VR in Education Sector Market Size, Share, Trends & Analysis By Type, Regional Outlook, Industry Insights, Key Players, Applications And Forecast To 2028

  • Category:Software & Hardware
  • Published on:May 2021
  • Pages:104
  • Formats:
  • Report Code:37184

Report Summary

Eternity Insights has published a new study on Global VR In Education Sector Market focusing on key segments as by Type (VR Gear, VR Software, Other), by Application (Higher Education, K-12, Other), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global VR In Education Sector Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

VR In Education Sector Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global VR In Education Sector Market Size, 2018-2028 (USD Million)

To learn more about this report

Request For Sample

Global VR In Education Sector Market Segmentation:

VR In Education Sector Market, By Type

  • VR Gear
  • VR Software
  • Other

VR In Education Sector Market, By Application

  • Higher Education
  • K-12
  • Other

To learn more about this report

Request For Sample

Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global VR In Education Sector market in terms of demand generation. The VR In Education Sector market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for VR In Education Sector market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global VR In Education Sector Market Taxonomy:

To learn more about this report

Request For Sample

Global VR In Education Sector Market Competitive Landscape

The global VR In Education Sector market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Oculus VR
  • Google
  • Alchemy VR
  • Discovery Communications
  • Cinoptics
  • EPSON
  • HTC
  • Sony
  • FOVE
  • LG 23
  • Zebronics
  • Homido
  • Mattel
  • Samsung 23
  • ZEISS
  • EON Reality
  • Immersive VR Education
  • Unimersiv
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook VR Gear, VR Software, Other
By Application Outlook Higher Education, K-12, Other
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Oculus VR, Google, Alchemy VR, Discovery Communications, Cinoptics, EPSON, HTC, Sony, FOVE, LG 23, Zebronics, Homido, Mattel, Samsung 23, ZEISS, EON Reality, Immersive VR Education, Unimersiv
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • 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) and volume (Tons) 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 an 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

Table Of Contents

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 (2017-2027)
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 (2017-2027)
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 (2017-2027)
2.2.2 VR in Education Sector Market Share by Regions (2017-2020)
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 (2017-2020)
3.1.2 Global VR in Education Sector Revenue Market Share by Manufacturers (2017-2020)
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 (2017-2020)
4.2 Global VR in Education Sector Market Size by Application (2017-2020)

5 United States
5.1 United States VR in Education Sector Market Size (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 (2017-2020)
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 2021-2027
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 (2021-2027)
13.10 Market Size Forecast by Application (2021-2027)

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

Choose License Type

close

categories