VREducation market

VR in Education Sector Market, Global Outlook and Forecast 2024-2030

  • 14 October 2024
  • ICT & Media
  • 109 Pages
  • Report code : PMR-7693679

  • 4.7 (158)

VREducation Market

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The global VR in Education Sector market was valued at US$ 17.09 billion in 2024 and is projected to reach US$ 43.84 billion by 2030, at a CAGR of 17% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.

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VREducation Market aims to provide a comprehensive presentation of the global market for VR in Education Sector, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR in Education Sector. VREducation Market contains market size and forecasts of VR in Education Sector in global, including the following market information:

  • Global VR in Education Sector Market Revenue, 2018-2024, 2024-2030, ($ millions)
  • Global top five companies in 2024 (%)
During 2017, the VR gear segment dominated the VR in education sector market and is expected to continue its dominance over the next four years. The easy manufacturing techniques and lower costs of the VR gear are factors that will drive the growth of this segment in the coming years.

We surveyed the VR in Education Sector companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global VR in Education Sector Market, by Type, 2018-2024, 2024-2030 ($ millions)

Global VR in Education Sector Market Segment Percentages, by Type, 2024 (%)

  • VR Gear
  • VR Software
Global VR in Education Sector Market, by Application, 2018-2024, 2024-2030 ($ millions)
Global VR in Education Sector Market Segment Percentages, by Application, 2024 (%)
  • Higher Education
  • K-12
Global VR in Education Sector Market, By Region and Country, 2018-2024, 2024-2030 ($ Millions)
Global VR in Education Sector Market Segment Percentages, By Region and Country, 2024 (%)
  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Competitor Analysis
The report also provides analysis of leading market participants including:
  • Key companies VR in Education Sector revenues in global market, 2018-2024 (estimated), ($ millions)
  • Key companies VR in Education Sector revenues share in global market, 2024 (%)
key players include:
  • Oculus VR
  • Google
  • Alchemy VR
  • Discovery Communications
  • Cinoptics
  • EPSON
  • HTC
  • Sony
  • FOVE
  • LG Electronics
  • Zebronics
  • Homido
  • Mattel
  • Samsung Electronics
  • ZEISS
  • EON Reality
  • Immersive VR Education
  • Unimersiv
  • Including or Excluding key companies relevant to your analysis.
Outline of Major Chapters:

Chapter 1: Introduces the definition of VR in Education Sector, market overview.

Chapter 2: Global VR in Education Sector market size in revenue.

Chapter 3: Detailed analysis of VR in Education Sector company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6: Sales of VR in Education Sector in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 8: The main points and conclusions of the report.

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