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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1520686

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1520686

Global Virtual Reality in Education Market Size study, by Component by End User (Academic Institutions, Corporate Training, IT and Telecommunication, Retail and E-Commerce, Healthcare, Others ) and Regional Forecasts 2024-2032

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The Global Virtual Reality in Education Market is valued at approximately USD 14.55 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 18.2% over the forecast period 2024-2032. Virtual reality in education has revolutionized learning by providing immersive experiences that allow students to engage deeply with complex topics. These virtual environments enable interactive learning where students can interact with 3D simulations and objects, enhancing their understanding and retention. The market has seen substantial growth due to the integration of VR in educational institutions, offering hands-on learning modules such as virtual field trips, group activities, and laboratory experiments. This innovative approach has transformed traditional teaching methods, fostering interactive experiences that engage students and enhance their comprehension of complex subjects.

VR-based learning tools became invaluable during the pandemic, providing students with opportunities to explore new concepts, visit historical sites, and engage in hands-on learning from the safety of their homes. The combination of generative AI and VR is set to further revolutionize education by creating personalized, adaptive learning experiences. Generative AI algorithms can customize VR environments, adjusting content and difficulty levels based on real-time feedback and student performance analysis. This synergy between AI and VR promotes deeper understanding through interactive exploration and hands-on practice within realistic scenarios, enhancing the learning experience.

The integration of advanced technologies like artificial intelligence and machine learning in VR platforms has also led to innovations in assessment evaluation and personalized learning experiences. These platforms offer immersive and interactive assessment methods, enabling educators to evaluate students' knowledge and skills comprehensively. VR technology supports personalized learning by adapting content, pace, and difficulty levels to individual learners' needs and preferences. This personalized approach enhances engagement, motivation, and self-directed learning, empowering students to take ownership of their education and tailor it to their unique goals and interests.

Key regions considered for the Global Virtual Reality in Education Market study include North America, Europe, Asia Pacific, Latin America, and Middle East and Africa. In 2023, North America holds the largest market share, North America is the leading region in the global virtual reality in education market, primarily due to its advanced technological infrastructure and high levels of investment in educational technology. The United States, in particular, has a strong presence of major technology companies and startups that are pioneering VR innovations in education. Additionally, there is significant funding from both public and private sectors to integrate VR into educational curricula, enhance student engagement, and improve learning outcomes. The region also benefits from a robust ecosystem of research and development, with many universities and research institutions actively exploring the potential of VR in education. The Asia Pacific region is expected to witness fastest growth during the forecast period due to increasing investments in education technology and rising awareness about education systems.

Major market players included in this report are:

  • Google LLC (Alphabet, Inc.)
  • EON Reality
  • Schell Games
  • Avantis Systems Ltd.
  • zSpace, Inc.
  • VRSim, Inc.
  • Veative Group
  • Mursion
  • Immersion VR
  • Unimersiv
  • Alchemy Immersive
  • Schell Games
  • Labster ApS
  • Unimersiv
  • Google Expeditions

The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Content

By End User:

  • Academic Institutions
  • K-12
  • Higher Education
  • Corporate Training
  • IT and Telecommunication
  • Retail and E-Commerce
  • Healthcare
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of MEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2024 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Virtual Reality in Education Market Executive Summary

  • 1.1. Global Virtual Reality in Education Market Size & Forecast (2024- 2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By End User
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Virtual Reality in Education Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Virtual Reality in Education Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Demand for Experiential Learning Platforms
    • 3.1.2. Addressing Learning Challenges
    • 3.1.3. Innovations in VR-based Assessment Evaluation
  • 3.2. Market Challenges
    • 3.2.1. Limited Compatibility with Existing Media Content
    • 3.2.2. Regional Syllabus Variations
  • 3.3. Market Opportunities
    • 3.3.1. Generative AI and VR for Personalized Learning
    • 3.3.2. Technological Advancements in VR Solutions

Chapter 4. Global Virtual Reality in Education Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality in Education Market Size & Forecasts by Component 2024-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Virtual Reality in Education Market: Component Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software
    • 5.2.3. Content

Chapter 6. Global Virtual Reality in Education Market Size & Forecasts by End User 2024-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Virtual Reality in Education Market: End User Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 6.2.1. Academic Institutions
      • 6.2.1.1. K-12
      • 6.2.1.2. Higher Education
    • 6.2.2. Corporate Training
      • 6.2.2.1. IT and Telecommunication
      • 6.2.2.2. Retail and E-Commerce
      • 6.2.2.3. Healthcare
      • 6.2.2.4. Others (Automotive)

Chapter 7. Global Virtual Reality in Education Market Size & Forecasts by Region 2024-2032

  • 7.1. North America Virtual Reality in Education Market
    • 7.1.1. U.S. Virtual Reality in Education Market
      • 7.1.1.1. Component breakdown size & forecasts, 2024-2032
      • 7.1.1.2. End User breakdown size & forecasts, 2024-2032
    • 7.1.2. Canada Virtual Reality in Education Market
  • 7.2. Europe Virtual Reality in Education Market
    • 7.2.1. U.K. Virtual Reality in Education Market
    • 7.2.2. Germany Virtual Reality in Education Market
    • 7.2.3. France Virtual Reality in Education Market
    • 7.2.4. Spain Virtual Reality in Education Market
    • 7.2.5. Italy Virtual Reality in Education Market
    • 7.2.6. Rest of Europe Virtual Reality in Education Market
  • 7.3. Asia-Pacific Virtual Reality in Education Market
    • 7.3.1. China Virtual Reality in Education Market
    • 7.3.2. India Virtual Reality in Education Market
    • 7.3.3. Japan Virtual Reality in Education Market
    • 7.3.4. Australia Virtual Reality in Education Market
    • 7.3.5. South Korea Virtual Reality in Education Market
    • 7.3.6. Rest of Asia Pacific Virtual Reality in Education Market
  • 7.4. Latin America Virtual Reality in Education Market
    • 7.4.1. Brazil Virtual Reality in Education Market
    • 7.4.2. Mexico Virtual Reality in Education Market
    • 7.4.3. Rest of Latin America Virtual Reality in Education Market
  • 7.5. Middle East & Africa Virtual Reality in Education Market
    • 7.5.1. Saudi Arabia Virtual Reality in Education Market
    • 7.5.2. South Africa Virtual Reality in Education Market
    • 7.5.3. Rest of Middle East & Africa Virtual Reality in Education Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Google LLC (Alphabet, Inc.)
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. EON Reality
    • 8.3.3. Schell Games
    • 8.3.4. Avantis Systems Ltd.
    • 8.3.5. zSpace, Inc.
    • 8.3.6. VRSim, Inc.
    • 8.3.7. Veative Group
    • 8.3.8. Mursion
    • 8.3.9. Immersion VR
    • 8.3.10. Unimersiv
    • 8.3.11. Alchemy Immersive
    • 8.3.12. Schell Games
    • 8.3.13. Labster ApS
    • 8.3.14. Unimersiv
    • 8.3.15. Google Expeditions

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
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