Global Virtual Reality Market in Education Sector to Grow by $16.12 Billion During 2022-2026 - ResearchAndMarkets.com

DUBLIN--()--The "Global Virtual Reality Market in Education Sector 2022-2026" report has been added to ResearchAndMarkets.com's offering.

The virtual reality market in the education sector is poised to grow by $16.12 bn during 2022-2026, accelerating at a CAGR of 59.28% during the forecast period. The report on the virtual reality market in the education sector provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis of the current global market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increased affordability of VR gear, increasing need for experiential learning, and easy-to-use content creation platforms.

The virtual reality market in the education sector analysis includes the product, end-user segment, and geographic landscape.

The virtual reality market in the education sector is segmented as below:

By Product

  • VR hardware
  • VR content

By End-user

  • higher education
  • K-12

By Geographical Landscape

  • North America
  • Europe
  • APAC
  • South America
  • The Middle East and Africa

This study identifies the increasing number of social VR spaces as one of the prime reasons driving the virtual reality market in the education sector growth during the next few years. Also, 360-degree videos and increasing emphasis on foveated rendering will lead to sizable demand in the market.

The report on the virtual reality market in the education sector covers the following areas:

  • Virtual reality market in the education sector sizing
  • Virtual reality market in the education sector forecast
  • Virtual reality market in education sector industry analysis

Key Topics Covered:

1 Executive Summary

2 Market Landscape

3 Market Sizing

4 Five Forces Analysis

5 Market Segmentation by Product

6 Market Segmentation by End-user

7 Customer Landscape

8 Geographic Landscape

9 Drivers, Challenges, and Trends

10 Vendor Landscape

11 Vendor Analysis

12 Appendix

Companies Mentioned

  • 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.

For more information about this report visit https://www.researchandmarkets.com/r/32mdex

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Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./ CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900