Global VR in Education Sector Market Size, Status, Research and Forecast 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 104

Report ID: 3266

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.
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.
The higher education segment dominated the global VR in education sector market during 2017 and is foreseen to dominate the market during the forecast period as well. The major contributor to the segment’s growth is the rising penetration of VR technology in higher education systems in both the emerging and developed countries.
In 2018, the global VR in Education Sector 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 in Education Sector status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR in Education Sector development in United States, Europe and China.

The key players covered in this study
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

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

Market segment by Application, split into
Higher Education
K-12

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

The study objectives of this report are:
To analyze global VR in Education Sector status, future forecast, growth opportunity, key market and key players.
To present the VR in Education Sector development in United States, Europe and China.
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 in Education Sector 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.

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 in Education Sector Market Size Growth Rate by Type (2014-2025)
1.4.2 VR Gear
1.4.3 VR Software
1.5 Market by Application
1.5.1 Global VR in Education Sector Market Share by Application (2014-2025)
1.5.2 Higher Education
1.5.3 K-12
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 VR in Education Sector Market Size
2.2 VR in Education Sector Growth Trends by Regions
2.2.1 VR in Education Sector Market Size by Regions (2014-2025)
2.2.2 VR in Education Sector Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 VR in Education Sector Market Size by Manufacturers
3.1.1 Global VR in Education Sector Revenue by Manufacturers (2014-2019)
3.1.2 Global VR in Education Sector Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global VR in Education Sector Market Concentration Ratio (CR5 and HHI)
3.2 VR in Education Sector Key Players Head office and Area Served
3.3 Key Players VR in Education Sector Product/Solution/Service
3.4 Date of Enter into VR in Education Sector Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global VR in Education Sector Market Size by Type (2014-2019)
4.2 Global VR in Education Sector Market Size by Application (2014-2019)

5 United States
5.1 United States VR in Education Sector Market Size (2014-2019)
5.2 VR in Education Sector Key Players in United States
5.3 United States VR in Education Sector Market Size by Type
5.4 United States VR in Education Sector Market Size by Application

6 Europe
6.1 Europe VR in Education Sector Market Size (2014-2019)
6.2 VR in Education Sector Key Players in Europe
6.3 Europe VR in Education Sector Market Size by Type
6.4 Europe VR in Education Sector Market Size by Application

7 China
7.1 China VR in Education Sector Market Size (2014-2019)
7.2 VR in Education Sector Key Players in China
7.3 China VR in Education Sector Market Size by Type
7.4 China VR in Education Sector Market Size by Application

8 Japan
8.1 Japan VR in Education Sector Market Size (2014-2019)
8.2 VR in Education Sector Key Players in Japan
8.3 Japan VR in Education Sector Market Size by Type
8.4 Japan VR in Education Sector Market Size by Application

9 Southeast Asia
9.1 Southeast Asia VR in Education Sector Market Size (2014-2019)
9.2 VR in Education Sector Key Players in Southeast Asia
9.3 Southeast Asia VR in Education Sector Market Size by Type
9.4 Southeast Asia VR in Education Sector Market Size by Application

10 India
10.1 India VR in Education Sector Market Size (2014-2019)
10.2 VR in Education Sector Key Players in India
10.3 India VR in Education Sector Market Size by Type
10.4 India VR in Education Sector Market Size by Application

11 Central & South America
11.1 Central & South America VR in Education Sector Market Size (2014-2019)
11.2 VR in Education Sector Key Players in Central & South America
11.3 Central & South America VR in Education Sector Market Size by Type
11.4 Central & South America VR in Education Sector Market Size by Application

12 International Players Profiles
12.1 Oculus VR
12.1.1 Oculus VR Company Details
12.1.2 Company Description and Business Overview
12.1.3 VR in Education Sector Introduction
12.1.4 Oculus VR Revenue in VR in Education Sector Business (2014-2019)
12.1.5 Oculus VR Recent Development
12.2 Google
12.2.1 Google Company Details
12.2.2 Company Description and Business Overview
12.2.3 VR in Education Sector Introduction
12.2.4 Google Revenue in VR in Education Sector Business (2014-2019)
12.2.5 Google Recent Development
12.3 Alchemy VR
12.3.1 Alchemy VR Company Details
12.3.2 Company Description and Business Overview
12.3.3 VR in Education Sector Introduction
12.3.4 Alchemy VR Revenue in VR in Education Sector Business (2014-2019)
12.3.5 Alchemy VR Recent Development
12.4 Discovery Communications
12.4.1 Discovery Communications Company Details
12.4.2 Company Description and Business Overview
12.4.3 VR in Education Sector Introduction
12.4.4 Discovery Communications Revenue in VR in Education Sector Business (2014-2019)
12.4.5 Discovery Communications Recent Development
12.5 Cinoptics
12.5.1 Cinoptics Company Details
12.5.2 Company Description and Business Overview
12.5.3 VR in Education Sector Introduction
12.5.4 Cinoptics Revenue in VR in Education Sector Business (2014-2019)
12.5.5 Cinoptics Recent Development
12.6 EPSON
12.6.1 EPSON Company Details
12.6.2 Company Description and Business Overview
12.6.3 VR in Education Sector Introduction
12.6.4 EPSON Revenue in VR in Education Sector Business (2014-2019)
12.6.5 EPSON Recent Development
12.7 HTC
12.7.1 HTC Company Details
12.7.2 Company Description and Business Overview
12.7.3 VR in Education Sector Introduction
12.7.4 HTC Revenue in VR in Education Sector Business (2014-2019)
12.7.5 HTC Recent Development
12.8 Sony
12.8.1 Sony Company Details
12.8.2 Company Description and Business Overview
12.8.3 VR in Education Sector Introduction
12.8.4 Sony Revenue in VR in Education Sector Business (2014-2019)
12.8.5 Sony Recent Development
12.9 FOVE
12.9.1 FOVE Company Details
12.9.2 Company Description and Business Overview
12.9.3 VR in Education Sector Introduction
12.9.4 FOVE Revenue in VR in Education Sector Business (2014-2019)
12.9.5 FOVE Recent Development
12.10 LG Electronics
12.10.1 LG Electronics Company Details
12.10.2 Company Description and Business Overview
12.10.3 VR in Education Sector Introduction
12.10.4 LG Electronics Revenue in VR in Education Sector Business (2014-2019)
12.10.5 LG Electronics Recent Development
12.11 Zebronics
12.12 Homido
12.13 Mattel
12.14 Samsung Electronics
12.15 ZEISS
12.16 EON Reality
12.17 Immersive VR Education
12.18 Unimersiv

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

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
12.1.1.3 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
15.3 Author Details