Report Detail

Service & Software Global Virtual Reality for Education Market Research Report 2022

  • RnM4452496
  • |
  • 09 June, 2022
  • |
  • Global
  • |
  • 110 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Industry Insights
The global Virtual Reality for Education market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.

Fully considering the economic change by this health crisis, Head-Mounted accounting for % of the Virtual Reality for Education global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While School Admissions segment is altered to an % CAGR throughout this forecast period.

China Virtual Reality for Education market size is valued at US$ million in 2021, while the North America and Europe Virtual Reality for Education are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Virtual Reality for Education landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Virtual Reality for Education market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Virtual Reality for Education market in terms of revenue.

Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Virtual Reality for Education market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Virtual Reality for Education market.

Impact of Covid-19 Outbreak

This section of the report has explored the overall status of the Covid scenario and has offered valuable insights into the changes in supply chain disruption, fluctuations in demand, etc. The analysts have also focused on the key measures that the companies are opting to withstand the harsh scenario.

Segmental Analysis

The report has been segmented into product and application segments. The researchers have documented all the products present today in the Virtual Reality for Education market. They have also shed light on the new product innovations and launches by the key players. In the segmental analysis, the analysts have provided revenue forecast figures based on type and application for the period 2017-2028. They have also discussed about the growth rate and potential of each segment for the period 2017-2028.

Virtual Reality for Education Breakdown Data by Type

Head-Mounted

Head-Up

Handheld

Virtual Reality for Education Breakdown Data by Application

School Admissions

Business Management

Others

Regional Analysis

North America

United States

Canada

Europe

Germany

France

UK

Italy

Russia

Nordic Countries

Rest of Europe

Asia-Pacific

China

Japan

South Korea

Southeast Asia

India

Australia

Rest of Asia

Latin America

Mexico

Brazil

Rest of Latin America

Middle East & Africa

Turkey

Saudi Arabia

UAE

Rest of MEA

Competitive Landscape

This segment focuses on the key players operating in the industry. It underlines all the current and future activities by the prominent manufacturers. By understanding various initiatives being taken up by different players, readers will gain the ability to settle on correct business choices. The authors of the report have provided accurate revenue figures of the companies for the period 2017-2022. The clients are sure to gain the upper hand once they get hold of this report. Key players studied in the research report include:

Barco

BigBlueButton

Blackboard

BrainCert

Cisco Systems

Dell

Digital Samba

Edvance360

Electa Communications

Eon Reality

Meta

Google

Hitachi

HTC

IBM

Impero Solutions

LG Electronics

Microsoft

Oracle

Panasonic

Talented Learning

Samsung

SkyPrep

Sony

TutorRoom

Varjo

Veative Labs

WizIQ

Frequently Asked Questions

What factors will challenge the Virtual Reality for Education market growth?

Which end-use segment will expand at the fastest CAGR in the Virtual Reality for Education market?

Which are the emerging players in the Virtual Reality for Education market?

How concentrated is the Virtual Reality for Education market?

Which factors are positively contributing to the Virtual Reality for Education market growth?

Which are the novel product innovations in the Virtual Reality for Education market?

Which product segment will emerge as the most lucrative in the Virtual Reality for Education market?

Which factors are increasing the competition in the Virtual Reality for Education market?

Which are the strategic measures taken by the Virtual Reality for Education industry players?

Which region will witness inactive growth during the forecast period?

What key trends are likely to emerge in the Virtual Reality for Education market in the coming years?


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
  • 1.2.1 Global Virtual Reality for Education Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
  • 1.2.2 Head-Mounted
  • 1.2.3 Head-Up
  • 1.2.4 Handheld
  • 1.3 Market by Application
  • 1.3.1 Global Virtual Reality for Education Market Share by Application: 2017 VS 2021 VS 2028
  • 1.3.2 School Admissions
  • 1.3.3 Business Management
  • 1.3.4 Others
  • 1.4 Study Objectives
  • 1.5 Years Considered
  • 2 Global Growth Trends

    • 2.1 Global Virtual Reality for Education Market Perspective (2017-2028)
    • 2.2 Virtual Reality for Education Growth Trends by Region
    • 2.2.1 Virtual Reality for Education Market Size by Region: 2017 VS 2021 VS 2028
  • 2.2.2 Virtual Reality for Education Historic Market Size by Region (2017-2022)
  • 2.2.3 Virtual Reality for Education Forecasted Market Size by Region (2023-2028)
  • 2.3 Virtual Reality for Education Market Dynamics
  • 2.3.1 Virtual Reality for Education Industry Trends
  • 2.3.2 Virtual Reality for Education Market Drivers
  • 2.3.3 Virtual Reality for Education Market Challenges
  • 2.3.4 Virtual Reality for Education Market Restraints
  • 3 Competition Landscape by Key Players

    • 3.1 Global Top Virtual Reality for Education Players by Revenue
    • 3.1.1 Global Top Virtual Reality for Education Players by Revenue (2017-2022)
  • 3.1.2 Global Virtual Reality for Education Revenue Market Share by Players (2017-2022)
  • 3.2 Global Virtual Reality for Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
  • 3.3 Players Covered: Ranking by Virtual Reality for Education Revenue
  • 3.4 Global Virtual Reality for Education Market Concentration Ratio
  • 3.4.1 Global Virtual Reality for Education Market Concentration Ratio (CR5 and HHI)
  • 3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality for Education Revenue in 2021
  • 3.5 Virtual Reality for Education Key Players Head office and Area Served
  • 3.6 Key Players Virtual Reality for Education Product Solution and Service
  • 3.7 Date of Enter into Virtual Reality for Education Market
  • 3.8 Mergers & Acquisitions, Expansion Plans
  • 4 Virtual Reality for Education Breakdown Data by Type

    • 4.1 Global Virtual Reality for Education Historic Market Size by Type (2017-2022)
    • 4.2 Global Virtual Reality for Education Forecasted Market Size by Type (2023-2028)

    5 Virtual Reality for Education Breakdown Data by Application

    • 5.1 Global Virtual Reality for Education Historic Market Size by Application (2017-2022)
    • 5.2 Global Virtual Reality for Education Forecasted Market Size by Application (2023-2028)

    6 North America

    • 6.1 North America Virtual Reality for Education Market Size (2017-2028)
    • 6.2 North America Virtual Reality for Education Market Size by Country (2017-2022)
    • 6.3 North America Virtual Reality for Education Market Size by Country (2023-2028)
    • 6.4 United States
    • 6.5 Canada

    7 Europe

    • 7.1 Europe Virtual Reality for Education Market Size (2017-2028)
    • 7.2 Europe Virtual Reality for Education Market Size by Country (2017-2022)
    • 7.3 Europe Virtual Reality for Education Market Size by Country (2023-2028)
    • 7.4 Germany
    • 7.5 France
    • 7.6 U.K.
    • 7.7 Italy
    • 7.8 Russia
    • 7.9 Nordic Countries

    8 Asia-Pacific

    • 8.1 Asia-Pacific Virtual Reality for Education Market Size (2017-2028)
    • 8.2 Asia-Pacific Virtual Reality for Education Market Size by Country (2017-2022)
    • 8.3 Asia-Pacific Virtual Reality for Education Market Size by Country (2023-2028)
    • 8.4 China
    • 8.5 Japan
    • 8.6 South Korea
    • 8.7 Southeast Asia
    • 8.8 India
    • 8.9 Australia

    9 Latin America

    • 9.1 Latin America Virtual Reality for Education Market Size (2017-2028)
    • 9.2 Latin America Virtual Reality for Education Market Size by Country (2017-2022)
    • 9.3 Latin America Virtual Reality for Education Market Size by Country (2023-2028)
    • 9.4 Mexico
    • 9.5 Brazil

    10 Middle East & Africa

    • 10.1 Middle East & Africa Virtual Reality for Education Market Size (2017-2028)
    • 10.2 Middle East & Africa Virtual Reality for Education Market Size by Country (2017-2022)
    • 10.3 Middle East & Africa Virtual Reality for Education Market Size by Country (2023-2028)
    • 10.4 Turkey
    • 10.5 Saudi Arabia
    • 10.6 UAE

    11 Key Players Profiles

    • 11.1 Barco
    • 11.1.1 Barco Company Detail
  • 11.1.2 Barco Business Overview
  • 11.1.3 Barco Virtual Reality for Education Introduction
  • 11.1.4 Barco Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.1.5 Barco Recent Development
  • 11.2 BigBlueButton
  • 11.2.1 BigBlueButton Company Detail
  • 11.2.2 BigBlueButton Business Overview
  • 11.2.3 BigBlueButton Virtual Reality for Education Introduction
  • 11.2.4 BigBlueButton Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.2.5 BigBlueButton Recent Development
  • 11.3 Blackboard
  • 11.3.1 Blackboard Company Detail
  • 11.3.2 Blackboard Business Overview
  • 11.3.3 Blackboard Virtual Reality for Education Introduction
  • 11.3.4 Blackboard Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.3.5 Blackboard Recent Development
  • 11.4 BrainCert
  • 11.4.1 BrainCert Company Detail
  • 11.4.2 BrainCert Business Overview
  • 11.4.3 BrainCert Virtual Reality for Education Introduction
  • 11.4.4 BrainCert Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.4.5 BrainCert Recent Development
  • 11.5 Cisco Systems
  • 11.5.1 Cisco Systems Company Detail
  • 11.5.2 Cisco Systems Business Overview
  • 11.5.3 Cisco Systems Virtual Reality for Education Introduction
  • 11.5.4 Cisco Systems Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.5.5 Cisco Systems Recent Development
  • 11.6 Dell
  • 11.6.1 Dell Company Detail
  • 11.6.2 Dell Business Overview
  • 11.6.3 Dell Virtual Reality for Education Introduction
  • 11.6.4 Dell Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.6.5 Dell Recent Development
  • 11.7 Digital Samba
  • 11.7.1 Digital Samba Company Detail
  • 11.7.2 Digital Samba Business Overview
  • 11.7.3 Digital Samba Virtual Reality for Education Introduction
  • 11.7.4 Digital Samba Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.7.5 Digital Samba Recent Development
  • 11.8 Edvance360
  • 11.8.1 Edvance360 Company Detail
  • 11.8.2 Edvance360 Business Overview
  • 11.8.3 Edvance360 Virtual Reality for Education Introduction
  • 11.8.4 Edvance360 Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.8.5 Edvance360 Recent Development
  • 11.9 Electa Communications
  • 11.9.1 Electa Communications Company Detail
  • 11.9.2 Electa Communications Business Overview
  • 11.9.3 Electa Communications Virtual Reality for Education Introduction
  • 11.9.4 Electa Communications Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.9.5 Electa Communications Recent Development
  • 11.10 Eon Reality
  • 11.10.1 Eon Reality Company Detail
  • 11.10.2 Eon Reality Business Overview
  • 11.10.3 Eon Reality Virtual Reality for Education Introduction
  • 11.10.4 Eon Reality Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.10.5 Eon Reality Recent Development
  • 11.11 Meta
  • 11.11.1 Meta Company Detail
  • 11.11.2 Meta Business Overview
  • 11.11.3 Meta Virtual Reality for Education Introduction
  • 11.11.4 Meta Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.11.5 Meta Recent Development
  • 11.12 Google
  • 11.12.1 Google Company Detail
  • 11.12.2 Google Business Overview
  • 11.12.3 Google Virtual Reality for Education Introduction
  • 11.12.4 Google Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.12.5 Google Recent Development
  • 11.13 Hitachi
  • 11.13.1 Hitachi Company Detail
  • 11.13.2 Hitachi Business Overview
  • 11.13.3 Hitachi Virtual Reality for Education Introduction
  • 11.13.4 Hitachi Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.13.5 Hitachi Recent Development
  • 11.14 HTC
  • 11.14.1 HTC Company Detail
  • 11.14.2 HTC Business Overview
  • 11.14.3 HTC Virtual Reality for Education Introduction
  • 11.14.4 HTC Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.14.5 HTC Recent Development
  • 11.15 IBM
  • 11.15.1 IBM Company Detail
  • 11.15.2 IBM Business Overview
  • 11.15.3 IBM Virtual Reality for Education Introduction
  • 11.15.4 IBM Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.15.5 IBM Recent Development
  • 11.16 Impero Solutions
  • 11.16.1 Impero Solutions Company Detail
  • 11.16.2 Impero Solutions Business Overview
  • 11.16.3 Impero Solutions Virtual Reality for Education Introduction
  • 11.16.4 Impero Solutions Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.16.5 Impero Solutions Recent Development
  • 11.17 LG Electronics
  • 11.17.1 LG Electronics Company Detail
  • 11.17.2 LG Electronics Business Overview
  • 11.17.3 LG Electronics Virtual Reality for Education Introduction
  • 11.17.4 LG Electronics Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.17.5 LG Electronics Recent Development
  • 11.18 Microsoft
  • 11.18.1 Microsoft Company Detail
  • 11.18.2 Microsoft Business Overview
  • 11.18.3 Microsoft Virtual Reality for Education Introduction
  • 11.18.4 Microsoft Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.18.5 Microsoft Recent Development
  • 11.19 Oracle
  • 11.19.1 Oracle Company Detail
  • 11.19.2 Oracle Business Overview
  • 11.19.3 Oracle Virtual Reality for Education Introduction
  • 11.19.4 Oracle Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.19.5 Oracle Recent Development
  • 11.20 Panasonic
  • 11.20.1 Panasonic Company Detail
  • 11.20.2 Panasonic Business Overview
  • 11.20.3 Panasonic Virtual Reality for Education Introduction
  • 11.20.4 Panasonic Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.20.5 Panasonic Recent Development
  • 11.21 Talented Learning
  • 11.21.1 Talented Learning Company Detail
  • 11.21.2 Talented Learning Business Overview
  • 11.21.3 Talented Learning Virtual Reality for Education Introduction
  • 11.21.4 Talented Learning Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.21.5 Talented Learning Recent Development
  • 11.22 Samsung
  • 11.22.1 Samsung Company Detail
  • 11.22.2 Samsung Business Overview
  • 11.22.3 Samsung Virtual Reality for Education Introduction
  • 11.22.4 Samsung Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.22.5 Samsung Recent Development
  • 11.23 SkyPrep
  • 11.23.1 SkyPrep Company Detail
  • 11.23.2 SkyPrep Business Overview
  • 11.23.3 SkyPrep Virtual Reality for Education Introduction
  • 11.23.4 SkyPrep Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.23.5 SkyPrep Recent Development
  • 11.24 Sony
  • 11.24.1 Sony Company Detail
  • 11.24.2 Sony Business Overview
  • 11.24.3 Sony Virtual Reality for Education Introduction
  • 11.24.4 Sony Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.24.5 Sony Recent Development
  • 11.25 TutorRoom
  • 11.25.1 TutorRoom Company Detail
  • 11.25.2 TutorRoom Business Overview
  • 11.25.3 TutorRoom Virtual Reality for Education Introduction
  • 11.25.4 TutorRoom Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.25.5 TutorRoom Recent Development
  • 11.26 Varjo
  • 11.26.1 Varjo Company Detail
  • 11.26.2 Varjo Business Overview
  • 11.26.3 Varjo Virtual Reality for Education Introduction
  • 11.26.4 Varjo Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.26.5 Varjo Recent Development
  • 11.27 Veative Labs
  • 11.27.1 Veative Labs Company Detail
  • 11.27.2 Veative Labs Business Overview
  • 11.27.3 Veative Labs Virtual Reality for Education Introduction
  • 11.27.4 Veative Labs Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.27.5 Veative Labs Recent Development
  • 11.28 WizIQ
  • 11.28.1 WizIQ Company Detail
  • 11.28.2 WizIQ Business Overview
  • 11.28.3 WizIQ Virtual Reality for Education Introduction
  • 11.28.4 WizIQ Revenue in Virtual Reality for Education Business (2017-2022)
  • 11.28.5 WizIQ Recent Development
  • 12 Analyst's Viewpoints/Conclusions

      13 Appendix

      • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
    • 13.1.2 Data Source
    • 13.2 Disclaimer
    • Summary:
      Get latest Market Research Reports on Virtual Reality for Education. Industry analysis & Market Report on Virtual Reality for Education is a syndicated market report, published as Global Virtual Reality for Education Market Research Report 2022. It is complete Research Study and Industry Analysis of Virtual Reality for Education market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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