$32.9 Billion Virtual Reality Worldwide in Education through 2031 – Identifying Growth Segments for Investment – ResearchAndMarkets.com

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DUBLIN–(BUSINESS WIRE)–The “Global Virtual Reality in Education Market Report 2022, By Component, Deployment, Application” report has been added to from ResearchAndMarkets.com offer.

This report provides strategists, marketers, and senior management with the essential information they need to assess the global Virtual Reality in Education Market.

The global virtual reality in education market is expected to grow from $6.37 billion in 2021 to $8.66 billion in 2022 at a compound annual growth rate (CAGR) of 36%. The change in growth trend is mainly due to the companies stabilizing their production after meeting the demand which increased exponentially during the COVID-19 pandemic in 2020. The market is expected to reach $32.94 billion in 2026 with a CAGR of 39.7%.

This report focuses on virtual reality in the education market which is experiencing high growth. The report gives a virtual reality guide to the education market that will shape and change our lives over the next ten years and beyond, including the markets response to the challenge of the global pandemic.

Companies cited

  • Google

  • Microsoft Corporation

  • Facebook Technologies LLC

  • IBM Corporation

  • HTC Company

  • Unimersiv

  • Samsung

  • Lenovo Group Limited

  • Sony Company

  • Immersive alchemy

  • Avantis Systems Ltd.

  • Veative Labs Pvt. ltd.

  • VR Education Fund

  • Cyberith

  • Sixense Enterprises Inc.

  • Vuzix

  • Schell Games

Reasons to buy

  • Get a truly global perspective with the most comprehensive report available on this market covering over 12 geographies.

  • Understand how the market is affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus diminishes.

  • Create regional and national strategies based on local data and analysis.

  • Identify growth segments for investment.

  • Outperform your competition using forecast data and the drivers and trends shaping the market.

  • Understand customers based on the latest market research.

  • Benchmark performance against leading competitors.

  • Use relationships between key data sets for better strategy.

  • Suitable to support your internal and external presentations with reliable high quality data and analysis.

Virtual reality in the education market consists of sales of virtual reality hardware and software by entities (organization, sole proprietorship, and partnership) that have the potential to turn theoretical aspects of books into reality using the features of virtual reality. Virtual reality is a computer-enabled simulation that is presented using projectors and computer programs. Virtual reality in education is applied at all levels of education today, including K-12, higher education, and vocational training.

The main components of virtual reality in education are hardware, software and solutions. The hardware component of virtual reality in education involves devices used to project virtual reality content, such as head-mounted displays, virtual reality headsets, and projectors. Virtual reality in education can be deployed in the cloud, on-premises, and is applied in areas such as residential, academic, and training facilities, among others.

North America was the largest region in the Virtual Reality in Education Market in 2021. Regions covered in this report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East and Africa.

The growing internet penetration will drive the growth of virtual reality in the education market over the forecast period. The internet plays a crucial role in people’s lives today, as a large part of people’s lives are immersed in digital technology. The internet has become an effective platform for delivering virtual lessons due to its consistent interface, low connection cost, and universal appeal.

For example, according to the Internet World Stats report, global Internet users reached 5.1 billion in March 2021. Also, according to the Techjury report, the global online learning industry is expected to reach $325 billion by 2021 penetration is propelling the growth of virtual reality in the education market.

The development of augmented reality (AR) applications by leveraging the upcoming 5G technology is shaping virtual reality in the education market. With its high-speed network, 5G provides a convenient experience and easy access to applications, while 4G technology struggles with the use of virtual or augmented reality in educational applications. These robotic apps help kids solve learning problems, allowing them to get an education from the comfort of their own home while giving them faster access to cloud-based materials.

For example, in March 2021, Fisk University, HTC VIVE, T-Mobile, and VictoryXR teamed up to launch the first-ever 5G-enabled interactive VR human cadaver lab for learning training for pre-medical and related majors. to biology.

For more information on this report, visit https://www.researchandmarkets.com/r/kii4gp

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