市场调查报告书
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教育领域的虚拟现实市场:按组成部分、功能和用途划分 - 俄罗斯-乌克兰衝突、高累积的累积影响 - 2023-2030 年全球预测Virtual Reality In Education Sector Market by Component, Function, Application - Cumulative Impact of COVID-19, Russia Ukraine Conflict, and High Inflation - Global Forecast 2023-2030 |
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全球教育领域虚拟现实市场预计将以 31.70% 的复合年增长率大幅增长,到 2023 年达到 34.7224 亿美元,到 2030 年将达到 243.1913 亿美元。
FPNV 定位矩阵对于评估全球虚拟现实教育市场至关重要。通过检验业务策略和产品满意度等关键指标,它可以对供应商进行全面评估,使用户能够根据自己的特定需求做出资讯的决策。这种高级分析将供应商分为四个像限,并取得了不同程度的成功:前沿 (F)、探路者 (P)、利基 (N) 和重要 (V)。
市场份额分析可以深入了解供应商在特定市场领域的当前地位。比较供应商对总收入、基本客群和其他关键指标的贡献,可以帮助公司更好地了解他们在争夺市场份额时的表现以及面临的情况。该分析还揭示了特定行业的竞争程度、积累和合併的优势以及研究基准年的合併特征。
本报告提供了以下几点见解:
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开发:提供有关利润丰厚的新兴市场的详细资讯,并分析其在成熟市场的渗透率。
3. 市场多元化:提供有关新产品发布、未开发地区、最新发展和投资的详细资讯。
4.市场趋势:全面了解COVID-19、俄罗斯-乌克兰衝突和高通胀的累积影响。
5、竞争评估与资讯:对主要企业的市场份额、战略、产品、认证、法规状况、专利状况、製造能力等进行综合评价。
6. 产品开发和创新:提供对未来技术、研发活动和突破性产品开发的见解。
本报告回答了以下问题:
1、虚拟现实在教育领域的全球市场规模和预测是多少?
2. 在预测期内,COVID-19 对全球虚拟现实教育市场的抑制要素和影响是什么?
3. 在预测期内,全球虚拟现实教育市场需要投资哪些产品/细分市场/应用程序/领域?
4、全球教育领域虚拟现实市场的竞争策略是什么?
5. 全球教育领域虚拟现实市场的技术趋势和法律规范是什么?
6.全球虚拟现实教育市场主要厂商的市场份额是多少?
7. 哪些型态和战略倡议被认为适合进入教育领域虚拟现实的全球市场?
The Global Virtual Reality In Education Sector Market is forecasted to grow significantly, with a projected USD 3,472.24 million in 2023 at a CAGR of 31.70% and expected to reach a staggering USD 24,319.13 million by 2030.
The Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Virtual Reality In Education Sector Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.
Based on Component, market is studied across Services, VR Content, and VR Hardware. The VR Hardware is further studied across Charging & Storage, Classroom Interface, and Standalone Speakers & Headsets. The VR Hardware commanded largest market share of 61.14% in 2022, followed by VR Content.
Based on Function, market is studied across Classroom Management, Independent Learning, and Teacher Lesson Planning. The Independent Learning commanded largest market share of 24.46% in 2022, followed by Classroom Management.
Based on Application, market is studied across Corporate & Vocational Training, Elementary School, Pre-School Education, Secondary School, and University & Higher Education. The University & Higher Education commanded largest market share of 24.49% in 2022, followed by Corporate & Vocational Training.
Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Europe, Middle East & Africa commanded largest market share of 35.72% in 2022, followed by Americas.
The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.
The FPNV Positioning Matrix is essential for assessing the Global Virtual Reality In Education Sector Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).
The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.
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 analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Market Trends: Provides comprehensive understanding of the Cumulative Impact of COVID-19, the Russia-Ukraine Conflict, and the High Inflation
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
6. 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 Global Virtual Reality In Education Sector Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Virtual Reality In Education Sector Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Virtual Reality In Education Sector Market?
4. What is the competitive strategic window for opportunities in the Global Virtual Reality In Education Sector Market?
5. What are the technology trends and regulatory frameworks in the Global Virtual Reality In Education Sector Market?
6. What is the market share of the leading vendors in the Global Virtual Reality In Education Sector Market?
7. What modes and strategic moves are considered suitable for entering the Global Virtual Reality In Education Sector Market?