality In Education Sector: Regional analysis includes

Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)
Europe (Turkey, Germany, Russia UK, Italy, France, etc.)
North America (the United States, Mexico, and Canada.)
South America (Brazil etc.)
The Middle East and Africa (GCC Countries and Egypt)
Some Points from Table of Contents

Chapter 1 Toll Like Receptor 8 Introduction and Market Overview

Chapter 2 Executive Summary

Chapter 3 Industry Chain Analysis

Chapter 4 Global Virtual Reality In Education Sector, by Type

Chapter 5 Virtual Reality In Education Sector, by Application

Chapter 6 Global Virtual Reality In Education Sector Analysis by Regions

Chapter 7 North America Virtual Reality In Education Sector Analysis by Countries

Chapter 8 Europe Virtual Reality In Education Sector Analysis by Countries

Chapter 9 Asia Pacific Virtual Reality In Education Sector Analysis by Countries

Chapter 10 Middle East and Africa Virtual Reality In Education Sector Analysis by Countries

Chapter 11 South America Virtual Reality In Education Sector Analysis by Countries

Chapter 12 Competitive Landscape

Chapter 13 Industry Outlook

Chapter 14 Global Virtual Reality In Education Sector Forecast

Chapter 15 New Project Feasibility Analysis

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Recent developments
In September 2018, Dell, Siksha Foundation, and the Karnataka Government partnered for digital education to motivate schools to engage and integrate technologies in their daily teaching and learning processes.
In July 2018, The University of Phoenix partnered with Blackboard to enable a next-generation digital learning platform powered by Blackboard's Learning Management System (LMS).
In June 2018, IBM's AI collaborated with Scholastic's and Edmodo's existing educational infrastructures to streamline the process of what a student is expected to learn and what he/she has learned by highlighting student-specific needs within the context of curricular standards.
In June 2018, Dell collaborated with Tata ClassEdge, a technology-based learning solutions provider, for the common objective of taking digital training to schools and equipping teachers with the requisite knowledge of implementing technologies in classrooms.

Report includes Competitor's Landscape:

➊ Major trends and growth projections by region and country
➋ Key winning strategies followed by the competitors
➌ Who are the key competitors in this industry?
➍ What shall be the potential of this industry over the forecast tenure?
➎ What are the factors propelling the demand for the Toll Like Receptor 8?
➏ What are the opportunities that shall aid in significant proliferation of the market growth?
➐ What are the regional and country wise regulations that shall either hamper or boost the demand for Toll Like Receptor 8?
➑ How has the covid-19 impacted the growth of the market?
➒ Has the supply chain disruption caused changes in the entire value chain?

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