教育における仮想現実市場 2024-2032年

出版:Fortune Business Insights 出版年月:2024年4月

Virtual Reality in Education Market – Forecast to 2024-2032

教育における仮想現実市場 2024-2032年:市場規模、シェア、成長、世界のタイプと用途別産業分析、地域別インサイト、予測
Virtual Reality in Education Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

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Report Overview

Growth Factors of Virtual Reality in Education Market
The Virtual Reality in Education market size was valued at USD 4.40 billion in 2023, and the market is now projected to grow from USD 5.69 billion in 2024 to USD 42.40 billion by 2032, exhibiting a CAGR of 28.5 % during the forecast period of 2023-2030.

教育における仮想現実の市場規模は、2023 年に 44 億米ドルと評価され、現在市場は 2024 年の 56 億 9 億米ドルから 2032 年までに 424 億米ドルに成長すると予測されており、2023から2030年までの予測期間中に 28.5% の CAGR を示します。

COVID-19 is a very important factor that leads to the Virtual Reality in Education market growth. With cool closures and moving to online learning, there has been a very big growth of demand for VR as an alternative education system. VR helped students to take part in interactive studies remotely, the same way of real-life weekday routine, and their interest level remained high during the pandemic.
The demand for experiential learning platforms has surged because of recognition of Attention Deficit Disorders (ADD) and barriers of traditional classroom strategies. Educators are turning to VR technology for immersive, hands-on learning experience. VR enables active participation in simulations, experiments, and hassle-solving tasks, fostering essential questioning and creativity in the Virtual Reality in Education Market share. Learners have interaction in trial and error inside digital environments, gaining practical capabilities and insights, therefore improving learning outcomes.

教育における仮想現実市場 2024-2032年
VR evaluation and personalized getting to know are booming because of growing demand. Integration of AI and ML enhances VR structures, imparting immersive assessment equipment for educators. VR fosters active gaining knowledge of, essential wondering, and problem-solving skills, empowering students to grasp subjects deeply and take charge of their training.

Comprehensive Analysis of Virtual Reality in Education Market
The Virtual Reality in Education Market and Information & Communication Technology industry is rising at an exponential rate due to its market segmentation. These segmentations are methodically segregated by Component and by Application. The Component includes hardware, software and content. However Application includes Vocational training, K-12, Higher Education.
The North America region lead the Virtual Reality in Education market by benefitting a market size of USD 1.31 billion in 2023 due to increasing adoption of investments throughout numerous sectors of application within the region.
The top players in the market play a crucial role assuring industrial prospectus growth and setting market standards. These players include, Google LLC (Alphabet, Inc.) (U.S.), EON Reality (U.S.), Schell Games (U.S.), Avantis Systems Ltd. (U.K.), zSpace, Inc. (U.S.), VRSim, Inc. (U.S.), Veative Group (U.K.), Mursion (U.S.), Immersion VR (U.K.), Unimersiv (U.S.), Alchemy Immersive (U.S.) these market players provide a level-playing competitive landscape.
In April 2023, EON Reality Inc. Partnered with Holistic EHS to develop its business consulting services. With EON Reality’s AI-powered XR solutions, Holistic EHS can offer advanced and new services to its consulting clients in various XR regions. The EON Reality suite’s new spatial AI-based totally capabilities permit Holistic EHS and its customers to broaden higher protection equipment, education, and other procedural and immersive software.

Segmentation Table

ATTRIBUTE DETAILS
Study Period 2019-2032
Base Year 2023
Estimated Year 2024
Forecast Period 2024-2032
Historical Period 2019-2022
Growth Rate CAGR of 28.5% from 2024 to 2032
Unit Value (USD Billion)

Segmentation By Component

• Hardware
• Software
• Content

By Application

• K-12
• Higher Education
• Vocational Training

By Region

• North America (By Component, By Application, and By Country)
o U.S.
o Canada
o Mexico
• South America (By Component, By Application and By Country)
o Brazil
o Argentina
o Rest of South America
• Europe (By Component, By Application, and By Country)
o U.K.
o Germany
o France
o Italy
o Spain
o Rest of Europe
• Middle East & Africa (By Component, By Application, and By Country)
o Turkey
o Israel
o GCC
o South Africa
o Rest of the Middle East & Africa
• Asia Pacific (By Component, By Application, and By Country)
o China
o India
o Japan
o ASEAN
o Oceania
o Rest of Asia Pacific

Table of Contents

1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Virtual Reality in Education Key Players Market Share/Ranking, 2023
5. Global Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Component (USD)
5.2.1. Hardware
5.2.2. Software
5.2.3. Content
5.3. By Application (USD)
5.3.1. K-12
5.3.2. Higher Education
5.3.3. Vocational Training
5.4. By Region (USD)
5.4.1. North America
5.4.2. South America
5.4.3. Europe
5.4.4. Middle East & Africa
5.4.5. Asia Pacific
6. North America Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Component (USD)
6.2.1. Hardware
6.2.2. Software
6.2.3. Content
6.3. By Application (USD)
6.3.1. K-12
6.3.2. Higher Education
6.3.3. Vocational Training
6.4. By Country (USD)
6.4.1. United States
6.4.2. Canada
6.4.3. Mexico
7. South America Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Component (USD)
7.2.1. Hardware
7.2.2. Software
7.2.3. Content
7.3. By Application (USD)
7.3.1. K-12
7.3.2. Higher Education
7.3.3. Vocational Training
7.4. By Country (USD)
7.4.1. Brazil
7.4.2. Argentina
7.4.3. Rest of South America
8. Europe Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. Key Findings
8.2. By Component (USD)
8.2.1. Hardware
8.2.2. Software
8.2.3. Content
8.3. By Application (USD)
8.3.1. K-12
8.3.2. Higher Education
8.3.3. Vocational Training
8.4. By Country (USD)
8.4.1. United Kingdom
8.4.2. Germany
8.4.3. France
8.4.4. Italy
8.4.5. Spain
8.4.6. Rest of Europe
9. Middle East & Africa Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. Key Findings
9.2. By Component (USD)
9.2.1. Hardware
9.2.2. Software
9.2.3. Content
9.3. By Application (USD)
9.3.1. K-12
9.3.2. Higher Education
9.3.3. Vocational Training
9.4. By Country (USD)
9.4.1. Turkey
9.4.2. Israel
9.4.3. GCC
9.4.4. South Africa
9.4.5. Rest of MEA
10. Asia Pacific Virtual Reality in Education Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. Key Findings
10.2. By Component (USD)
10.2.1. Hardware
10.2.2. Software
10.2.3. Content
10.3. By Application (USD)
10.3.1. K-12
10.3.2. Higher Education
10.3.3. Vocational Training
10.4. By Country (USD)
10.4.1. China
10.4.2. India
10.4.3. Japan
10.4.4. ASEAN
10.4.5. Oceania
10.4.6. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Google LLC (Alphabet, Inc.)
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. EON Reality
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Schell Games
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. Avantis Systems Ltd.
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. zSpace, Inc.
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. VRSim,Inc.
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Veative Group
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. Mursion
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. Immersion VR
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Unimersiv
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
11.11. Alchemy Immersive
11.11.1. Overview
11.11.1.1. Key Management
11.11.1.2. Headquarters
11.11.1.3. Offerings/Business Segments
11.11.2. Key Details (Key details are consolidated data and not product/service specific)
11.11.2.1. Employee Size
11.11.2.2. Past and Current Revenue
11.11.2.3. Geographical Share
11.11.2.4. Business Segment Share
11.11.2.5. Recent Developments