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Virtual Reality Market in Education Sector by Product. End-user, and Geography - Forecast and Analysis 2022-2026

  • Published: Sep 2022
  • Pages: 149
  • SKU: IRTNTR40435
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The virtual reality market share in the education sector is expected to increase by USD 16.12 billion from 2021 to 2026, and the market’s growth momentum will accelerate at a CAGR of 59.28%.

This virtual reality market the in education sector research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers virtual reality market segmentation in the education sector by product (VR hardware and VR content), end-user (higher education and K-12), and geography (North America, Europe, APAC, South America, and Middle East and Africa). The virtual reality market the in education sector report also offers information on several market vendors, including Alchemy VR Ltd, Alphabet Inc., Avantis Systems Ltd., Curiscope Ltd., Eon Reality Inc., fotonVR, HTC Corp., Lenovo Group Ltd., Meta Platforms Inc., Microsoft Corp, Nearpod Inc., RedboxVR, Samsung Electronics Co. Ltd., Sony Group Corp, Unimersiv, Veative Labs, VictoryXR Inc., Virtalis Holdings Ltd., VR Owl Solutions BV, and zSpace Inc. among others.

What will the Virtual Reality Market Size in Education Sector be During the Forecast Period?

Virtual Reality Market in Education Sector Size

Download Report Sample to Unlock the Virtual Reality Market Size in Education Sector for the Forecast Period and Other Important Statistics

 

Virtual Reality (VR) in Education Market: Key Drivers, Trends, and Challenges

Based on our research output, there has been a neutral impact on the market growth during and post COVID-19 era. The increased affordability of VR gear is notably driving the virtual reality market growth in the education sector, although factors such as lack of content may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the virtual reality industry in the education sector. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key VR in Education Market Driver

One of the key factors driving growth in the virtual reality market in the education sector is the increased affordability of VR gear. Initially, VR hardware products were extremely expensive to purchase, which was a big barrier to the expansion of the market. However, owing to the recent developments in technology and the economies of scale possessed by major companies, the cost of VR gear has been reduced by a significant figure. Many companies providing VR headgear at premium prices have cut their prices and developed commercial versions of the headset. This advent of VR cardboard by Google and Samsung VR gear compatible with smartphones is the major factor contributing to the decline in prices. The emergence of low-priced VR devices has also increased the market for VR content, especially for 360-degree video content-producing companies. Decreasing prices of VR headsets is anticipated to encourage educational institutes to adopt them.

Key VR in Education Market Trend

The increasing number of social VR spaces is a virtual reality market trend in the education sector that is expected to have a positive impact in the coming years. In a virtual environment, users are isolated from the real physical world and are subjected to a virtual environment. This might bring down the quality of learning, as collaborative learning plays an effective role in effective and efficient learning. To overcome this challenge, many VR vendors are providing platforms that enable collaborative learning in the VR environment. This has resulted in the growth of social VR spaces, wherein the students can communicate and connect with other students. Major vendors such as Microsoft and Facebook are increasingly emphasizing the incorporation of virtual spaces. Hence, an increasing number of social VR spaces will drive the growth of the global virtual reality market in the education sector during the forecast period.

Key VR in Education Market Challenge

The lack of content will be a major challenge for the virtual reality market in the education sector during the forecast period. Though there is high availability of VR gear and VR hardware, the VR industry lacks the availability of VR content. This is primarily due to the lack of VR developers in the market. With VR headsets now being sold at an increasingly attractive price, there is increased pressure on the content makers for immersive and diversified content, which will remain the mainstay for mass consumption. There are various companies that provide VR content creation platforms to educators and teachers. However, both teachers and educators lack the ability and technology know-how to work with it. At present, most institutions, especially in APAC, are facing challenges in the conversion and application of curriculum-based content into digital formats owing to the low technology literacy among educators. This, further coupled with the extent of additional costs involved, also plays a significant role in hampering the overall digitization process as institutions run on stringent budgets. Therefore, lack of content can become a major challenge for the growth of the global virtual reality market in the education sector during the forecast period.

This virtual reality in education market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global virtual reality market in the education sector as a part of the global technology hardware, storage, and peripherals market within the global information technology market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the virtual reality market in the education sector during the forecast period.

Who are the Major Virtual Reality Market Vendors in Education Sector?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • Alchemy VR Ltd
  • Alphabet Inc.
  • Avantis Systems Ltd.
  • Curiscope Ltd.
  • Eon Reality Inc.
  • fotonVR
  • HTC Corp.
  • Lenovo Group Ltd.
  • Meta Platforms Inc.
  • Microsoft Corp
  • Nearpod Inc.
  • RedboxVR
  • Samsung Electronics Co. Ltd.
  • Sony Group Corp
  • Unimersiv
  • Veative Labs
  • VictoryXR Inc.
  • Virtalis Holdings Ltd.
  • VR Owl Solutions BV
  • zSpace Inc.

 

This statistical study of virtual reality in the education market encompasses successful business strategies deployed by the key vendors. The VR in the education market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market.

Product Insights and News

  • alchemyimmersive.com - The company offers virtual reality and graphic animation through its VFX studio.

  • alchemyimmersive.com - Under the unified segment, the company provides complete production across a range of platforms such as iOS, Magic Leap, and Oculus, including creative development, real-time engine development, asset creation, post-production, and 360 films.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The virtual reality in education market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Virtual Reality (VR) in Education Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the VR in the education market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for the Virtual Reality (VR) in Education Market?

Virtual Reality Market in Education Sector Share by Geography

For more insights on the market share of various regions Request PDF Sample now!

34% of the market’s growth will originate from North America during the forecast period. The US is the key market for virtual reality in the education sector in North America. Market growth in this region will be faster than the growth of the market in the South American regions.

The increased emphasis on the applicability of VR in the education market, along with the emergence of low-cost affordable VR gear will facilitate the virtual reality market growth in the education sector in North America over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

The outbreak of COVD-19 in 2020 severely affected the growth of the education sector in North America. To contain the spread of the pandemic, strict lockdowns were imposed in the US, Canada, and Mexico, which led to the shutdown of various sectors, including education. However, with the removal of lockdown in the second half of 2020 due to large-scale vaccination drives and the growing preference for practical knowledge and online education, the regional VR in the education market is expected to grow during the forecast period.

What are the Revenue-generating Product Segments in the Virtual Reality (VR) in Education Market?

Virtual Reality Market in Education Sector Share

To gain further insights on the market contribution of various segments Request PDF Sample

The virtual reality market share growth in the education sector by the VR hardware segment will be significant during the forecast period. The global virtual reality hardware market in the education sector is expected to record a rapid growth rate during the forecast period. The major factor catering to the growth of the market is the increasing affordability of VR hardware. Owing to the low cost of VR cardboard, many companies such as Oculus VR and HTC reduced their VR headset prices.

This report provides an accurate prediction of the contribution of all the segments to the growth of the VR in education market size and actionable market insights on post COVID-19 impact on each segment.

 

Virtual Reality Market Scope in Education Sector

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 59.28%

Market growth 2022-2026

$ 16.12 billion

Market structure

Fragmented

YoY growth (%)

59.17

Regional analysis

North America, Europe, APAC, South America, and Middle East and Africa

Performing market contribution

North America at 34%

Key consumer countries

US, China, Australia, UK, and Germany

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Alchemy VR Ltd, Alphabet Inc., Avantis Systems Ltd., Curiscope Ltd., Eon Reality Inc., fotonVR, HTC Corp., Lenovo Group Ltd., Meta Platforms Inc., Microsoft Corp, Nearpod Inc., RedboxVR, Samsung Electronics Co. Ltd., Sony Group Corp, Unimersiv, Veative Labs, VictoryXR Inc., Virtalis Holdings Ltd., VR Owl Solutions BV, and zSpace Inc.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

Customization purview

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What are the Key Data Covered in this Virtual Reality (VR) in Education Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive the virtual reality market growth in the education sector during the next five years
  • Precise estimation of the virtual reality market size in the education sector and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the virtual reality industry in the education sector across North America, Europe, APAC, South America, and Middle East and Africa
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of the virtual reality market vendors in the education sector 

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Product
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by End-user
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 14: Chart on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 15: Data Table on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 18: Five forces analysis - Comparison between 2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 19: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 20: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 21: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 22: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 23: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 24: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by Product

    • 5.1 Market segments
      • Exhibit 25: Chart on Product - Market share 2021-2026 (%)
      • Exhibit 26: Data Table on Product - Market share 2021-2026 (%)
    • 5.2 Comparison by Product
      • Exhibit 27: Chart on Comparison by Product
      • Exhibit 28: Data Table on Comparison by Product
    • 5.3 VR hardware - Market size and forecast 2021-2026
      • Exhibit 29: Chart on VR hardware - Market size and forecast 2021-2026 ($ million)
      • Exhibit 30: Data Table on VR hardware - Market size and forecast 2021-2026 ($ million)
      • Exhibit 31: Chart on VR hardware - Year-over-year growth 2021-2026 (%)
      • Exhibit 32: Data Table on VR hardware - Year-over-year growth 2021-2026 (%)
    • 5.4 VR content - Market size and forecast 2021-2026
      • Exhibit 33: Chart on VR content - Market size and forecast 2021-2026 ($ million)
      • Exhibit 34: Data Table on VR content - Market size and forecast 2021-2026 ($ million)
      • Exhibit 35: Chart on VR content - Year-over-year growth 2021-2026 (%)
      • Exhibit 36: Data Table on VR content - Year-over-year growth 2021-2026 (%)
    • 5.5 Market opportunity by Product
      • Exhibit 37: Market opportunity by Product ($ million)

    6 Market Segmentation by End-user

    • 6.1 Market segments
      • Exhibit 38: Chart on End-user - Market share 2021-2026 (%)
      • Exhibit 39: Data Table on End-user - Market share 2021-2026 (%)
    • 6.2 Comparison by End-user
      • Exhibit 40: Chart on Comparison by End-user
      • Exhibit 41: Data Table on Comparison by End-user
    • 6.3 Higher education - Market size and forecast 2021-2026
      • Exhibit 42: Chart on Higher education - Market size and forecast 2021-2026 ($ million)
      • Exhibit 43: Data Table on Higher education - Market size and forecast 2021-2026 ($ million)
      • Exhibit 44: Chart on Higher education - Year-over-year growth 2021-2026 (%)
      • Exhibit 45: Data Table on Higher education - Year-over-year growth 2021-2026 (%)
    • 6.4 K-12 - Market size and forecast 2021-2026
      • Exhibit 46: Chart on K-12 - Market size and forecast 2021-2026 ($ million)
      • Exhibit 47: Data Table on K-12 - Market size and forecast 2021-2026 ($ million)
      • Exhibit 48: Chart on K-12 - Year-over-year growth 2021-2026 (%)
      • Exhibit 49: Data Table on K-12 - Year-over-year growth 2021-2026 (%)
    • 6.5 Market opportunity by End-user
      • Exhibit 50: Market opportunity by End-user ($ million)

    7 Customer Landscape

    • 7.1 Customer landscape overview
      • Exhibit 51: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    8 Geographic Landscape

    • 8.1 Geographic segmentation
      • Exhibit 52: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 53: Data Table on Market share by geography 2021-2026 (%)
    • 8.2 Geographic comparison
      • Exhibit 54: Chart on Geographic comparison
      • Exhibit 55: Data Table on Geographic comparison
    • 8.3 North America - Market size and forecast 2021-2026
      • Exhibit 56: Chart on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 57: Data Table on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 58: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 59: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 8.4 Europe - Market size and forecast 2021-2026
      • Exhibit 60: Chart on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 61: Data Table on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 62: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 63: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 8.5 APAC - Market size and forecast 2021-2026
      • Exhibit 64: Chart on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 65: Data Table on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 66: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 67: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 8.6 South America - Market size and forecast 2021-2026
      • Exhibit 68: Chart on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 69: Data Table on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 70: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 71: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 8.7 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 72: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 73: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 74: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 75: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 8.8 US - Market size and forecast 2021-2026
      • Exhibit 76: Chart on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 77: Data Table on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 78: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 79: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 8.9 UK - Market size and forecast 2021-2026
      • Exhibit 80: Chart on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 81: Data Table on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 82: Chart on UK - Year-over-year growth 2021-2026 (%)
      • Exhibit 83: Data Table on UK - Year-over-year growth 2021-2026 (%)
    • 8.10 Germany - Market size and forecast 2021-2026
      • Exhibit 84: Chart on Germany - Market size and forecast 2021-2026 ($ million)
      • Exhibit 85: Data Table on Germany - Market size and forecast 2021-2026 ($ million)
      • Exhibit 86: Chart on Germany - Year-over-year growth 2021-2026 (%)
      • Exhibit 87: Data Table on Germany - Year-over-year growth 2021-2026 (%)
    • 8.11 China - Market size and forecast 2021-2026
      • Exhibit 88: Chart on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 89: Data Table on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 90: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 91: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 8.12 Australia - Market size and forecast 2021-2026
      • Exhibit 92: Chart on Australia - Market size and forecast 2021-2026 ($ million)
      • Exhibit 93: Data Table on Australia - Market size and forecast 2021-2026 ($ million)
      • Exhibit 94: Chart on Australia - Year-over-year growth 2021-2026 (%)
      • Exhibit 95: Data Table on Australia - Year-over-year growth 2021-2026 (%)
    • 8.13 Market opportunity by geography
      • Exhibit 96: Market opportunity by geography ($ million)

    9 Drivers, Challenges, and Trends

    • 9.1 Market drivers
      • 9.2 Market challenges
        • 9.3 Impact of drivers and challenges
          • Exhibit 97: Impact of drivers and challenges in 2021 and 2026
        • 9.4 Market trends

          10 Vendor Landscape

          • 10.1 Overview
            • 10.2 Vendor landscape
              • Exhibit 98: Overview on Criticality of inputs and Factors of differentiation
            • 10.3 Landscape disruption
              • Exhibit 99: Overview on factors of disruption
            • 10.4 Industry risks
              • Exhibit 100: Impact of key risks on business

            11 Vendor Analysis

            • 11.1 Vendors covered
              • Exhibit 101: Vendors covered
            • 11.2 Market positioning of vendors
              • Exhibit 102: Matrix on vendor position and classification
            • 11.3 Alchemy VR Ltd
              • Exhibit 103: Alchemy VR Ltd - Overview
              • Exhibit 104: Alchemy VR Ltd - Product / Service
              • Exhibit 105: Alchemy VR Ltd - Key offerings
            • 11.4 Alphabet Inc.
              • Exhibit 106: Alphabet Inc. - Overview
              • Exhibit 107: Alphabet Inc. - Business segments
              • Exhibit 108: Alphabet Inc. - Key news
              • Exhibit 109: Alphabet Inc. - Key offerings
              • Exhibit 110: Alphabet Inc. - Segment focus
            • 11.5 Avantis Systems Ltd.
              • Exhibit 111: Avantis Systems Ltd. - Overview
              • Exhibit 112: Avantis Systems Ltd. - Product / Service
              • Exhibit 113: Avantis Systems Ltd. - Key offerings
            • 11.6 Eon Reality Inc.
              • Exhibit 114: Eon Reality Inc. - Overview
              • Exhibit 115: Eon Reality Inc. - Product / Service
              • Exhibit 116: Eon Reality Inc. - Key offerings
            • 11.7 HTC Corp.
              • Exhibit 117: HTC Corp. - Overview
              • Exhibit 118: HTC Corp. - Product / Service
              • Exhibit 119: HTC Corp. - Key offerings
            • 11.8 Lenovo Group Ltd.
              • Exhibit 120: Lenovo Group Ltd. - Overview
              • Exhibit 121: Lenovo Group Ltd. - Business segments
              • Exhibit 122: Lenovo Group Ltd. - Key offerings
              • Exhibit 123: Lenovo Group Ltd. - Segment focus
            • 11.9 Meta Platforms Inc.
              • Exhibit 124: Meta Platforms Inc. - Overview
              • Exhibit 125: Meta Platforms Inc. - Business segments
              • Exhibit 126: Meta Platforms Inc. - Key news
              • Exhibit 127: Meta Platforms Inc. - Key offerings
              • Exhibit 128: Meta Platforms Inc. - Segment focus
            • 11.10 Microsoft Corp
              • Exhibit 129: Microsoft Corp - Overview
              • Exhibit 130: Microsoft Corp - Business segments
              • Exhibit 131: Microsoft Corp - Key news
              • Exhibit 132: Microsoft Corp - Key offerings
              • Exhibit 133: Microsoft Corp - Segment focus
            • 11.11 Sony Group Corp
              • Exhibit 134: Sony Group Corp - Overview
              • Exhibit 135: Sony Group Corp - Business segments
              • Exhibit 136: Sony Group Corp - Key offerings
              • Exhibit 137: Sony Group Corp - Segment focus
            • 11.12 Virtalis Holdings Ltd.
              • Exhibit 138: Virtalis Holdings Ltd. - Overview
              • Exhibit 139: Virtalis Holdings Ltd. - Product / Service
              • Exhibit 140: Virtalis Holdings Ltd. - Key offerings

            12 Appendix

            • 12.1 Scope of the report
              • 12.2 Inclusions and exclusions checklist
                • Exhibit 141: Inclusions checklist
                • Exhibit 142: Exclusions checklist
              • 12.3 Currency conversion rates for US$
                • Exhibit 143: Currency conversion rates for US$
              • 12.4 Research methodology
                • Exhibit 144: Research methodology
                • Exhibit 145: Validation techniques employed for market sizing
                • Exhibit 146: Information sources
              • 12.5 List of abbreviations
                • Exhibit 147: 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.

              TechnavioINFORMATION 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
              Technavio

              TechnavioDATA 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
              Technavio

              TechnavioREPORT 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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              Virtual Reality Market in Education Sector market growth will increase by $6345.65 million during 2019-2024.
              The virtual reality market in education sector market is expected to grow at a CAGR of 59.23% during 2019-2024.
              Technavio has segmented the virtual reality market in education sector market by product (VR Hardware and VR Content) and geographic (North America, Europe, APAC, and South America).
              Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp., Virtalis Holdings Ltd. are a few of the key vendors in the virtual reality market in education sector market.
              North America will register the highest growth rate of 35.81% among the other regions. Therefore, the virtual reality market in education sector market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
              The key factors driving the virtual reality market in education sector market growth are:
              • Increased affordability of VR gear
              • Increasing number of social VR spaces
              The virtual reality market in education sector market vendors should focus on grabbing business opportunities from the vr hardware segment as it accounted for the largest market share in the base year.
              • 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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