市場調查報告書
商品編碼
1466365
教育領域的虛擬實境市場:按組件、功能和應用分類 - 2024-2030 年全球預測Virtual Reality In Education Sector Market by Component (Services, VR Content, VR Hardware), Function (Classroom Management, Independent Learning, Teacher Lesson Planning), Application - Global Forecast 2024-2030 |
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教育虛擬實境市場規模預計到 2023 年為 34.7 億美元,2024 年達到 45.1 億美元,預計到 2030 年將達到 243.1 億美元,複合年成長率為 32.05%。
教育中的虛擬實境是指允許使用者、學生和教育工作者在3D電腦生成的環境中進行互動的技術。這種身臨其境型技術透過模擬現實世界和虛構場景來促進體驗式學習。讓學習者能夠以視覺和身體方式參與教育內容,以提高理解力、記憶力和參與度。教育領域的虛擬實境 (VR) 透過提供超越實體教室限制的互動式和沈浸式體驗,正在徹底改變傳統的教學方法。同時,學習環境中智慧型設備的普及正在推動虛擬實境(VR)在教育領域的發展。耳機和感測器等硬體的改進改善了用戶體驗,並使虛擬環境更加身臨其境和互動。軟體開發也使教育內容多樣化,使 VR 體驗能夠針對不同的科目和學習成果進行客製化。然而,在教育領域實施和整合VR的高昂成本是主要企業面臨的主要挑戰。公司正在與教育機構、技術提供者和內容創作者合作,推動創新,使 VR 教育更具影響力並更廣泛地普及。此外,政府和教育機構對將 VR 技術納入課程的支援大幅增加,這為營業單位提供了一條重要的前進道路。投資 VR 基礎設施並開發適合您需求的教育計劃表明了對 VR 改善學習成果潛力的堅定信念。
主要市場統計 | |
---|---|
基準年[2023] | 34.7億美元 |
預測年份 [2024] | 45.1億美元 |
預測年份 [2030] | 243.1億美元 |
複合年成長率(%) | 32.05% |
組件將先進的 VR 設備整合到教育中可以增強學生的參與度,同時提高知識保留率。
將 VR 技術融入教育涉及幾個關鍵組成部分,每個組成部分都有助於提供身臨其境型學習體驗。該服務包括全面的支援和開發,有助於在教育環境中無縫實施和維護 VR 系統。 VR內容是指專為VR平台設計的精選教育材料,提供針對不同主題和年齡層的互動和引人入勝的學習體驗。 VR 硬體是 VR 體驗的支柱,包括VR頭戴裝置、控制器和感測器,使其功能強大且使用者友好,可支援教育應用。充電和儲存解決方案對於管理教室中的多個 VR 設備並確保它們井井有條、充電並可供學生使用至關重要。課堂介面軟體可讓教師控制和監控 VR 學習環境,促進有凝聚力和重點的課堂體驗。此外,獨立揚聲器和耳機透過提供高品質音訊來增強沉浸感,這對於讓學生充分參與 VR 教育內容至關重要。
在提供應用程式協作學習和模擬體驗的教育機構中擴大 VR 介紹
虛擬實境技術透過提供不同層次和學科的身臨其境型學習體驗正在徹底改變教育。在企業和職業培訓中,VR 可以實現逼真的模擬實踐體驗,而無需考慮物理環境固有的風險,從而增強技能獲取和員工心態。小學和學前教育將抽象概念帶入生活,培養年輕學習者的興趣和好奇心。在中學教育中,VR支援互動式學習和視覺化,幫助學生更有效地掌握科學和歷史等複雜學科。同時,在大學和高等教育中,VR 促進了醫學、工程和建築等領域的高級研究、協作學習和實際應用,讓學生透過理論知識和模擬體驗的融合來了解現實世界。
區域洞察
在美洲,對互動式和沈浸式學習體驗的需求正在推動 VR 技術在教育中的採用。虛擬實驗室和遠距學習的高投資率和研究活動引人注目。最新專利揭示了專為教育目的而客製化的 VR 硬體的進步,提高了用戶參與度和學習成果。此外,對教育機構和 VR新興企業之間合作計劃的重視表明了在該地區創建在地化和特定內容的 VR 學習體驗的趨勢。同時,歐盟 (EU) 在教育領域的 VR 方法專注於將 VR 融入現有課程並提高教育和培訓品質。歐盟資助的計劃和研究津貼旨在創新教學方法,包括虛擬實境,用於成員國的專業和繼續教育。此外,中東和非洲正在積極投資 VR 教育,並對將傳統教育環境轉變為數位學習環境抱持濃厚興趣。同樣,在中國、日本、韓國和印度等國家的快速技術進步和政府支持力度加大的推動下,亞太地區虛擬實境在教育中的採用呈指數級成長。該地區市場的特點是應用範圍廣泛,從職業培訓和醫學教育到歷史重演和語言學習,展示了亞太地區教育產業未來成長和創新的潛力。
FPNV定位矩陣
FPNV 定位矩陣對於評估虛擬實境教育市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對教育虛擬實境市場中供應商的現狀進行深入而深入的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。這種詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4.競爭力評估與資訊:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況、製造能力等進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.虛擬實境在教育領域的市場規模和預測是多少?
2.在教育虛擬實境市場的預測期內,有哪些產品、細分市場、應用程式和領域需要考慮投資?
3. 教育領域虛擬實境市場的技術趨勢和法規結構是什麼?
4.教育領域虛擬實境市場主要廠商的市場佔有率是多少?
5. 進入教育領域虛擬實境市場的合適型態和策略手段是什麼?
[188 Pages Report] The Virtual Reality In Education Sector Market size was estimated at USD 3.47 billion in 2023 and expected to reach USD 4.51 billion in 2024, at a CAGR 32.05% to reach USD 24.31 billion by 2030.
Virtual reality in education refers to the technology that allows users, students, and educators to interact within a computer-generated, three-dimensional environment. This immersive technology facilitates experiential learning by simulating real-world or imaginary scenarios. It enables learners to engage visually and physically with educational content, enhancing comprehension, retention, and engagement. Virtual Reality (VR) in education is revolutionizing traditional teaching methodologies by offering interactive and immersive experiences beyond the constraints of physical classrooms. Meanwhile, the increasing deployment of smart devices in learning environments has propelled the growth of virtual reality (VR) in education. Improvements in hardware, such as headsets and sensors, have enhanced the user experience, making virtual environments more immersive and interactive. Software developments have also led to a wider variety of educational content, tailoring VR experiences to different subjects and learning outcomes. However, the significant cost associated with implementing and integrating VR in education sectors is a significant challenge the key players face. Companies are working on collaborating with educational institutions, technology providers, and content creators to drive innovation, making VR education more impactful and widely accessible. Moreover, a noticeable increase in support from governments and educational institutions for incorporating VR technologies into the curriculum presents a significant avenue for the entities. Investments in VR infrastructure and the development of tailored educational programs signal a strong belief in the potential of VR to enhance learning outcomes.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 3.47 billion |
Estimated Year [2024] | USD 4.51 billion |
Forecast Year [2030] | USD 24.31 billion |
CAGR (%) | 32.05% |
Component: Integration of advanced VR devices in education enhancing student engagement while boosting knowledge retention
Integrating VR technology into education encompasses several critical components, each contributing to the immersive learning experience. Services incorporate comprehensive support and development offerings that facilitate VR systems' seamless implementation and maintenance within educational settings. VR content refers to curated educational materials designed specifically for VR platforms, offering interactive and engaging learning experiences tailored to various subjects and age groups. VR hardware is the backbone of the VR experience, including VR headsets, controllers, and sensors, which are powerful and user-friendly to support educational applications. Charging & storage solutions are essential for managing multiple VR devices in a classroom setting, ensuring they are organized, charged, and ready for students' use. Classroom interface software lets teachers control and monitor the VR learning environment, facilitating a cohesive and focused classroom experience. Moreover, standalone speakers & headsets enhance the immersive experience by providing high-quality audio, which is crucial for fully engaging students in the VR educational content.
Application: Widening adoption of VR in educational institutions offering collaborative learning and simulated experiences
Virtual reality technology is revolutionizing education by offering immersive learning experiences across various levels and fields. In corporate & vocational training, VR enables realistic simulations for hands-on experience without the risks inherent in physical environments, enhancing skill acquisition and employee preparedness. Elementary and pre-school education brings abstract concepts to life, fostering engagement and curiosity among young learners. In secondary school, VR supports interactive learning and visualization, helping students grasp complex subjects such as science and history more effectively. Meanwhile, in university & higher education, VR facilitates advanced research, collaborative learning, and practical applications in disciplines such as medicine, engineering, and architecture, preparing students for real-world challenges through a blend of theoretical knowledge and simulated experiences.
Regional Insights
In the Americas, the adoption of VR technology in education is driven by the demand for interactive and immersive learning experiences. High investment rates and research activities focusing on virtual laboratories and distance learning are notable. Latest patents reveal advancements in VR hardware tailored for educational purposes, enhancing user engagement and learning outcomes. In addition, the emphasis on collaborative projects between educational institutions and VR startups indicates a trend toward creating localized and content-specific VR learning experiences in the region. At the same time, the European Union's (EU) approach to VR in education highlights the integration of VR within established curricula, focusing on enhancing the quality of education and training. EU-funded projects and research grants are directed towards innovative teaching methodologies, including VR, for professional and continuous education across member states. Moreover, the Middle East and Africa have been actively investing in VR for education, with a keen interest in transforming traditional educational setups into digital learning environments. Similarly, the Asia-Pacific region is witnessing exponential growth in the adoption of virtual reality in the education sector, propelled by rapid technological advancements and increasing governmental support in countries such as China, Japan, South Korea, and India. The market in the region is characterized by diverse applications, from vocational training and medical education to historical recreations and language learning, indicating a robust potential for future growth and innovation in the Asia-Pacific education sector.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Virtual Reality In Education Sector Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Virtual Reality In Education Sector Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Virtual Reality In Education Sector Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Limited, Axon Enterprise, Inc., Cisco Systems, Inc., DPVR, Econoxy Solutions Pvt. Ltd., ENGAGE XR Holdings PLC, EON Reality, Inc., fotonVR, Google LLC by Alphabet Inc., HTC Corporation, International Business Machines Corporation, Lenovo Group Ltd., Meta Platforms, Inc., Microsoft Corporation, Mursion Inc., Nearpod Inc. by Renaissance Learning, Inc., Oracle Corporation, Samsung Electronics Co., Ltd., Schell Games, Sony Group Corporation, SweetRush, Inc., Unimersiv, Veative Group by Dev Clever Holdings PLC, Virtalis Holdings Limited, and zSpace, Inc..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Virtual Reality In Education Sector Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Virtual Reality In Education Sector Market?
3. What are the technology trends and regulatory frameworks in the Virtual Reality In Education Sector Market?
4. What is the market share of the leading vendors in the Virtual Reality In Education Sector Market?
5. Which modes and strategic moves are suitable for entering the Virtual Reality In Education Sector Market?