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Global VR for Education Market Size, Status and Forecast 2019-2025

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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 for Education Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Hardware
      • 1.4.3 Software
    • 1.5 Market by Application
      • 1.5.1 Global VR for Education Market Share by Application (2017-2025)
      • 1.5.2 Public School
      • 1.5.3 Private School
      • 1.5.4 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 VR for Education Market Size
    • 2.2 VR for Education Growth Trends by Regions
      • 2.2.1 VR for Education Market Size by Regions (2019-2025)
      • 2.2.2 VR for Education Market Share by Regions (2017-2015)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Key Players

    • 3.1 VR for Education Revenue by Players (2018-2019)
    • 3.2 VR for Education Key Players Head office and Area Served
    • 3.3 Key Players VR for Education Product/Solution/Service
    • 3.4 Date of Enter into VR for Education Market
    • 3.5 Key Players VR for Education Funding/Investment Analysis
    • 3.6 Global Key Players VR for Education Valuation & Market Capitalization
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global VR for Education Market Size by Type (2017-2025)
    • 4.2 Global VR for Education Market Size by Application (2017-2025)

    5 North America

    • 5.1 North America VR for Education Market Forecast (2017-2025)
    • 5.2 VR for Education Key Players in North America
    • 5.3 North America VR for Education Market Size by Type
    • 5.4 North America VR for Education Market Size by Application

    6 Europe

    • 6.1 Europe VR for Education Market Forecast (2017-2025)
    • 6.2 VR for Education Key Players in Europe
    • 6.3 Europe VR for Education Market Size by Type
    • 6.4 Europe VR for Education Market Size by Application

    7 China

    • 7.1 China VR for Education Market Forecast (2017-2025)
    • 7.2 VR for Education Key Players in China
    • 7.3 China VR for Education Market Size by Type
    • 7.4 China VR for Education Market Size by Application

    8 Japan

    • 8.1 Japan VR for Education Market Forecast (2017-2025)
    • 8.2 VR for Education Key Players in Japan
    • 8.3 Japan VR for Education Market Size by Type
    • 8.4 Japan VR for Education Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia VR for Education Market Forecast (2017-2025)
    • 9.2 VR for Education Key Players in Southeast Asia
    • 9.3 Southeast Asia VR for Education Market Size by Type
    • 9.4 Southeast Asia VR for Education Market Size by Application

    10 India

    • 10.1 India VR for Education Market Forecast (2017-2025)
    • 10.2 VR for Education Key Players in India
    • 10.3 India VR for Education Market Size by Type
    • 10.4 India VR for Education Market Size by Application

    11 Central & South America

    • 11.1 Central & South America VR for Education Market Forecast (2017-2025)
    • 11.2 VR for Education Key Players in Central & South America
    • 11.3 Central & South America VR for Education Market Size by Type
    • 11.4 Central & South America VR for Education Market Size by Application

    12 International Players Profiles

    • 12.1 Woofbert
      • 12.1.1 Woofbert Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 VR for Education Introduction
      • 12.1.4 Woofbert Revenue in VR for Education Business (2018-2019))
      • 12.1.5 Woofbert Recent Development
    • 12.2 Zspace
      • 12.2.1 Zspace Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 VR for Education Introduction
      • 12.2.4 Zspace Revenue in VR for Education Business (2018-2019))
      • 12.2.5 Zspace Recent Development
    • 12.3 Discovr
      • 12.3.1 Discovr Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 VR for Education Introduction
      • 12.3.4 Discovr Revenue in VR for Education Business (2018-2019))
      • 12.3.5 Discovr Recent Development
    • 12.4 Drashvr
      • 12.4.1 Drashvr Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 VR for Education Introduction
      • 12.4.4 Drashvr Revenue in VR for Education Business (2018-2019))
      • 12.4.5 Drashvr Recent Development

    13 Market Dynamics

    • 13.1 Drivers
    • 13.2 Challenges
    • 13.3 Porter’s Five Forces Analysis
    • 13.4 Market Ecosystem and Value Chain Analysis

    14 Key Findings in This Report

      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
          • 15.1.1.3 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

      Virtual reality (VR) for education is an experience taking place within simulated and immersive environments that can be similar to or completely different from the real world in education filed.
      In 2018, the global VR for Education market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

      This report focuses on the global VR for Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR for Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

      The key players covered in this study
      Woofbert
      Zspace
      Discovr
      Drashvr
      ...

      Market segment by Type, the product can be split into
      Hardware
      Software

      Market segment by Application, split into
      Public School
      Private School
      Others

      Market segment by Regions/Countries, this report covers
      North America
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global VR for Education status, future forecast, growth opportunity, key market and key players.
      To present the VR for Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of VR for Education are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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