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市场调查报告书
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1520686

全球虚拟实境教育市场规模研究,按最终用户组成(学术机构、企业培训、IT 和电信、零售和电子商务、医​​疗保健等)和 2024-2032 年区域预测

Global Virtual Reality in Education Market Size study, by Component by End User (Academic Institutions, Corporate Training, IT and Telecommunication, Retail and E-Commerce, Healthcare, Others ) and Regional Forecasts 2024-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3个工作天内

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简介目录

2023年,全球虚拟实境教育市场价值约为145.5亿美元,预计在2024-2032年预测期内将以超过18.2%的健康成长率成长。教育领域的虚拟实境透过提供身临其境的体验让学生深入参与复杂的主题,彻底改变了学习方式。这些虚拟环境支援互动式学习,学生可以与 3D 模拟和物件进行交互,从而增强他们的理解和记忆。由于虚拟实境融入教育机构,提供虚拟实地考察、小组活动和实验室实验等实践学习模组,该市场出现了大幅增长。这种创新方法改变了传统的教学方法,培养了吸引学生并增强他们对复杂学科的理解的互动体验。

基于 VR 的学习工具在疫情期间变得非常宝贵,为学生提供了探索新概念、参观历史遗迹以及在家中安全地进行实践学习的机会。生成式人工智慧和虚拟实境的结合将透过创造个人化、自适应的学习体验来进一步彻底改变教育。生成式人工智慧演算法可以客製化 VR 环境,根据即时回馈和学生表现分析调整内容和难度等级。人工智慧和虚拟实境之间的协同作用可以透过现实场景中的互动探索和实践练习来促进更深入的理解,从而增强学习体验。

人工智慧、机器学习等先进技术在VR平台上的融合,也带来了评估评估和个人化学习体验的创新。这些平台提供沉浸式、互动式的评估方法,使教育工作者能够全面评估学生的知识和技能。 VR 技术透过根据个人学习者的需求和偏好调整内容、节奏和难度等级来支援个人化学习。这种个人化的方法增强了参与度、积极性和自主学习,使学生能够掌控自己的教育,并根据自己独特的目标和兴趣进行客製化。

全球虚拟实境教育市场研究考虑的关键地区包括北美、欧洲、亚太地区、拉丁美洲、中东和非洲。 2023年,北美占据最大的市场份额,北美是全球虚拟实境教育市场的领先地区,这主要得益于其先进的技术基础设施和对教育技术的高水准投资。尤其是美国,拥有大量在教育领域引领 VR 创新的大型科技公司和新创公司。此外,公共和私营部门都提供了大量资金,将虚拟实境融入教育课程,提高学生的参与度并改善学习成果。该地区也受益于强大的研发生态系统,许多大学和研究机构积极探索虚拟实境在教育领域的潜力。由于对教育科技的投资增加和对教育系统的认识不断提高,预计亚太地区在预测期内将出现最快的成长。

目录

第 1 章:全球虚拟实境教育市场执行摘要

  • 全球虚拟实境教育市场规模及预测(2024-2032)
  • 区域概要
  • 分部摘要
    • 按组件
    • 按最终用户
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球虚拟实境教育市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包含与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球虚拟实境教育市场动态

  • 市场驱动因素
    • 体验式学习平台的需求不断增加
    • 应对学习挑战
    • 基于VR的测评创新
  • 市场挑战
    • 与现有媒体内容的兼容性有限
    • 地区教学大纲差异
  • 市场机会
    • 用于个人化学习的生成式人工智慧和虚拟现实
    • VR 解决方案的技术进步

第 4 章:全球虚拟实境教育市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的 5 力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:全球虚拟实境教育市场规模及 2024-2032 年各组成部分预测

  • 细分仪表板
  • 全球虚拟实境教育市场:2024 年和 2032 年组件收入趋势分析
    • 硬体
    • 软体
    • 内容

第 6 章:2024-2032 年全球虚拟实境教育市场规模及最终用户预测

  • 细分仪表板
  • 全球虚拟实境教育市场:最终用户收入趋势分析,2024 年和 2032 年
    • 学术机构
      • K-12
      • 高等教育
    • 企业培训
      • 资讯科技和电信
      • 零售与电子商务
      • 卫生保健
      • 其他(汽车)

第 7 章:2024-2032 年全球虚拟实境教育市场规模及地区预测

  • 北美虚拟实境教育市场
    • 美国虚拟实境教育市场
      • 2024-2032 年组件细分规模与预测
      • 2024-2032 年最终用户细分规模与预测
    • 加拿大虚拟实境教育市场
  • 欧洲虚拟实境教育市场
    • 英国虚拟实境教育市场
    • 德国虚拟实境教育市场
    • 法国虚拟实境教育市场
    • 西班牙虚拟实境教育市场
    • 义大利虚拟实境教育市场
    • 欧洲其他地区教育市场中的虚拟现实
  • 亚太虚拟实境教育市场
    • 中国虚拟实境教育市场
    • 印度虚拟实境教育市场
    • 日本虚拟实境教育市场
    • 澳洲虚拟实境教育市场
    • 韩国虚拟实境教育市场
    • 亚太地区其他地区虚拟实境教育市场
  • 拉丁美洲虚拟实境教育市场
    • 巴西虚拟实境教育市场
    • 墨西哥虚拟实境教育市场
    • 拉丁美洲其他地区教育市场中的虚拟现实
  • 中东和非洲虚拟实境教育市场
    • 沙乌地阿拉伯虚拟实境教育市场
    • 南非虚拟实境教育市场
    • 中东和非洲其他地区的虚拟实境教育市场

第 8 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Google LLC (Alphabet, Inc.)
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • EON Reality
    • Schell Games
    • Avantis Systems Ltd.
    • zSpace, Inc.
    • VRSim, Inc.
    • Veative Group
    • Mursion
    • Immersion VR
    • Unimersiv
    • Alchemy Immersive
    • Schell Games
    • Labster ApS
    • Unimersiv
    • Google Expeditions

第 9 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

The Global Virtual Reality in Education Market is valued at approximately USD 14.55 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 18.2% over the forecast period 2024-2032. Virtual reality in education has revolutionized learning by providing immersive experiences that allow students to engage deeply with complex topics. These virtual environments enable interactive learning where students can interact with 3D simulations and objects, enhancing their understanding and retention. The market has seen substantial growth due to the integration of VR in educational institutions, offering hands-on learning modules such as virtual field trips, group activities, and laboratory experiments. This innovative approach has transformed traditional teaching methods, fostering interactive experiences that engage students and enhance their comprehension of complex subjects.

VR-based learning tools became invaluable during the pandemic, providing students with opportunities to explore new concepts, visit historical sites, and engage in hands-on learning from the safety of their homes. The combination of generative AI and VR is set to further revolutionize education by creating personalized, adaptive learning experiences. Generative AI algorithms can customize VR environments, adjusting content and difficulty levels based on real-time feedback and student performance analysis. This synergy between AI and VR promotes deeper understanding through interactive exploration and hands-on practice within realistic scenarios, enhancing the learning experience.

The integration of advanced technologies like artificial intelligence and machine learning in VR platforms has also led to innovations in assessment evaluation and personalized learning experiences. These platforms offer immersive and interactive assessment methods, enabling educators to evaluate students' knowledge and skills comprehensively. VR technology supports personalized learning by adapting content, pace, and difficulty levels to individual learners' needs and preferences. This personalized approach enhances engagement, motivation, and self-directed learning, empowering students to take ownership of their education and tailor it to their unique goals and interests.

Key regions considered for the Global Virtual Reality in Education Market study include North America, Europe, Asia Pacific, Latin America, and Middle East and Africa. In 2023, North America holds the largest market share, North America is the leading region in the global virtual reality in education market, primarily due to its advanced technological infrastructure and high levels of investment in educational technology. The United States, in particular, has a strong presence of major technology companies and startups that are pioneering VR innovations in education. Additionally, there is significant funding from both public and private sectors to integrate VR into educational curricula, enhance student engagement, and improve learning outcomes. The region also benefits from a robust ecosystem of research and development, with many universities and research institutions actively exploring the potential of VR in education. The Asia Pacific region is expected to witness fastest growth during the forecast period due to increasing investments in education technology and rising awareness about education systems.

Major market players included in this report are:

  • Google LLC (Alphabet, Inc.)
  • EON Reality
  • Schell Games
  • Avantis Systems Ltd.
  • zSpace, Inc.
  • VRSim, Inc.
  • Veative Group
  • Mursion
  • Immersion VR
  • Unimersiv
  • Alchemy Immersive
  • Schell Games
  • Labster ApS
  • Unimersiv
  • Google Expeditions

The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Content

By End User:

  • Academic Institutions
  • K-12
  • Higher Education
  • Corporate Training
  • IT and Telecommunication
  • Retail and E-Commerce
  • Healthcare
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of MEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2024 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Virtual Reality in Education Market Executive Summary

  • 1.1. Global Virtual Reality in Education Market Size & Forecast (2024- 2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By End User
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Virtual Reality in Education Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Virtual Reality in Education Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Demand for Experiential Learning Platforms
    • 3.1.2. Addressing Learning Challenges
    • 3.1.3. Innovations in VR-based Assessment Evaluation
  • 3.2. Market Challenges
    • 3.2.1. Limited Compatibility with Existing Media Content
    • 3.2.2. Regional Syllabus Variations
  • 3.3. Market Opportunities
    • 3.3.1. Generative AI and VR for Personalized Learning
    • 3.3.2. Technological Advancements in VR Solutions

Chapter 4. Global Virtual Reality in Education Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality in Education Market Size & Forecasts by Component 2024-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Virtual Reality in Education Market: Component Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software
    • 5.2.3. Content

Chapter 6. Global Virtual Reality in Education Market Size & Forecasts by End User 2024-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Virtual Reality in Education Market: End User Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 6.2.1. Academic Institutions
      • 6.2.1.1. K-12
      • 6.2.1.2. Higher Education
    • 6.2.2. Corporate Training
      • 6.2.2.1. IT and Telecommunication
      • 6.2.2.2. Retail and E-Commerce
      • 6.2.2.3. Healthcare
      • 6.2.2.4. Others (Automotive)

Chapter 7. Global Virtual Reality in Education Market Size & Forecasts by Region 2024-2032

  • 7.1. North America Virtual Reality in Education Market
    • 7.1.1. U.S. Virtual Reality in Education Market
      • 7.1.1.1. Component breakdown size & forecasts, 2024-2032
      • 7.1.1.2. End User breakdown size & forecasts, 2024-2032
    • 7.1.2. Canada Virtual Reality in Education Market
  • 7.2. Europe Virtual Reality in Education Market
    • 7.2.1. U.K. Virtual Reality in Education Market
    • 7.2.2. Germany Virtual Reality in Education Market
    • 7.2.3. France Virtual Reality in Education Market
    • 7.2.4. Spain Virtual Reality in Education Market
    • 7.2.5. Italy Virtual Reality in Education Market
    • 7.2.6. Rest of Europe Virtual Reality in Education Market
  • 7.3. Asia-Pacific Virtual Reality in Education Market
    • 7.3.1. China Virtual Reality in Education Market
    • 7.3.2. India Virtual Reality in Education Market
    • 7.3.3. Japan Virtual Reality in Education Market
    • 7.3.4. Australia Virtual Reality in Education Market
    • 7.3.5. South Korea Virtual Reality in Education Market
    • 7.3.6. Rest of Asia Pacific Virtual Reality in Education Market
  • 7.4. Latin America Virtual Reality in Education Market
    • 7.4.1. Brazil Virtual Reality in Education Market
    • 7.4.2. Mexico Virtual Reality in Education Market
    • 7.4.3. Rest of Latin America Virtual Reality in Education Market
  • 7.5. Middle East & Africa Virtual Reality in Education Market
    • 7.5.1. Saudi Arabia Virtual Reality in Education Market
    • 7.5.2. South Africa Virtual Reality in Education Market
    • 7.5.3. Rest of Middle East & Africa Virtual Reality in Education Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Google LLC (Alphabet, Inc.)
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. EON Reality
    • 8.3.3. Schell Games
    • 8.3.4. Avantis Systems Ltd.
    • 8.3.5. zSpace, Inc.
    • 8.3.6. VRSim, Inc.
    • 8.3.7. Veative Group
    • 8.3.8. Mursion
    • 8.3.9. Immersion VR
    • 8.3.10. Unimersiv
    • 8.3.11. Alchemy Immersive
    • 8.3.12. Schell Games
    • 8.3.13. Labster ApS
    • 8.3.14. Unimersiv
    • 8.3.15. Google Expeditions

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes