Global Visual Technologies in Education Market 2017-2021

Published: Aug 2017 Pages: 80 SKU: IRTNTR14328

Overview of the global visual technologies in education market

Technavio's market research analysis identifies the dynamical evolution of learning environments as one of the primary growth factors for the visual technologies in education market. Owing to transformations in the education sector, the educators are preferring experiential and collaborative learning over conventional textbook learning. The experiential learning through visual technologies enables students to observe and reflect on concepts taught in classrooms and gain real-life experiences. Augmented reality (AR) apps allow students and educators to enhance their learning experience by creating their own content in the form of short videos and 3-D images. Our market research analysts predict that this market will grow steadily at a CAGR of around 33% by 2021.

The increasing popularity of the Internet of Things (IoT) will boost the demand for visual technologies due to the ease of integration to smart devices with significant visual technologies such as AR and VR. Several schools in the US and UK have implemented several wearable devices for students to track their attendance, grades, and other administrative works such as Google Glass and GoPRo. Additionally, IoT is also increasingly used by schools and colleges to train their teachers using several modules about key emerging visual technologies. This rising popularity of IoT and wearable devices will be one of the key trends that will contribute to the growth of the visual technologies in education market.

Competitive landscape and key vendors

With the presence of several established players and new players, the visual technologies in the education market appears to be highly fragmented. The high growth potential of the market influences the emergence of a number of start-ups that offer innovative products with dynamically advancing technologies. The vendors are innovating to develop creative solutions and platforms to cater to the increasing demand for advanced technologies such as visual analytics, AR, VR, and 3D printing.

The leading vendors in the market are -

  • Alchemy VR
  • EON Reality
  • Magic Leap
  • Oculus
  • Qlik
  • Stratasys
  • VR

The other prominent vendors in the market are DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.

Segmentation by product type and analysis of the visual technologies in education market

  • 3D Printing
  • Visual data analytics
  • AR
  • VR

The 3D printing vendors are offering various services such as printing, software, design, and support that allows students to replicate and produce realistic 3D mini-models in subjects such as engineering, mathematics, architecture, and applied sciences. 3D printers print the learning content in a cost-effective manner that is beneficial to both the students and the institutes.

Segmentation by end-user and analysis of the visual technologies in education market

The need for visual technologies is higher in the higher education segment by students pursuing science, technology, engineering, mathematics (STEM) subjects for higher studies as the STEM concepts are increasingly complex. The students can conduct their own research, experiment, and make relevant conclusions using these technologies. Additionally, students pursuing the demographics, culture, and history also find the AR/VR technologies highly useful to have real-life experiences.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2021?
  • What are the key factors driving the global visual technologies in education market?
  • What are the key market trends impacting the growth of the global visual technologies in education market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global visual technologies in education market?
  • What are the market opportunities and threats faced by the vendors in the global visual technologies in education market?
  • Trending factors influencing the market shares of the Americas, APAC, and EMEA.
  • What are the key outcomes of the five forces analysis of the global visual technologies in education market?

Technavio also offers customization on reports based on specific client requirement.

Our market research reports for the education industry follow a thorough procedure of data collection methodology and present an analysis of fast growing market subdivisions like education technology. This upcoming industry research report on the global visual technologies in education market offers insights into the major trends and evolving drivers inducing the growth of the education technology industry.

Our market research analysis includes primary and secondary research techniques like vendor briefings, telephone and online surveys, webinars, and podcasts, and industry journals and publications to help clients develop active growth strategies and keep pace with the frequently changing market landscape. The market research experts at Technavio also take into account the market forecast, market size, and increasing demand for various education technology products and services and offers an all-inclusive picture of the global visual technologies in the education market for the estimated period of 2017-2021.

This upcoming market research report on the global visual technologies in education market also covers vendors like Oculus VR, Alchemy VR, Magic Leap, Eon Reality, Stratasys, and Qlik Technologies. Furthermore, to offer clients the scope to identify potential market opportunities and expand in niche markets, this report on the global visual technologies in education market also covers geographies like the North America, APAC, Europe, and ROW.

The upcoming industry report on the global visual technologies in education market also offers insights into fast-growing segments within the education technology industry, including sectors like K12 and higher education and school and college essentials. Furthermore, this industry report also presents visions into the varying competitive landscape to give clients a realistic picture of the future direction of the industry.

Our market research methodology for the visual technologies in education market

Technavio also offers clients the option to customize every report to suit their specific requirements and offers attractive discounts on all upcoming reports and future purchases.

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Global education technology

PART 05: Market landscape

  • Global visual technologies in education market
  • Five forces analysis

PART 06: Geographical segmentation

  • Global visual technologies in education market by geography
  • Visual technologies in education market in North America
  • Visual technologies in education market in Europe
  • Visual technologies in education market in APAC
  • Visual technologies in education market in ROW

PART 07: Market segmentation by product

  • Global visual technologies in education market by product
  • Global visual technologies in education market by 3-D printing
  • Global visual technologies in education market by visual data analytics
  • Global visual technologies in education market by AR
  • Global visual technologies in education market by VR

PART 08: Market segmentation by end-user

  • Global visual technologies in education market by end-user
  • Global visual technologies in education market by higher education
  • Global visual technologies in education market by K-12

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Rising popularity of IoT and wearable devices
  • Increasing adoption of maker spaces and learning commons
  • Inclusion of robotics in STEAM teaching
  • Paradigm shift toward mobile technology
  • Emergence of mixed reality

PART 12: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 13: Key vendor analysis

  • Stratasys
  • Qlik
  • Oculus VR
  • Alchemy VR
  • Magic Leap
  • EON Reality

PART 14: Other prominent vendors

PART 15: Appendix

  • List of abbreviations

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

INFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases

DATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts

REPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape

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Key Questions Answered

  • What are the key global market and the regional market share?
  • What are the revenue-generating key market segments?
  • What are the key factors driving and challenging this market’s growth?
  • Who are the key market vendors and their growth strategies?
  • What are the latest trends influencing the growth of this market?
  • What are the variables influencing the market growth in the primary regions?
  • What are the factors influencing the growth of the parent market?

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