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教育领域的虚拟实境市场:按组件、功能和应用划分 - 2024-2030 年全球预测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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教育虚拟实境市场规模预计到 2023 年为 34.7 亿美元,2024 年达到 45.1 亿美元,预计到 2030 年将达到 243.1 亿美元,复合年增长率为 32.05%。
教育中的虚拟实境是指允许使用者、学生和教育工作者在3D电脑生成的环境中进行互动的技术。这种身临其境型技术透过模拟现实世界和虚构场景来促进体验式学习。让学习者能够以视觉和身体方式参与教育内容,以提高理解力、记忆力和参与度。教育领域的虚拟实境 (VR) 透过提供超越实体教室限制的互动式和沈浸式体验,正在彻底改变传统的教学方法。同时,学习环境中智慧型设备的普及正在推动虚拟实境(VR)在教育领域的发展。耳机和感测器等硬体的改进改善了用户体验,并使虚拟环境更加身临其境和互动。软体开发也使教育内容多样化,使 VR 体验能够针对不同的科目和学习成果进行客製化。然而,在教育领域实施和整合VR的高昂成本是主要企业面临的主要挑战。公司正在与教育机构、技术提供者和内容创作者合作,推动创新,使 VR 教育更具影响力并更广泛地普及。此外,政府和教育机构对将 VR 技术纳入课程的支援大幅增加,这为营业单位提供了一条重要的前进道路。投资 VR 基础设施并开发适合您需求的教育计划表明了对 VR 改善学习成果潜力的坚定信念。
主要市场统计 | |
---|---|
基准年[2023] | 34.7亿美元 |
预测年份 [2024] | 45.1亿美元 |
预测年份 [2030] | 243.1亿美元 |
复合年增长率(%) | 32.05% |
组件将先进的 VR 设备整合到教育中可以增强学生的参与度,同时提高知识保留率。
将 VR 技术融入教育涉及几个关键组成部分,每个组成部分都有助于提供身临其境型学习体验。该服务包括全面的支援和开发,有助于在教育环境中无缝实施和维护 VR 系统。 VR内容是指专为VR平台设计的精选教育材料,提供针对不同主题和年龄层的互动和引人入胜的学习体验。 VR 硬体是 VR 体验的支柱,包括VR头戴装置、控制器和感测器,使其功能强大且使用者友好,可支援教育应用。充电和储存解决方案对于管理教室中的多个 VR 设备并确保它们井井有条、充电并可供学生使用至关重要。课堂介面软体可让教师控制和监控 VR 学习环境,促进有凝聚力和重点的课堂体验。此外,独立扬声器和耳机透过提供高品质音讯来增强沉浸感,这对于让学生充分参与 VR 教育内容至关重要。
在提供应用程式协作学习和模拟体验的教育机构中扩大 VR 介绍
虚拟实境技术透过提供不同层次和学科的身临其境型学习体验正在彻底改变教育。在企业和职业培训中,VR 可以实现逼真的模拟实践体验,而无需考虑物理环境固有的风险,从而增强技能获取和员工心态。小学和学前教育将抽象概念带入生活,培养年轻学习者的兴趣和好奇心。在中学教育中,VR支援互动式学习和视觉化,帮助学生更有效地掌握科学和历史等复杂学科。同时,在大学和高等教育中,VR 促进了医学、工程和建筑等领域的高级研究、协作学习和实际应用,让学生透过理论知识和模拟体验的融合来了解现实世界。
区域洞察
在美洲,对互动式和沈浸式学习体验的需求正在推动 VR 技术在教育中的采用。虚拟实验室和远距学习的高投资率和研究活动引人注目。最新专利揭示了专为教育目的而客製化的 VR 硬体的进步,提高了用户参与度和学习成果。此外,对教育机构和 VR新兴企业之间合作计划的重视表明了在该地区创建在地化和特定内容的 VR 学习体验的趋势。同时,欧盟 (EU) 在教育领域的 VR 方法专注于将 VR 融入现有课程并提高教育和培训品质。欧盟资助的计划和研究津贴旨在创新教学方法,包括虚拟现实,用于成员国的专业和继续教育。此外,中东和非洲正在积极投资 VR 教育,并对将传统教育环境转变为数位学习环境抱持浓厚兴趣。同样,在中国、日本、韩国和印度等国家的快速技术进步和政府支持力度加大的推动下,亚太地区虚拟实境在教育中的采用呈指数级增长。该地区市场的特点是应用范围广泛,从职业培训和医学教育到历史重演和语言学习,展示了亚太地区教育产业未来成长和创新的潜力。
FPNV定位矩阵
FPNV 定位矩阵对于评估虚拟实境教育市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对教育虚拟实境市场中供应商的现状进行深入而深入的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。这种详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
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. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4.竞争力评估与资讯:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况、製造能力等进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.虚拟实境在教育领域的市场规模和预测是多少?
2.在教育虚拟实境市场的预测期内,有哪些产品、细分市场、应用程式和领域需要考虑投资?
3. 教育领域虚拟实境市场的技术趋势和法规结构是什么?
4.教育领域虚拟实境市场主要厂商的市场占有率是多少?
5. 进入教育领域虚拟实境市场的合适型态和策略手段是什么?
[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?