Global VR in Education Sector Market 2017-2021
出 版 商:Technavio
出版日期:2017/05/03
頁 數:70頁
文件格式:PDF
About VR in education sector
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.
Technavio’s analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.
The market is divided into the following segments based on geography:
‧ APAC
‧ EUROPE
‧ North America
‧ ROW
Technavio's report, Global VR in Education Sector Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
‧ Oculus VR
‧ Google
‧ Alchemy VR
‧ Discovery Communications
Other prominent vendors
‧ Cinoptics
‧ EPSON
‧ HTC
‧ Sony
‧ FOVE
‧ LG Electronics
‧ Zebronics
‧ Homido
‧ Mattel
‧ Samsung Electronics
‧ ZEISS
‧ EON Reality
‧ Immersive VR Education
‧ Unimersiv
Market driver
‧ Upgrades the learning process
‧ For a full, detailed list, view our report
Market challenge
‧ Lack of content
‧ For a full, detailed list, view our report
Market trend
‧ Incorporation of SLAM technology
‧ For a full, detailed list, view our report
Key questions answered in this report
‧ What will the market size be in 2021 and what will the growth rate be?
‧ What are the key market trends?
‧ What is driving this market?
‧ What are the challenges to market growth?
‧ Who are the key vendors in this market space?
‧ What are the market opportunities and threats faced by the key vendors?
‧ What are the strengths and weaknesses of the key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
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.
Technavio’s analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.
The market is divided into the following segments based on geography:
‧ APAC
‧ EUROPE
‧ North America
‧ ROW
Technavio's report, Global VR in Education Sector Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
‧ Oculus VR
‧ Alchemy VR
‧ Discovery Communications
Other prominent vendors
‧ Cinoptics
‧ EPSON
‧ HTC
‧ Sony
‧ FOVE
‧ LG Electronics
‧ Zebronics
‧ Homido
‧ Mattel
‧ Samsung Electronics
‧ ZEISS
‧ EON Reality
‧ Immersive VR Education
‧ Unimersiv
Market driver
‧ Upgrades the learning process
‧ For a full, detailed list, view our report
Market challenge
‧ Lack of content
‧ For a full, detailed list, view our report
Market trend
‧ Incorporation of SLAM technology
‧ For a full, detailed list, view our report
Key questions answered in this report
‧ What will the market size be in 2021 and what will the growth rate be?
‧ What are the key market trends?
‧ What is driving this market?
‧ What are the challenges to market growth?
‧ Who are the key vendors in this market space?
‧ What are the market opportunities and threats faced by the key vendors?
‧ What are the strengths and weaknesses of the key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
‧ Key market highlights
PART 05: Market landscape
‧ Five forces analysis
PART 06: Market segmentation by product
‧ Global VR gear in education market
‧ Global VR content in education market
PART 07: Market segmentation by end-user
‧ Global VR in education market by end-users
‧ Global VR in higher education market
‧ Global VR in K-12 education market
PART 08: Geographical segmentation
‧ Global VR in education market by geography
‧ VR in education market in North America
‧ VR in education market in Europe
‧ VR in education market in APAC
‧ VR in education market in ROW
PART 09: Decision framework
PART 10: Drivers and challenges
‧ Market drivers
‧ Impact of drivers on key customer segments
‧ Market challenges
‧ Impact of challenges on key customer segments
PART 11: Market trends
‧ Incorporation of SLAM technology
‧ Increasing use of VR in medical training
‧ VR facilitates collaborative learning
‧ Open source virtual reality
PART 12: Vendor landscape
‧ Competitive landscape
PART 13: Key vendor analysis
PART 14: Other prominent vendors
PART 15: Appendix
‧ List of abbreviations
List of Exhibits
Exhibit 01: Overview of VR technology
Exhibit 02: Global VR in education market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis - VR gear
Exhibit 04: Five forces analysis - VR content
Exhibit 05: Global VR in education market by product 2016-2021 (% share)
Exhibit 06: Global VR gear in education market 2016-2021 ($ millions)
Exhibit 07: Global VR content in education market 2016-2021 ($ millions)
Exhibit 08: Global VR in education market by end-users 2016-2021 (% share)
Exhibit 09: Global VR in higher education market 2016-2021 ($ millions)
Exhibit 10: Global VR in K-12 education market 2016-2021 ($ millions)
Exhibit 11: Global VR in education market by geography 2016-2021 (% share)
Exhibit 12: VR in education market in North America 2016-2021 ($ millions)
Exhibit 13: VR in education market in Europe 2016-2021 ($ millions)
Exhibit 14: VR in education market in APAC 2016-2021 ($ millions)
Exhibit 15: VR in education market in ROW 2016-2021 ($ millions)
Exhibit 16: Impact of drivers
Exhibit 17: Impact of challenges
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
‧ Key market highlights
PART 05: Market landscape
‧ Five forces analysis
PART 06: Market segmentation by product
‧ Global VR gear in education market
‧ Global VR content in education market
PART 07: Market segmentation by end-user
‧ Global VR in education market by end-users
‧ Global VR in higher education market
‧ Global VR in K-12 education market
PART 08: Geographical segmentation
‧ Global VR in education market by geography
‧ VR in education market in North America
‧ VR in education market in Europe
‧ VR in education market in APAC
‧ VR in education market in ROW
PART 09: Decision framework
PART 10: Drivers and challenges
‧ Market drivers
‧ Impact of drivers on key customer segments
‧ Market challenges
‧ Impact of challenges on key customer segments
PART 11: Market trends
‧ Incorporation of SLAM technology
‧ Increasing use of VR in medical training
‧ VR facilitates collaborative learning
‧ Open source virtual reality
PART 12: Vendor landscape
‧ Competitive landscape
PART 13: Key vendor analysis
PART 14: Other prominent vendors
PART 15: Appendix
‧ List of abbreviations
List of Exhibits
Exhibit 01: Overview of VR technology
Exhibit 02: Global VR in education market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis - VR gear
Exhibit 04: Five forces analysis - VR content
Exhibit 05: Global VR in education market by product 2016-2021 (% share)
Exhibit 06: Global VR gear in education market 2016-2021 ($ millions)
Exhibit 07: Global VR content in education market 2016-2021 ($ millions)
Exhibit 08: Global VR in education market by end-users 2016-2021 (% share)
Exhibit 09: Global VR in higher education market 2016-2021 ($ millions)
Exhibit 10: Global VR in K-12 education market 2016-2021 ($ millions)
Exhibit 11: Global VR in education market by geography 2016-2021 (% share)
Exhibit 12: VR in education market in North America 2016-2021 ($ millions)
Exhibit 13: VR in education market in Europe 2016-2021 ($ millions)
Exhibit 14: VR in education market in APAC 2016-2021 ($ millions)
Exhibit 15: VR in education market in ROW 2016-2021 ($ millions)
Exhibit 16: Impact of drivers
Exhibit 17: Impact of challenges