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Virtual Reality In Education Sector Market worth $24.31 billion by 2030, growing at a CAGR of 31.70% - Exclusive Report by 360iResearch
The "Virtual Reality In Education Sector Market by Component (Services, VR Content, VR Hardware), Function (Classroom Management, Independent Learning, Teacher Lesson Planning), Application - Global Forecast 2023-2030" report has been added to 360iResearch.com's offering.The Global Virtual Reality In Education Sector Market to grow from USD 2.68 billion in 2022 to USD 24.31 billion by 2030, at a CAGR of 31.70%.
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Virtual reality in education refers to the technology that allows users, students, and educators to interact within a computer-generated, three-dimensional environment. This immersive technology facilitates experiential learning by simulating real-world or imaginary scenarios. It enables learners to engage visually and physically with educational content, enhancing comprehension, retention, and engagement. Virtual Reality (VR) in education is revolutionizing traditional teaching methodologies by offering interactive and immersive experiences beyond the constraints of physical classrooms. Meanwhile, the increasing deployment of smart devices in learning environments has propelled the growth of virtual reality (VR) in education. Improvements in hardware, such as headsets and sensors, have enhanced the user experience, making virtual environments more immersive and interactive. Software developments have also led to a wider variety of educational content, tailoring VR experiences to different subjects and learning outcomes. However, the significant cost associated with implementing and integrating VR in education sectors is a significant challenge the key players face. Companies are working on collaborating with educational institutions, technology providers, and content creators to drive innovation, making VR education more impactful and widely accessible. Moreover, a noticeable increase in support from governments and educational institutions for incorporating VR technologies into the curriculum presents a significant avenue for the entities. Investments in VR infrastructure and the development of tailored educational programs signal a strong belief in the potential of VR to enhance learning outcomes.
In the Americas, the adoption of VR technology in education is driven by the demand for interactive and immersive learning experiences. High investment rates and research activities focusing on virtual laboratories and distance learning are notable. Latest patents reveal advancements in VR hardware tailored for educational purposes, enhancing user engagement and learning outcomes. In addition, the emphasis on collaborative projects between educational institutions and VR startups indicates a trend toward creating localized and content-specific VR learning experiences in the region. At the same time, the European Union's (EU) approach to VR in education highlights the integration of VR within established curricula, focusing on enhancing the quality of education and training. EU-funded projects and research grants are directed towards innovative teaching methodologies, including VR, for professional and continuous education across member states. Moreover, the Middle East and Africa have been actively investing in VR for education, with a keen interest in transforming traditional educational setups into digital learning environments. Similarly, the Asia-Pacific region is witnessing exponential growth in the adoption of virtual reality in the education sector, propelled by rapid technological advancements and increasing governmental support in countries such as China, Japan, South Korea, and India. The market in the region is characterized by diverse applications, from vocational training and medical education to historical recreations and language learning, indicating a robust potential for future growth and innovation in the Asia-Pacific education sector.
Market Segmentation & Coverage:
This research report categorizes the Virtual Reality In Education Sector Market in order to forecast the revenues and analyze trends in each of following sub-markets:
Based on Component, market is studied across Services, VR Content, and VR Hardware. The VR Hardware is further studied across Charging & Storage, Classroom Interface, and Standalone Speakers & Headsets. The VR Hardware commanded largest market share of 61.14% in 2022, followed by VR Content.
Based on Function, market is studied across Classroom Management, Independent Learning, and Teacher Lesson Planning. The Independent Learning commanded largest market share of 24.46% in 2022, followed by Classroom Management.
Based on Application, market is studied across Corporate & Vocational Training, Elementary School, Pre-School Education, Secondary School, and University & Higher Education. The University & Higher Education commanded largest market share of 24.49% in 2022, followed by Corporate & Vocational Training.
Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Europe, Middle East & Africa commanded largest market share of 35.72% in 2022, followed by Americas.
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FPNV Positioning Matrix:
The FPNV Positioning Matrix is essential for assessing the Virtual Reality In Education Sector Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).
Market Share Analysis:
The Market Share Analysis offers an insightful look at the current state of vendors in the Virtual Reality In Education Sector Market. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.
Key Company Profiles:
The report delves into recent significant developments in the Virtual Reality In Education Sector Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Limited, Axon Enterprise, Inc., Cisco Systems, Inc., DPVR, Econoxy Solutions Pvt. Ltd., ENGAGE XR Holdings PLC, EON Reality, Inc., fotonVR, Google LLC by Alphabet Inc., HTC Corporation, International Business Machines Corporation, Lenovo Group Ltd., Meta Platforms, Inc., Microsoft Corporation, Mursion Inc., Nearpod Inc. by Renaissance Learning, Inc., Oracle Corporation, Samsung Electronics Co., Ltd., Schell Games, Sony Group Corporation, SweetRush, Inc., Unimersiv, Veative Group by Dev Clever Holdings PLC, Virtalis Holdings Limited, and zSpace, Inc..
Key Topics Covered:
1. Preface
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
6. Virtual Reality In Education Sector Market, by Component
7. Virtual Reality In Education Sector Market, by Function
8. Virtual Reality In Education Sector Market, by Application
9. Americas Virtual Reality In Education Sector Market
10. Asia-Pacific Virtual Reality In Education Sector Market
11. Europe, Middle East & Africa Virtual Reality In Education Sector Market
12. Competitive Landscape
13. Competitive Portfolio
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
The report answers questions such as:
1. What is the market size and forecast of the Virtual Reality In Education Sector Market?
2. Which are the products/segments/applications/areas to invest in over the forecast period in the Virtual Reality In Education Sector Market?
3. What is the competitive strategic window for opportunities in the Virtual Reality In Education Sector Market?
4. What are the technology trends and regulatory frameworks in the Virtual Reality In Education Sector Market?
5. What is the market share of the leading vendors in the Virtual Reality In Education Sector Market?
6. What modes and strategic moves are considered suitable for entering the Virtual Reality In Education Sector Market?
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