ID: MRFR/ICT/9350-HCR | August 2022 | Region: Global | 141 Pages
TABLE OF CONTENTS
1. EXECUTIVE SUMMARY
1.1. Market Attractiveness Analysis
1.1.1. Global Augmented and Virtual Reality in Education Market, by Offering
1.1.2. Global Augmented and Virtual Reality in Education Market, by Devices
1.1.3. Global Augmented and Virtual Reality in Education Market, by Deployment Model
1.1.4. Global Augmented and Virtual Reality in Education Market, by Application
1.1.5. Global Augmented and Virtual Reality in Education Market, by End Users
1.1.6. Global Augmented and Virtual Reality in Education Market, by Region
2. MARKET INTRODUCTION
2.1. Definition
2.2. Scope of the Study
2.3. Market Structure
3. RESEARCH METHODOLOGY
3.1. Research Process
3.2. Primary Research
3.3. Secondary Research
3.4. Market Size Estimation
3.5. Forecast Model
3.6. List of Assumptions
4. MARKET DYNAMICS
4.1. Introduction
4.2. Drivers
4.2.1. Increasing adoption of advanced technology products and devices and growing development in education sector
4.2.2. Increasing penetration of internet of things (IoT) and adoption of connected devices
4.3. Restraint
4.3.1. High cost of products
4.3.2. Data security and privacy concerns
4.4. Opportunity
4.4.1. Growing adoption of virtual trips
4.5. Impact of COVID-19
4.5.1. Impact of COVID-19 on corporate and academic
5. MARKET FACTOR ANALYSIS
5.1. Value Chain Analysis/Supply Chain Analysis
5.2. Porterβs Five Forces Model
5.2.1. Bargaining Power of Suppliers
5.2.2. Bargaining Power of Buyers
5.2.3. Threat of New Entrants
5.2.4. Threat of Substitutes
5.2.5. Intensity of Rivalry
6. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING
6.1. Introduction
6.1.1. Hardware
6.1.1.1. Sensors
6.1.1.2. Controllers
6.1.1.3. Cameras
6.1.1.4. VR headset
6.1.1.5. Others
6.1.2. Software
6.1.3. Services
6.1.3.1. Managed Services
6.1.3.2. Professional Services
7. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES
7.1. Introduction
7.2. Interactive whiteboards
7.3. Mobile Computing Devices
7.4. Head Mounted displays
7.5. Gesture Tracing Device
7.5.1. Head up displays
7.5.2. Handheld devices
7.6. Projectors & display walls
7.7. Others
8. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL
8.1. Introduction
8.2. Cloud
8.3. On-premises
9. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION
9.1. Introduction
9.2. Classroom Learning
9.3. Corporate Learning Management
9.4. Certifications
9.5. e-learning
9.6. Virtual field trips
9.7. Student Recruitment
9.8. Others
10. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS
10.1. Introduction
10.2. Academic
10.2.1. K-12
10.2.2. Higher Education
10.2.3. Vocational
10.3. Corporate
10.3.1. IT & Telecommunication
10.3.2. BFSI
10.3.3. Healthcare & Life sciences
10.3.4. Retail & E-commerce
10.3.5. Government & Public Sector
10.3.6. Others
11. GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION
11.1. Introduction
11.2. North America
11.2.1. Market Size & Estimates, by Offering 2019β2027
11.2.2. Market Size & Estimates, by Devices, 2019β2027
11.2.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.2.4. Market Size & Estimates, by Application, 2019β2027
11.2.5. Market Size & Estimates, by End Users, 2019β2027
11.2.6. Market Size & Estimates, by Region, 2018β2026
11.2.7. US
11.2.7.1. Market Size & Estimates, by Offering 2019β2027
11.2.7.2. Market Size & Estimates, by Devices, 2019β2027
11.2.7.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.2.7.4. Market Size & Estimates, by Application, 2019β2027
11.2.7.5. Market Size & Estimates, by End Users, 2019β2027
11.2.8. Canada
11.2.8.1. Market Size & Estimates, by Offering 2019β2027
11.2.8.2. Market Size & Estimates, by Devices, 2019β2027
11.2.8.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.2.8.4. Market Size & Estimates, by Application, 2019β2027
11.2.8.5. Market Size & Estimates, by End Users, 2019β2027
11.2.9. Mexico
11.2.9.1. Market Size & Estimates, by Offering 2019β2027
11.2.9.2. Market Size & Estimates, by Devices, 2019β2027
11.2.9.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.2.9.4. Market Size & Estimates, by Application, 2019β2027
11.2.9.5. Market Size & Estimates, by End Users, 2019β2027
11.3. Europe
11.3.1. Market Size & Estimates, by Offering 2019β2027
11.3.2. Market Size & Estimates, by Devices, 2019β2027
11.3.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.3.4. Market Size & Estimates, by Application, 2019β2027
11.3.5. Market Size & Estimates, by End Users, 2019β2027
11.3.6. Germany
11.3.6.1. Market Size & Estimates, by Offering 2019β2027
11.3.6.2. Market Size & Estimates, by Devices, 2019β2027
11.3.6.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.3.6.4. Market Size & Estimates, by Application, 2019β2027
11.3.6.5. Market Size & Estimates, by End Users, 2019β2027
11.3.7. France
11.3.7.1. Market Size & Estimates, by Offering 2019β2027
11.3.7.2. Market Size & Estimates, by Devices, 2019β2027
11.3.7.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.3.7.4. Market Size & Estimates, by Application, 2019β2027
11.3.7.5. Market Size & Estimates, by End Users, 2019β2027
11.3.8. UK
11.3.8.1. Market Size & Estimates, by Offering 2019β2027
11.3.8.2. Market Size & Estimates, by Devices, 2019β2027
11.3.8.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.3.8.4. Market Size & Estimates, by Application, 2019β2027
11.3.8.5. Market Size & Estimates, by End Users, 2019β2027
11.3.9. Rest of Europe
11.3.9.1. Market Size & Estimates, by Offering 2019β2027
11.3.9.2. Market Size & Estimates, by Devices, 2019β2027
11.3.9.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.3.9.4. Market Size & Estimates, by Application, 2019β2027
11.3.9.5. Market Size & Estimates, by End Users, 2019β2027
11.4. Asia-Pacific
11.4.1. Market Size & Estimates, by Offering 2019β2027
11.4.2. Market Size & Estimates, by Devices, 2019β2027
11.4.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.4.4. Market Size & Estimates, by Application, 2019β2027
11.4.5. Market Size & Estimates, by End Users, 2019β2027
11.4.6. China
11.4.6.1. Market Size & Estimates, by Offering 2019β2027
11.4.6.2. Market Size & Estimates, by Devices, 2019β2027
11.4.6.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.4.6.4. Market Size & Estimates, by Application, 2019β2027
11.4.6.5. Market Size & Estimates, by End Users, 2019β2027
11.4.7. Japan
11.4.7.1. Market Size & Estimates, by Offering 2019β2027
11.4.7.2. Market Size & Estimates, by Devices, 2019β2027
11.4.7.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.4.7.4. Market Size & Estimates, by Application, 2019β2027
11.4.7.5. Market Size & Estimates, by End Users, 2019β2027
11.4.8. India
11.4.8.1. Market Size & Estimates, by Offering 2019β2027
11.4.8.2. Market Size & Estimates, by Devices, 2019β2027
11.4.8.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.4.8.4. Market Size & Estimates, by Application, 2019β2027
11.4.8.5. Market Size & Estimates, by End Users, 2019β2027
11.4.9. Rest of Asia-Pacific
11.4.9.1. Market Size & Estimates, by Offering 2019β2027
11.4.9.2. Market Size & Estimates, by Devices, 2019β2027
11.4.9.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.4.9.4. Market Size & Estimates, by Application, 2019β2027
11.4.9.5. Market Size & Estimates, by End Users, 2019β2027
11.5. Middle East & Africa
11.5.1.1. Market Size & Estimates, by Offering 2019β2027
11.5.1.2. Market Size & Estimates, by Devices, 2019β2027
11.5.1.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.5.1.4. Market Size & Estimates, by Application, 2019β2027
11.5.1.5. Market Size & Estimates, by End Users, 2019β2027
11.6. South America
11.6.1.1. Market Size & Estimates, by Offering 2019β2027
11.6.1.2. Market Size & Estimates, by Devices, 2019β2027
11.6.1.3. Market Size & Estimates, by Deployment Model, 2019β2027
11.6.1.4. Market Size & Estimates, by Application, 2019β2027
11.6.1.5. Market Size & Estimates, by End Users, 2019β2027
12. COMPETITIVE LANDSCAPE
12.1. Introduction
12.2. Key Players Market Share Analysis, 2021 (%)
12.3. Competitive Benchmarking
12.4. Competitor Dashboard
12.5. Major Growth Strategy in the Market
12.6. Key Developments & Growth Strategies
12.6.1. Product Developments
12.6.2. Mergers & Acquisitions
12.6.3. Contracts & Agreements
13. COMPANY PROFILES
13.1. Sony
13.1.1. Company Overview
13.1.2. Financial Overview
13.1.3. Products Offered
13.1.4. Key Developments
13.1.5. SWOT Analysis
13.1.6. Key Strategies
13.2. Samsung Electronics
13.2.1. Company Overview
13.2.2. Financial Overview
13.2.3. Products Offered
13.2.4. Key Developments
13.2.5. SWOT Analysis
13.2.6. Key Strategies
13.3. HTC
13.3.1. Company Overview
13.3.2. Financial Overview
13.3.3. Products Offered
13.3.4. Key Developments
13.3.5. SWOT Analysis
13.3.6. Key Strategies
13.4. Google
13.4.1. Company Overview
13.4.2. Financial Overview
13.4.3. Products Offered
13.4.4. Key Developments
13.4.5. SWOT Analysis
13.4.6. Key Strategies
13.5. Microsoft
13.5.1. Company Overview
13.5.2. Financial Overview
13.5.3. Products Offered
13.5.4. Key Developments
13.5.5. SWOT Analysis
13.5.6. Key Strategies
13.6. Panasonic
13.6.1. Company Overview
13.6.2. Financial Overview
13.6.3. Products Offered
13.6.4. Key Developments
13.6.5. SWOT Analysis
13.6.6. Key Strategies
13.7. Hitachi
13.7.1. Company Overview
13.7.2. Financial Overview
13.7.3. Products Offered
13.7.4. Key Developments
13.7.5. SWOT Analysis
13.7.6. Key Strategies
13.8. Barco
13.8.1. Company Overview
13.8.2. Financial Overview
13.8.3. Products Offered
13.8.4. Key Developments
13.8.5. SWOT Analysis
13.8.6. Key Strategies
13.9. LG Electronics
13.9.1. Company Overview
13.9.2. Financial Overview
13.9.3. Products Offered
13.9.4. Key Developments
13.9.5. SWOT Analysis
13.9.6. Key Strategies
13.10. Veative Labs
13.10.1. Company Overview
13.10.2. Financial Overview
13.10.3. Products Offered
13.10.4. Key Developments
13.10.5. SWOT Analysis
13.10.6. Key Strategies
13.11. Cisco
13.11.1. Company Overview
13.11.2. Financial Overview
13.11.3. Products Offered
13.11.4. Key Developments
13.11.5. SWOT Analysis
13.11.6. Key Strategies
13.12. Blackboard
13.12.1. Company Overview
13.12.2. Financial Overview
13.12.3. Products Offered
13.12.4. Key Developments
13.12.5. SWOT Analysis
13.12.6. Key Strategies
13.13. Dell
13.13.1. Company Overview
13.13.2. Financial Overview
13.13.3. Products Offered
13.13.4. Key Developments
13.13.5. SWOT Analysis
13.13.6. Key Strategies
13.14. SIBM
13.14.1. Company Overview
13.14.2. Financial Overview
13.14.3. Products Offered
13.14.4. Key Developments
13.14.5. SWOT Analysis
13.14.6. Key Strategies
13.15. Saba Software
13.15.1. Company Overview
13.15.2. Financial Overview
13.15.3. Products Offered
13.15.4. Key Developments
13.15.5. SWOT Analysis
13.15.6. Key Strategies
14. APPENDIX
14.1.1. Discussion Blueprint
β
LIST OF TABLES
TABLE 1 LIST OF ASSUMPTIONS
TABLE 2 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 3 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 4 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 5 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 6 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 7 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019β2027 (USD MILLION)
TABLE 8 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
TABLE 10 NORTH AMERICA : AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 11 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 12 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 13 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 14 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 15 US: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 16 US: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 17 US: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 18 US: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 19 US: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 20 CANADA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 21 CANADA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 22 CANADA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 23 CANADA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 24 CANADA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 25 MEXICO: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 26 MEXICO: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 27 MEXICO: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 28 MEXICO: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 29 MEXICO: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 30 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
TABLE 31 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 32 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 33 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 34 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 35 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 36 UK: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 37 UK: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 38 UK: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 39 UK: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 40 UK: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
β
TABLE 41 GERMANY: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 42 GERMANY: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 43 GERMANY: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 44 GERMANY: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 45 GERMANY: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 46 FRANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 47 FRANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 48 FRANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 49 FRANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 50 FRANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 51 REST OF EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 52 REST OF EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 53 REST OF EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 54 REST OF EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 55 REST OF EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 56 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
TABLE 57 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 58 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODEL, 2019β2027 (USD MILLION)
TABLE 59 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 60 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 61 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 62 CHINA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 63 CHINA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 64 CHINA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 65 CHINA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 66 CHINA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 67 INDIA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 68 INDIA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 69 INDIA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 70 INDIA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 71 INDIA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 72 JAPAN: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 73 JAPAN: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 74 JAPAN: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 75 JAPAN: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 76 JAPAN: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 77 REST OF ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 78 REST OF ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 79 REST OF ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 80 REST OF ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 81 REST OF ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 82 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 83 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 84 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 85 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 86 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
TABLE 87 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
TABLE 88 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
TABLE 89 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
TABLE 90 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USERS, 2019β2027 (USD MILLION)
TABLE 91 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
β
LIST OF FIGURES
FIGURE 1 MARKET SYNOPSIS
FIGURE 2 RESEARCH PROCESS OF MRFR
FIGURE 3 TOP-DOWN AND BOTTOM-UP APPROACHES
FIGURE 4 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 5 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 6 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
FIGURE 7 GLOBAL AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019β2027 (USD MILLION)
FIGURE 8 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
FIGURE 9 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 10 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 11 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
FIGURE 12 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
FIGURE 13 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 14 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 15 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
FIGURE 16 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019β2027 (USD MILLION)
FIGURE 17 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 18 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 19 ASIA-PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
FIGURE 20 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 21 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
FIGURE 22 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 23 MIDDLE EAST & AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
FIGURE 24 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019β2027 (USD MILLION)
FIGURE 25 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICES, 2019β2027 (USD MILLION)
FIGURE 26 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019β2027 (USD MILLION)
FIGURE 27 SOUTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019β2027 (USD MILLION)
$12.4 Billion
18.2%
North America
2022 - 2027
The global augmented and virtual reality in education market is predicted to register a CAGR of ~18.2% during the forecast period, 2022–2027.
Augmented reality adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokémon Go. Virtual reality implies a complete immersion experience that shuts out the physical world. Virtual reality and augmented reality have exciting potential in the future of gaming, marketing, e-commerce, education, and many other fields. Both technologies are known for their enriched experience that brings together a virtual world and the real one with enhanced, 3-D visuals.
COVID-19 Analysis
Companies are resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. Additionally, due to COVID, children have started learning from home, hence, many ed-tech investors see technologies such as AR, VR, and Artificial Intelligence as future technologies that have the potential to change the future of the education augmented reality market.
Market Dynamics
Increasing penetration of interactive learning platform to introduce real-time insights in learning experiences as a part of fostering student engagement through guided social interaction and so on acts as a major factor driving the market growth towards global augmented reality & virtual reality market for education industry. The perfect blending of augmented reality and virtual reality as a part of providing a 360o platform, can help students learn as well as explore beyond the classroom walls, thus reducing opportunity gaps. Rising adoption of AR/VR platform in education and training is another factor expected to drive the growth of the global market.
Increasing demand for virtual field trips to museums, many countries utilizing virtual reality headset in the classroom or home is one of the major factors driving its market growth. Growing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn to fuel the market growth. Moreover, virtual trips assist in building own immersive spaces as well as personalized virtual experiences is another factor expected to fuel the growth of the global market.
Data security and privacy concerns associated with weak integration or deployment of augmented reality & virtual reality platforms hamper market growth. AR & VR applications are used for academic purpose and contain potential sensitivities about student data, which needs to be protected as a part of avoiding data breaches and cyber-attacks. Increasing adoption of cloud-based deployment led to security concerns such as data leak, false data injection or unauthorized access of data and thereby, hampering the market growth.
Value Chain Analysis
The global augmented and virtual reality in education market has been registering major growth in the recent past, due to growing demand for augmented reality & virtual reality in corporate training utilizing connected systems such as gesture recognition systems, head-mounted displays, software-defined kits. The augmented and virtual reality in education market's value chain is divided into four levels: OEMs, suppliers, end users, and distributors.
Global Augmented and Virtual Reality in Education Market, 2018–2027 (USD Billion)
Source: MRFR Analysis
Market Segmentation
The global augmented and virtual reality in education market has been segmented based on offering, devices, deployment model, application and end users, and region.
Based on the offerings, the augmented and virtual reality in education market has been segmented into solutions, hardware, and services. The hardware segment is expected to hold a larger share of the augmented and virtual reality in education market during the forecast period.
Based on deployment model, the augmented and virtual reality in education market has been segmented into cloud and on-premises. The cloud segment of the augmented and virtual reality in education market is projected to grow at the highest CAGR over the forecast period. This is attributed to cost effectiveness, scalability, easy access, simple setup, and use.
Based on the devices, the augmented and virtual reality in education market has been divided into interactive whiteboards, mobile computing devices, head mounted displays, gesture tracing device, head up displays, handheld devices, projectors & display walls, and others.
Based on the application, the augmented and virtual reality in education market has been divided into classroom learning, corporate learning management, certifications, e-learning, virtual field trips, student recruitment and others.
Based on the end users, the augmented and virtual reality in education market has been divided into academic (k-12 &higher education) and corporate (telecommunications and it, healthcare and life sciences, retail and ecommerce, banking, financial services, and insurance, manufacturing, government, and public sector)
Regional Analysis
The regional analysis for the global Augmented and Virtual Reality in Education Market has been done for North America, Europe, Asia-Pacific, the Middle East & Africa, and South America. The market in North America accounted for dominant revenue share in the global market and expected to continue its dominance over the forecast period. Furthermore, Augmented and Virtual Reality in Education Market in Asia-Pacific is projected to grow at the highest CAGR over the forecast period.
Increasing demand for interactive and engaging virtual field trips among students
Increasing demand for virtual field trips to museums, countries utilizing virtual reality headset while sitting in the classroom or home act as a major driver boosting its market growth. Increasing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn contributes towards deeper understanding of the subjects. Furthermore, with the help of a basic VR headset, such virtual trips also assist in building own immersive spaces as well as personalized virtual experiences.
Competitive Landscape
The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. There are several domestic, regional, and international players operating in the augmented and virtual reality in education market that continuously strive to gain a significant share of the global market.
Key Players
IBM’s AI collaborated with Scholastic’s and Edmodo’s existing educational infrastructures to streamline the process of what a student is expected to learn and what he/she has learned by highlighting student-specific needs within the context of curricular standards. Dell collaborated with Tata ClassEdge, a technology-based learning solutions provider, for the common objective of taking digital training to schools and equipping teachers with the requisite knowledge of implementing technologies in classrooms.
The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. Some of the key players in the market are Sony, Samsung Electronics, HTC, Google, Microsoft, Panasonic, Hitachi, Barco, LG Electronics, Veative Labs, Cisco, Blackboard, Dell, IBM, Saba Software, Oracle.
Recent Developments
Report Overview
This study estimates revenue growth at global, regional, and country levels and offers an overview of the latest developments in each of the sub-sectors from 2019 to 2027. For this analysis, MRFR segmented the global Augmented and Virtual Reality in Education Market has been segmented based on offering, devices, deployment model, application and end users, and region.
By Offering
Deployment Model
Devices
Application
End Users
By Region
Report Attribute/Metric | Details |
---|---|
Market Size | 2020- USD: 12.4 Billion |
CAGR | 18.2% |
Base Year | 2021 |
Forecast Period | 2022β2027 |
Historical Data | 2018, 2019 |
Forecast Units | Value (USD Billion) |
Report Coverage | |
Segments Covered | β’ Offering (Hardware (Sensors, Controllers, Cameras, VR Headset and Others), Software, Services (Managed Services, Professional Services)) β’ Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others) β’ Deployment Model (Cloud, On-premises) β’ Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others) β’ End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others)) |
Geographies Covered | β’ North America (US, Canada, and Mexico) β’ Europe (UK, Germany, France, and Rest of Europe) β’ Asia-Pacific (China, Japan, India, and Rest of Asia-Pacific) β’ Middle East & Africa β’ South America |
Key Vendors | β’ Sony β’ Samsung Electronics β’ HTC β’ Google β’ Microsoft β’ Panasonic β’ Hitachi β’ Barco β’ LG Electronics β’ Veative Labs β’ Cisco β’ Blackboard β’ Dell β’ IBM β’ Saba Software β’ Oracle β’ Edvance360 β’ Electa Communications β’ BrainCert β’ SKYPREP β’ Impero Software β’ WizIQ β’ BigBlueButton β’ Digital Samba β’ TutorRoom β’ Eon Reality Inc. β’ Facebook Technologies LLC β’ Varjo Technologies Oy |
Key Market Opportunities | Growing adoption of virtual trips |
Key Market Drivers | β’ Increasing adoption of advanced technology products and devices and growing development in education sector |
Frequently Asked Questions (FAQ) :
A ~18.2% CAGR is expected to transform the market.
The North America regional market is projected to be the major driver of the market.
The segments in the market are offering, devices, deployment model, application, and end users.
The major contenders in the market are Eon Reality Inc., Facebook Technologies LLC AND Varjo Technologies Oy.