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市場調查報告書
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1840393

2025年全球虛擬實境教育市場報告

Virtual Reality In Education Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,虛擬實境教育市場規模呈指數級成長,從2024年的161.3億美元成長到2025年的221.6億美元,複合年成長率高達37.3%。這段歷史時期的成長可歸因於線上教育的普及率不斷提高、對互動式和個人化學習體驗的需求不斷成長、虛擬學習環境的普及率不斷提高、虛擬實境技術作為實體學習材料的替代品日益普及,以及教育的可及性和移動性不斷增強。

預計未來幾年,教育領域的虛擬實境市場將呈指數級成長,到2029年將達到854.1億美元,複合年成長率為40.1%。預測期內的成長歸因於網路普及率的提高、身臨其境型學習體驗需求的不斷成長、VR在K-12教育、高等教育和職業培訓中的應用日益廣泛、持續的研發投入以及對VR教育內容開發的投資不斷增加。預測期內的主要趨勢包括:用於小組學習的協作式VR環境、VR在技能型培訓和模擬中的應用、遊戲化元素在VR教育中的融合、用於績效追蹤的VR教育分析技術的開發,以及擴增實境(AR)和虛擬實境在教育領域的融合。

虛擬實境 (VR) 是一種由軟體產生的模擬環境,旨在讓使用者感受到身臨其境的真實世界。它可以吸引學生,提供實務培訓,並幫助解釋科學、歷史和工程等學科的複雜概念。

將虛擬實境融入教育的關鍵要素包括硬體、軟體和解決方案。教育領域虛擬實境的硬體包括用於呈現虛擬實境內容的專用設備,例如頭戴式顯示器、 VR頭戴裝置和投影機。虛擬實境在教育領域的部署涵蓋住宅、學術和培訓機構等多個領域,可透過雲端基礎系統或本地解決方案實現。

2025年春季美國突然提高關稅以及由此引發的貿易摩擦對資訊科技產業產生了重大影響,尤其是硬體製造、資料基礎設施和軟體部署。對進口半導體、電路基板和網路設備徵收更高的關稅,並推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司面臨更長的前置作業時間和價格壓力。同時,對專業軟體徵收的關稅以及主要國際市場的報復性措施擾亂了全球IT供應鏈,減少了海外對美國製造技術的需求。作為應對措施,該行業正在增加對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化來提高彈性並更有效地管理成本。

虛擬實境教育市場研究報告是商業研究公司最新報告系列的一部分,該系列報告提供虛擬實境教育市場統計數據,例如全球市場規模、區域佔有率、虛擬實境教育市場佔有率的競爭對手、詳細的虛擬實境教育細分市場、市場趨勢和商業機會,為您提供在虛擬實境教育行業取得成功所需的所有數據。這份虛擬實境教育市場研究報告透過對產業現狀和未來趨勢的詳細分析,為您提供全面的觀點。

預測的五年成長率為40.1%,較我們先前對該市場的預測略有下降0.5%。這一下降主要源自於美國與其他國家之間關稅的影響。關稅導致從亞洲和歐洲進口的VR頭戴裝置以及身臨其境型學習軟體的訂閱費用增加,美國教育機構可能面臨預算壓力。此外,由於互惠關稅以及貿易緊張局勢和限制措施升級對全球經濟和貿易的負面影響,其影響也將更加廣泛。

預計在預測期內,網路普及率的提高將推動教育市場虛擬實境的成長。網路已成為人們生活中不可或缺的一部分,很大一部分人口都在使用數位科技。網際網路由於其一致的介面、低廉的連接成本和廣泛的可訪問性,成為提供虛擬課程的有效平台。例如,加拿大政府在 2023 年預測,到 2026 年高速網路存取將覆蓋 98% 的人口,到 2030 年將達到 100%,實現全國範圍的網路普及率。此外,總部位於瑞士的資訊和通訊技術組織電訊(ITU) 報告稱,2022 年全球網路用戶將達到 51 億,佔總人口的 65%。到 2023 年,這一數字將增加到 54 億,全球整體網路普及率將達到 67%。因此,網路普及率的提高正在推動教育市場虛擬實境的成長。

虛擬實境投資的增加預計將推動其在教育市場的擴張。虛擬實境 (VR) 允許使用者體驗並與電腦生成的3D環境進行交互,這些環境可能與現實世界相似或完全不同。 VR 投資的增加正在透過提供身臨其境型互動學習體驗來改變教育,從而提高學生的理解和參與。例如,2022 年 1 月,英國獨立出版商 UKTN 的數據顯示,英國VR 產業的總投資達到 1.54 億英鎊(2.011 億美元),較 2021 年的 9,000 萬英鎊(1.1752 億美元)大幅成長。因此,虛擬實境投資的增加正在推動教育市場的成長。

由新興 5G 技術驅動的擴增實境(AR) 應用的發展正在塑造虛擬實境在教育市場的格局。憑藉其高速網路功能,5G 克服了 4G 技術在教育應用中支援虛擬和擴增實境的局限性,提供了沉浸式體驗並方便了應用程式的存取。此類機器人應用程式可以幫助孩子完成學習任務,讓他們可以在家接受教育,同時有效率地存取雲端基礎的內容。例如,2023 年 6 月,美國私立大學國立大學宣布推出虛擬實境校園。這個新的虛擬校園利用虛擬實境和擴增實境,旨在提高教學、學習和學生參與度,並將於今年開始向部分課程開放。它將允許線上學習者探索校園、上課、與同學和老師互動,並像在實體環境中一樣參與活動。

虛擬實境教育領域的知名公司正在推出創新系統,以滿足對全面培訓的需求,尤其是在醫療保健領域。總部位於美國的虛擬實境培訓解決方案供應商VRSim於2022年4月推出了VRNA,這是一款尖端的虛擬實境培訓系統,旨在為註冊護理助理(CNA)的臨床培訓和考試做好準備。 VRNA提供了一個可攜式且引人入勝的虛擬環境,讓學生能夠練習患者照護技能,提高教學效率,並享受無風險的學習體驗。這項技術進步旨在支持CNA項目,適應多樣化的學習方式,並為初級醫療保健職業提供更全面的教育機會。

2024年2月,美國國家醫學考試委員會(NBME)收購了MedVR Education,NBME是一家總部位於美國的非營利組織,負責開發和管理醫學生的評估計畫。此次收購旨在增強NBME為醫學教育創建創新工具和評估專案的能力。 NBME的心理測量和測試開發專業知識與MedVR的模擬學習技術相結合,有望開發下一代工具,為學習者提供全程醫學教育的支援。 MedVR Education總部位於美國,致力於利用虛擬實境技術革新醫學培訓,並提高學生的參與度。

教育虛擬實境市場的收入涵蓋了教育產業中提供硬體和軟體的營業單位所產生的收益,這些實體可以利用虛擬實境功能將書籍中的理論轉化為現實。虛擬實境是一種使用投影機和電腦程式設計呈現的可計算模擬。如今,教育虛擬實境已應用於各級教育,包括K-12教育、高等教育和職業培訓。該市場中的電視價值是指“出廠價”,即商品製造商或生產商向其他營業單位(包括下游製造商、批發商、經銷商和零售商)或直接向最終客戶銷售的商品價值。該市場中的商品價值還包括商品製造商銷售的任何相關服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場:宏觀經濟情景,包括利率、通膨、地緣政治、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球教育中的虛擬實境:PESTEL分析(政治、社會、技術、環境、法律因素、促進因素與限制因素)
  • 最終用途產業分析
  • 全球教育虛擬實境市場:成長率分析
  • 全球教育虛擬實境市場表現:規模與成長,2019-2024
  • 全球教育虛擬實境市場預測:規模與成長,2024-2029年,2034年
  • 全球虛擬實境教育:總目標市場(TAM)

第6章 市場細分

  • 全球教育虛擬實境市場:按組件、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 硬體
  • 解決方案
  • 軟體
  • 全球教育虛擬實境市場:按部署、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 本地部署
  • 全球教育虛擬實境市場:應用、表現及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 住宅
  • 學術和培訓機構
  • 其他用途
  • 全球教育虛擬實境市場:依硬體(組件)細分,實際及預測,2019-2024 年、2024-2029 年、2034 年
  • VR頭戴裝置
  • 運動追蹤裝置
  • 輸入裝置
  • 全球教育虛擬實境市場:細分市場、組件解決方案、績效及預測(2019-2024 年、2024-2029 年及 2034 年)
  • VR學習平台
  • 內容創作工具
  • 訓練模擬
  • 全球教育虛擬實境市場:依軟體(組件)細分,實際及預測,2019-2024 年、2024-2029 年、2034 年
  • 教育VR應用
  • 課程整合軟體
  • 評估工具

第7章 區域和國家分析

  • 全球教育虛擬實境市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球教育虛擬實境市場:各國表現及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章:俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 虛擬實境教育:競爭格局
  • 虛擬實境在教育市場的應用:公司簡介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • HTC Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Unimersiv
  • SamsungSamsung Electronics Co Ltd
  • Lenovo Limited
  • Sony Corporation
  • Alchemy Immersive
  • Avantis Systems Ltd.
  • Veative Labs Pvt. Ltd.
  • VR Education Holdings plc
  • Cyberith Gmbh
  • Sixense Enterprises Inc.
  • Vuzix Corporation
  • Schell Games LLC
  • Panasonic Holdings Corporation
  • Cornerstone OnDemand Inc.
  • Blippar Limited

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章:高潛力市場國家、細分市場與策略

  • 2029年教育市場中的虛擬實境:提供新機會的國家
  • 2029年教育市場中的虛擬實境:細分領域帶來新機會
  • 2029年教育市場中的虛擬實境:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章 附錄

簡介目錄
Product Code: r22272u

Virtual reality (VR) is a simulated environment generated by software, designed to be perceived by users as a real-world setting. It is utilized to boost student engagement, offer practical training, and help explain complex concepts in subjects such as science, history, and engineering.

The fundamental elements integral to incorporating virtual reality into education encompass hardware, software, and solutions. Within the hardware realm of VR in education, there are devices dedicated to presenting virtual reality content, including head-mounted displays, VR headsets, and projectors. The deployment of virtual reality in education extends across various domains, such as residential, academic, and training institutions, and can be implemented through cloud-based systems or on-premises solutions.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The virtual reality in education market research report is one of a series of new reports from The Business Research Company that provides virtual reality in education market statistics, including virtual reality in education industry global market size, regional shares, competitors with virtual reality in education market share, detailed virtual reality in education market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality in the education industry. This virtual reality in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality in education market size has grown exponentially in recent years. It will grow from $16.13 billion in 2024 to $22.16 billion in 2025 at a compound annual growth rate (CAGR) of 37.3%. The growth in the historic period can be attributed to increasing adoption of online education, growing demand for interactive and personalized learning experiences, rising adoption of virtual learning environments, growing adoption of VR to replace physical learning materials, increased accessibility and mobility of education.

The virtual reality in education market size is expected to see exponential growth in the next few years. It will grow to $85.41 billion in 2029 at a compound annual growth rate (CAGR) of 40.1%. The growth in the forecast period can be attributed to increasing internet penetration rates, rising demand for immersive learning experiences, growing adoption of VR in k-12, higher education, and vocational training, continuous investments in research and development, growing investment in VR educational content development. Major trends in the forecast period include collaborative VR environments for group learning, use of VR for skill-based training and simulation, integration of gamification elements in VR education, development of VR educational analytics for performance tracking, integration of augmented reality (AR) with virtual reality in education.

The forecast of 40.1% growth over the next five years reflects a modest reduction of 0.5% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. US educational institutions could face budgetary strain due to tariff-induced hikes in VR headset costs and immersive learning software subscriptions imported from Asia and Europe. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The rising internet penetration is expected to drive the growth of virtual reality in the education market during the forecast period. The internet has become an essential part of people's lives, with much of the population engaged in digital technology. It serves as an effective platform for delivering virtual courses due to its consistent interface, lower connectivity costs, and broad accessibility. For example, in 2023, the Government of Canada projected that high-speed internet access will reach 98% of the population by 2026, and 100% by 2030, achieving full nationwide internet coverage. Additionally, the International Telecommunication Union (ITU), a Switzerland-based agency for information and communication technologies, reported that global internet usage reached 5.1 billion people in 2022, representing 65% of the population. By 2023, this number grew to 5.4 billion, reflecting 67% internet penetration globally. As a result, the increasing internet penetration is fueling the growth of virtual reality in the education market.

The growing investment in virtual reality is expected to drive the expansion of virtual reality in the education market going forward. Virtual reality (VR) enables users to experience and interact with computer-generated, three-dimensional environments that can either resemble or differ entirely from the real world. Increased investments in VR are transforming education by offering immersive and interactive learning experiences that boost student comprehension and engagement. For example, in January 2022, data from UKTN, a UK-based independent publication, revealed that total investments in the UK's VR sector reached £154 million ($201.10 million), a significant rise from the £90 million ($117.52 million) recorded in 2021. As a result, rising investment in virtual reality is fueling its growth in the education market.

The development of Augmented Reality (AR) applications, powered by the emerging 5G technology, is shaping the virtual reality landscape in the education market. With its high-speed network capabilities, 5G offers hands-on experiences and facilitates easier access to apps, overcoming the limitations that 4G technology faces in supporting Virtual or Augmented Reality in educational applications. These robotic applications assist children in addressing learning challenges, enabling them to receive education from home while accessing cloud-based content more efficiently. For example, in June 2023, National University, a private institution in the US, announced the launch of a virtual reality campus. This new virtual campus, using both virtual and augmented reality, aims to enhance teaching, learning, and student engagement, and will be available for select programs this year. It will enable online learners to explore the campus, attend classes, interact with peers and instructors, and participate in activities as if they were in a physical environment.

Prominent companies in the virtual reality education sector are introducing innovative systems to meet the demand for inclusive training, particularly in healthcare. VRSim, a US-based provider of virtual reality training solutions, unveiled VRNA in April 2022, a state-of-the-art virtual reality training system designed to prepare users for Certified Nursing Assistant (CNA) clinical training and exams. VRNA offers a portable and engaging virtual environment for practicing patient care skills, enhancing instructional efficiency, and providing students with a risk-free learning experience. This technological advancement aims to support CNA programs, catering to diverse learning styles and offering more inclusive educational opportunities for entry-level healthcare careers.

In February 2024, the National Board of Medical Examiners (NBME), a US-based non-profit organization responsible for developing and administering assessments for medical students, acquired MedVR Education for an undisclosed amount. This acquisition aims to strengthen NBME's ability to create innovative tools and assessments for medical education. By merging NBME's expertise in psychometrics and test development with MedVR's simulation-based learning technology, the acquisition offers the potential for next-generation tools that will support learners throughout their medical education journey. MedVR Education, a US-based company, is focused on using virtual reality to transform medical training and enhance student engagement.

Major companies operating in the virtual reality in education market include Google LLC, Microsoft Corporation, Facebook Technologies LLC, International Business Machines Corporation, HTC Corporation, Unimersiv, SamsungSamsung Electronics Co Ltd, Lenovo Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd., Veative Labs Pvt. Ltd., VR Education Holdings plc, Cyberith Gmbh, Sixense Enterprises Inc., Vuzix Corporation, Schell Games LLC, Panasonic Holdings Corporation, Cornerstone OnDemand Inc., Blippar Limited, EON. Reality Inc., Treeview Co. Ltd., YORD Ltd., Immersive VR Education Limited, ThingLink Incorporated, Nearpod Inc., Oust Labs Pvt. Ltd., Filament Games LLC, Foundry 10, eXp World Technologies LLC

North America was the largest region in the virtual reality in education market in 2024. The regions covered in the virtual reality in education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the virtual reality in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.

The virtual reality in the education market includes revenues earned by entities offering hardware and software in the education industry that have the potential to transform the theoretical aspects in books to reality using virtual reality features. Virtual reality is a computed-enabled simulation that is presented using projectors and computer programming. Virtual reality in education is being applied in all levels of education today including K-12, higher education, and vocational training. TValues in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual reality in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual reality in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Solutions And Software
  • 2) By Deployment: Cloud; On-Premises
  • 3) By Application: Residential; Academic And Training Institutions; Other Applications
  • Subsegments:
  • 1) By Hardware: VR Headsets; Motion Tracking Devices; Input Devices
  • 2) By Solutions: VR Learning Platforms; Content Creation Tools; Training Simulations
  • 3) By Software: Educational VR Applications; Curriculum Integration Software; Assessment And Evaluation Tools
  • Companies Mentioned: Google LLC; Microsoft Corporation; Facebook Technologies LLC; International Business Machines Corporation; HTC Corporation; Unimersiv; SamsungSamsung Electronics Co Ltd; Lenovo Limited; Sony Corporation; Alchemy Immersive; Avantis Systems Ltd.; Veative Labs Pvt. Ltd.; VR Education Holdings plc; Cyberith Gmbh; Sixense Enterprises Inc.; Vuzix Corporation; Schell Games LLC; Panasonic Holdings Corporation; Cornerstone OnDemand Inc.; Blippar Limited; EON. Reality Inc.; Treeview Co. Ltd.; YORD Ltd.; Immersive VR Education Limited; ThingLink Incorporated; Nearpod Inc.; Oust Labs Pvt. Ltd.; Filament Games LLC; Foundry 10; eXp World Technologies LLC
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality In Education Market Characteristics

3. Virtual Reality In Education Market Trends And Strategies

4. Virtual Reality In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Reality In Education Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality In Education PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality In Education Market Growth Rate Analysis
  • 5.4. Global Virtual Reality In Education Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality In Education Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality In Education Total Addressable Market (TAM)

6. Virtual Reality In Education Market Segmentation

  • 6.1. Global Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Solutions
  • Software
  • 6.2. Global Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Residential
  • Academic And Training Institutions
  • Other Applications
  • 6.4. Global Virtual Reality In Education Market, Sub-Segmentation Of Hardware, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • Motion Tracking Devices
  • Input Devices
  • 6.5. Global Virtual Reality In Education Market, Sub-Segmentation Of Solutions, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Learning Platforms
  • Content Creation Tools
  • Training Simulations
  • 6.6. Global Virtual Reality In Education Market, Sub-Segmentation Of Software, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational VR Applications
  • Curriculum Integration Software
  • Assessment And Evaluation Tools

7. Virtual Reality In Education Market Regional And Country Analysis

  • 7.1. Global Virtual Reality In Education Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality In Education Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality In Education Market

  • 8.1. Asia-Pacific Virtual Reality In Education Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality In Education Market

  • 9.1. China Virtual Reality In Education Market Overview
  • 9.2. China Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality In Education Market

  • 10.1. India Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality In Education Market

  • 11.1. Japan Virtual Reality In Education Market Overview
  • 11.2. Japan Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality In Education Market

  • 12.1. Australia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality In Education Market

  • 13.1. Indonesia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality In Education Market

  • 14.1. South Korea Virtual Reality In Education Market Overview
  • 14.2. South Korea Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality In Education Market

  • 15.1. Western Europe Virtual Reality In Education Market Overview
  • 15.2. Western Europe Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality In Education Market

  • 16.1. UK Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality In Education Market

  • 17.1. Germany Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality In Education Market

  • 18.1. France Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality In Education Market

  • 19.1. Italy Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality In Education Market

  • 20.1. Spain Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality In Education Market

  • 21.1. Eastern Europe Virtual Reality In Education Market Overview
  • 21.2. Eastern Europe Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality In Education Market

  • 22.1. Russia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality In Education Market

  • 23.1. North America Virtual Reality In Education Market Overview
  • 23.2. North America Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality In Education Market

  • 24.1. USA Virtual Reality In Education Market Overview
  • 24.2. USA Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality In Education Market

  • 25.1. Canada Virtual Reality In Education Market Overview
  • 25.2. Canada Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality In Education Market

  • 26.1. South America Virtual Reality In Education Market Overview
  • 26.2. South America Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality In Education Market

  • 27.1. Brazil Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality In Education Market

  • 28.1. Middle East Virtual Reality In Education Market Overview
  • 28.2. Middle East Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality In Education Market

  • 29.1. Africa Virtual Reality In Education Market Overview
  • 29.2. Africa Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality In Education Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality In Education Market Competitive Landscape
  • 30.2. Virtual Reality In Education Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. HTC Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality In Education Market Other Major And Innovative Companies

  • 31.1. Unimersiv
  • 31.2. SamsungSamsung Electronics Co Ltd
  • 31.3. Lenovo Limited
  • 31.4. Sony Corporation
  • 31.5. Alchemy Immersive
  • 31.6. Avantis Systems Ltd.
  • 31.7. Veative Labs Pvt. Ltd.
  • 31.8. VR Education Holdings plc
  • 31.9. Cyberith Gmbh
  • 31.10. Sixense Enterprises Inc.
  • 31.11. Vuzix Corporation
  • 31.12. Schell Games LLC
  • 31.13. Panasonic Holdings Corporation
  • 31.14. Cornerstone OnDemand Inc.
  • 31.15. Blippar Limited

32. Global Virtual Reality In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality In Education Market

34. Recent Developments In The Virtual Reality In Education Market

35. Virtual Reality In Education Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality In Education Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality In Education Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality In Education Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer