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Virtual Classroom Market Research Report by Component, Deployment, End User, Country - North America Forecast to 2027 - Cumulative Impact of COVID-19

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出 版 商:360iResearch LLP
出版日期:2022/10/11
頁  數:145頁
文件格式:PDF
價  格:
USD 3,449 (Single-User License)
USD 4,949 (Multi-User License)
USD 5,949 (Global-User License)
線上訂購或諮詢
國  家:North America Canada Mexico United States California Florida Illinois New York Ohio Pennsylvania Texas
The North America Virtual Classroom Market size was estimated at USD 3,876.46 million in 2021 and expected to reach USD 4,582.37 million in 2022, and is projected to grow at a CAGR 13.50% to reach USD 8,291.57 million by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Virtual Classroom to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Component, the market was studied across Hardware, Services, and Solutions. The Hardware is further studied across Interactive Displays & Projectors, Interactive Whiteboards, Mobile Computing Devices, Security & Video Cameras, and Virtual Reality Devices. The Virtual Reality Devices is further studied across Gesture-Tracking Device and Head-Mounted Gear. The Services is further studied across Deployment & Integration, Managed Services, Professional Services, Support & Maintenance, and Training & Consulting. The Solutions is further studied across Analytics & Data Visualization, Content Management, Device Management, Security, and Unified Communications & Collaboration.

Based on Deployment, the market was studied across Cloud and On-Premises.

Based on End User, the market was studied across Academic Institutions and Corporates. The Academic Institutions is further studied across Higher Education and K-12. The Corporates is further studied across Banking, Financial Services, and Insurance, Government & Public Sector, Healthcare & Life Sciences, Manufacturing, Retail & Ecommerce, and Telecommunications & IT.

Based on Country, the market was studied across Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Virtual Classroom market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Virtual Classroom Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the North America Virtual Classroom Market, including Barco NV, Cisco Systems, Inc., Dell Technologies Inc., DEV Clever Holdings PLC, Digital Samba SL, Electa Communications Ltd., EON Reality Inc., Foxconn Electronics Inc., Google LLC by Alphabet Inc., HTC Corporation, Impero Solutions Limited, International Business Machines Corporation, LG Electronics Inc., Microsoft Corporation, Oracle Corporation, Panasonic Corporation, Samsung Electronics Co Ltd., SkyPrep Inc., Sony Group Corporation, VEDAMO, and WizIQ Inc..

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the North America Virtual Classroom Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the North America Virtual Classroom Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the North America Virtual Classroom Market?
4. What is the competitive strategic window for opportunities in the North America Virtual Classroom Market?
5. What are the technology trends and regulatory frameworks in the North America Virtual Classroom Market?
6. What is the market share of the leading vendors in the North America Virtual Classroom Market?
7. What modes and strategic moves are considered suitable for entering the North America Virtual Classroom Market?
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.2. Restraints
5.1.3. Opportunities
5.1.4. Challenges
5.2. Cumulative Impact of COVID-19

6. Virtual Classroom Market, by Component
6.1. Introduction
6.2. Hardware
6.3.1. Interactive Displays & Projectors
6.3.2. Interactive Whiteboards
6.3.3. Mobile Computing Devices
6.3.4. Security & Video Cameras
6.3.5. Virtual Reality Devices
6.3.6.1. Gesture-Tracking Device
6.3.6.2. Head-Mounted Gear
6.3. Services
6.4.1. Deployment & Integration
6.4.2. Managed Services
6.4.3. Professional Services
6.4.4. Support & Maintenance
6.4.5. Training & Consulting
6.4. Solutions
6.5.1. Analytics & Data Visualization
6.5.2. Content Management
6.5.3. Device Management
6.5.4. Security
6.5.5. Unified Communications & Collaboration

7. Virtual Classroom Market, by Deployment
7.1. Introduction
7.2. Cloud
7.3. On-Premises

8. Virtual Classroom Market, by End User
8.1. Introduction
8.2. Academic Institutions
8.3.1. Higher Education
8.3.2. K-12
8.3. Corporates
8.4.1. Banking, Financial Services, and Insurance
8.4.2. Government & Public Sector
8.4.3. Healthcare & Life Sciences
8.4.4. Manufacturing
8.4.5. Retail & Ecommerce
8.4.6. Telecommunications & IT

9. Canada Virtual Classroom Market
9.1. Introduction

10. Mexico Virtual Classroom Market
10.1. Introduction

11. United States Virtual Classroom Market
11.1. Introduction

12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.1.1. Quadrants
12.1.2. Business Strategy
12.1.3. Product Satisfaction
12.2. Market Ranking Analysis, By Key Player
12.3. Market Share Analysis, By Key Player
12.4. Competitive Scenario
12.4.1. Merger & Acquisition
12.4.2. Agreement, Collaboration, & Partnership
12.4.3. New Product Launch & Enhancement
12.4.4. Investment & Funding
12.4.5. Award, Recognition, & Expansion

13. Company Usability Profiles
13.1. Barco NV
13.1.1. Business Overview
13.1.2. Key Executives
13.1.3. Product & Services
13.2. Cisco Systems, Inc.
13.2.1. Business Overview
13.2.2. Key Executives
13.2.3. Product & Services
13.3. Dell Technologies Inc.
13.3.1. Business Overview
13.3.2. Key Executives
13.3.3. Product & Services
13.4. DEV Clever Holdings PLC
13.4.1. Business Overview
13.4.2. Key Executives
13.4.3. Product & Services
13.5. Digital Samba SL
13.5.1. Business Overview
13.5.2. Key Executives
13.5.3. Product & Services
13.6. Electa Communications Ltd.
13.6.1. Business Overview
13.6.2. Key Executives
13.6.3. Product & Services
13.7. EON Reality Inc.
13.7.1. Business Overview
13.7.2. Key Executives
13.7.3. Product & Services
13.8. Foxconn Electronics Inc.
13.8.1. Business Overview
13.8.2. Key Executives
13.8.3. Product & Services
13.9. Google LLC by Alphabet Inc.
13.9.1. Business Overview
13.9.2. Key Executives
13.9.3. Product & Services
13.10. HTC Corporation
13.10.1. Business Overview
13.10.2. Key Executives
13.10.3. Product & Services
13.11. Impero Solutions Limited
13.11.1. Business Overview
13.11.2. Key Executives
13.11.3. Product & Services
13.12. International Business Machines Corporation
13.12.1. Business Overview
13.12.2. Key Executives
13.12.3. Product & Services
13.13. LG Electronics Inc.
13.13.1. Business Overview
13.13.2. Key Executives
13.13.3. Product & Services
13.14. Microsoft Corporation
13.14.1. Business Overview
13.14.2. Key Executives
13.14.3. Product & Services
13.15. Oracle Corporation
13.15.1. Business Overview
13.15.2. Key Executives
13.15.3. Product & Services
13.16. Panasonic Corporation
13.16.1. Business Overview
13.16.2. Key Executives
13.16.3. Product & Services
13.17. Samsung Electronics Co Ltd.
13.17.1. Business Overview
13.17.2. Key Executives
13.17.3. Product & Services
13.18. SkyPrep Inc.
13.18.1. Business Overview
13.18.2. Key Executives
13.18.3. Product & Services
13.19. Sony Group Corporation
13.19.1. Business Overview
13.19.2. Key Executives
13.19.3. Product & Services
13.20. VEDAMO
13.20.1. Business Overview
13.20.2. Key Executives
13.20.3. Product & Services
13.21. WizIQ Inc.
13.21.1. Business Overview
13.21.2. Key Executives
13.21.3. Product & Services

14. Appendix
14.1. Discussion Guide
14.2. License & Pricing

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