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市场调查报告书
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1440106

教育领域的虚拟实境 (VR):市场占有率分析、产业趋势与统计、成长预测(2024-2029 年)

Virtual Reality (VR) in Education - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

教育领域的虚拟实境 (VR) 市场预计在预测期内(2024-2029 年)复合年增长率为 21%,从 2024 年的 258.5 亿美元增长到 2029 年的 670.2 亿美元。我是。

虚拟实境 (VR) 在教育领域的应用 - 市场

VR技术在过去几年中已被广泛认可和采用。该领域最近的技术进步表明,新公司和主要大学、学院和学校都采用先进的学习体验。此外,预计未来几年市场上企业对企业学习计画的需求将大幅增加。

主要亮点

  • 过去几年,虚拟实境在教育界引起了广泛关注。为您的学习者提供身临其境型的体验。学习者可以进入一个模仿现实的虚拟世界,透过移动、说话、做出决定以及与周围的世界互动来学习复杂的主题。像这样的例子导致了教育中对虚拟实境的需求增加。
  • 教育机构开始透过实地考察、实验室实验、小组活动、计划等方式纳入实作学习。在教育中引入虚拟现实,学习进入了一个全新的维度。透过虚拟实境进行的身临其境型学习已被证明是扩展知识的有效工具。它提供了数位化创建的资讯和情境,反映了传统学校环境中的学习者在很大程度上无法获得的现实生活体验。
  • 许多公司正在透过 VR 技术在教科书材料中添加游戏元素,使学习更具互动性和吸引力。例如,Curiscope 的 Virtuali-tee 是一款 T 恤和应用程序,可让使用者了解人体。一个人穿着一件 T 恤,另一个人使用智慧型手机上的虚拟实境应用程式来虚拟揭示和探索身体内部的不同层次。
  • 此外,VR 在生物学中得到了广泛的应用,世界各地的大学都使用虚拟实境耳机进行身临其境型学习。例如,去年,亚利桑那州立大学的学生飞越太空,在一个小城市大小的星际野生动物保护区与生物互动,试图解开动物死亡的谜团。我正在独特的虚拟现实中学习生物学经验。
  • 在 COVID-19 封锁期间,AR、VR 和 MR 等技术出现了巨大的需求,因为它们允许人们使用这些身临其境型平台购物、交谈和互动。由于 COVID-19感染疾病,学习者和年轻学生已从课堂转移到远端教育的虚拟世界。许多大学和学校现在正在利用虚拟实境技术来改善受教育的机会,以期为有学习困难和残疾的学生提供支持,并使学习地点不受限制。

教育虚拟实境 (VR) 市场趋势

对互动和个人化学习体验的需求不断增长

  • 线上教育的日益普及以及虚拟学习环境的优势(例如灵活的时间表、增强的个人责任感、移动性和以学生为中心的学习)正在推动市场成长。 VR可以取代实体纸模型、海报、教科书和印刷手册。我们提供廉价且可携式的学习材料,使教育变得更加便利和移动。
  • 过去几年,实施 VR 的成本大幅下降,该技术已被近乎财富 500 强企业广泛使用,从事零售、物流和客户服务工作的员工使用VR头戴装置,获得更好的技能。工作。
  • 世界各地的多家公司正在使用 VR 技术为员工提供个人化的学习体验并推动市场成长。例如,在美国各地,沃尔玛使用 STRIVR 技术来培训员工以提高他们的技能。 Visa、美国银行、宝马、Google和 ABC 等公司也使用该技术。培训模拟器将员工置于现实环境中,测试他们处理各种职场情况的能力。
  • 在 K-12 学习中,虚拟和扩增实境实境可以帮助教师吸引学生学习内容并帮助他们保留知识。使用基于网路的门户,教师可以控制和管理耳机、规划课程并监控学生的进度。教师可以在学生的耳机上设定兴趣点,以引导学生前往课程的特定部分或显示每个学生正在查看的内容的缩图。

此外,随着 VR 系统价格的下降以及越来越多的人对这项新技术感兴趣,我们预计教育领域将得到更多采用。例如,在博钦和 XR 协会对 160 多名专业人士进行的一项调查中,63% 的受访者强烈同意身临其境型技术将在未来五年内显着推动教育发展。我理解这一点。

预计北美将占据主要份额

  • 由于大量供应商大力投资市场创新,加上美国在全球软体领域的主导地位,所研究的北美市场预计将在预测期内显着成长。市场。
  • 在全球范围内,美国预计将成为最具创新性的 VR 市场之一。大多数推广这项技术的公司都位于美国。先进技术和智慧型设备的易用性正在该地区创造出强大的 VR 市场。
  • 此外,该地区拥有最多数量的新兴Start-Ups,致力于将创新的 VR 技术引入各个行业。根据 Tracxn Technologies 的资料,截至 2022 年 9 月,美国约有 1,348 家虚拟实境Start-Ups。

该地区的电信业者正在积极努力吸引客户使用其 5G 网路。因此,这些区域供应商正在对 VR应用开发的软体和平台进行投资和创新,以利用即将到来的 5G 技术。预计此类事件将推动该地区的市场成长。

虚拟实境(VR)在教育产业的概述

教育领域的虚拟实境市场仍具有适度的竞争。此外,旨在提高沉浸式虚拟环境的品质、效能和有效性的研发工作预计将在未来几年增加市场需求并加剧主要供应商之间的竞争。

2022 年 1 月,印度中央中等教育委员会 (CBSE) 将与科技巨头 Meta 合作,在未来三年内为 100 万名教师和 10 亿学生提供虚拟实境 (VR) 和扩增实境(AR)。实施。作为合作的一部分,Meta 提供了有关数位安全、线上健康、VR 和 AR 的课程。

其他福利

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章 简介

  • 研究假设和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场动态

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 消费者议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间的敌意强度
  • 产业生态系统分析
    • 硬体
    • 软体和应用程式开发
    • 内容创作者
    • 服务供应商
    • 网路供应商
    • 使用者
  • 市场驱动因素
    • 对互动和个人化学习体验的需求不断增长
    • 增加混合学习技术的参与度和范围可以提高相关人员的接受度
    • 基于 VR 的技术受益于率先进入教育和企业类别
    • 随着数位化参与度和引人入胜的内容的增长,教育和培训在企业中的作用正在发生变化
  • 市场限制因素
    • 消费性应用程式的内容限制与成本效率
    • 依赖频宽、网路等外部因素保证最佳体验
  • 市场机会
    • 增加教育机构与公司互动式学习的预算分配
    • 技术进步使更广泛的受众可以访问内容
  • VR应用在教育领域的经销与定价模式分析
  • 关键用例和实施案例研究
    • 将VR引入中国课堂
    • 旨在服务标准化的企业 VR 培训倡议
    • 使用 Google 服务实施虚拟考察
  • 技术简介
  • 评估 COVID-19 对产业的影响

第五章市场区隔

  • 类型
    • 硬体
    • 软体
    • 服务(培训和咨询以及託管服务)
  • 最终用户
    • 学术机构
      • K-12学习
      • 高等教育
    • 企业培训
      • 资讯科技和电信
      • 卫生保健
      • 零售与电子商务
      • 其他最终用户
  • 地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 世界其他地区

第六章 竞争形势

  • 公司简介
    • HTC Corporation
    • Lenovo Group Limited
    • Samsung Electronics Co. Ltd
    • Microsoft Corporation
    • Meta Platforms, Inc.
    • Avantis Systems Limited
    • Unity Teach
    • Nearpod Inc
    • zSpace Inc
    • Virtalis Holdings Limited
    • EON Reality
    • Veative Labs
    • Alchemy VR Limited
    • VR Education Holdings

第七章 投资分析

第八章市场机会及未来趋势

简介目录
Product Code: 70019

The Virtual Reality Market in Education Industry is expected to grow from USD 25.85 billion in 2024 to USD 67.02 billion by 2029, at a CAGR of 21% during the forecast period (2024-2029).

Virtual Reality (VR)  in Education - Market

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises and adoption among major universities, colleges, and schools for advanced learning experiences. In addition, the market is expected to gain significant demand from corporations for corporate learning programs in the coming years.

Key Highlights

  • Virtual reality has gained significant traction in the education world over the past few years. It offers learners an immersive experience: they can learn complicated subject matters by entering a reality-imitating virtual world where they can move, talk, make decisions, and interact with the world around them. Such an instance led to increased demand for virtual reality in education.
  • Educational institutions have started incorporating practical learning through excursions, lab experiments, group activities, and projects. The introduction of virtual reality in education has taken learning to an entirely new dimension. Immersive learning through Virtual Reality has proven to be an effective tool for expanding knowledge. It delivers digitally created information and situations that mirror real-life experiences that are mostly inaccessible to learners in traditional school settings.
  • Many companies are making learning interactive and more engaging through VR technologies by adding gaming elements to textbook material. For instance, Curiscope's Virtuali-tee is a t-shirt and app that lets users learn about the human body. One person puts on the t-shirt while the other uses a virtual reality app on a smartphone to virtually reveal and explore the various layers inside the body.
  • Further, VR is finding extensive applications in biology, with universities and colleges worldwide using virtual reality headsets for immersive learning. For instance, last year, students at Arizona State University were learning biology in a unique virtual reality experience, hurtling through space to interact with creatures in an intergalactic wildlife sanctuary the size of a small city and to solve the mystery of why the animals are dying.
  • During the COVID-19 lockdown, technologies like AR, VR, and MR witnessed significant demand as they allowed people to shop, talk, and socialize using these immersive platforms. The COVID-19 pandemic moved learners and young students out of the classroom and into the virtual world of remote education. Many universities and schools are now taking advantage of virtual reality technology to improve access to education, both in terms of helping pupils with learning difficulties or disabilities and making learning less location-dependent.

Virtual Reality (VR) in Education Market Trends

Increasing Demand For Interactive and Personalized Learning Experience

  • Increasing adoption of online education and the benefits of a virtual learning environment, such as flexible schedules, more individual accountability, mobility, student-centered learning, and others, are driving the market's growth. VR can replace physical paper models, posters, textbooks, and printed manuals. It offers less expensive and portable learning materials, making education more accessible and mobile.
  • Over the past few years, the cost of deploying VR has plunged, and the technology has expanded into more general use at almost Fortune 500 corporations, where employees working in retail, logistics, and customer service are practicing with VR headsets to get better at their jobs.
  • Various businesses worldwide use VR technology to provide their employees with a personalized learning experience, thus driving the market's growth. For instance, across the U.S., Walmart is training its employees to improve their skills using STRIVR technology, which has also worked for companies like Visa, Bank of America, BMW, Google, ABC, and more. The training simulators place the employee in a realistic setting, which tests their ability to handle different situations at the workplace.
  • In K-12 learning, virtual and augmented reality help teachers engage students in content to assist them in retaining knowledge. By using a web-based portal, teachers can control and manage the headsets, plan lessons, and monitor student progress. Teachers can set points of interest on students' headsets to direct them to certain parts of the lesson and may view thumbnail images of what each student is seeing.

Further, as the prices of VR systems drop and more people become interested in this new technology, adoption in the education sector is expected to grow. For instance, a Perkins Coie and XR Association survey of over 160 professionals found that 63% of respondents strongly agreed that immersive technology will significantly advance education over the next five years.

North America is Expected to Hold Major Share

  • The North American segment of the market studied is expected to grow significantly during the forecast period, owing to the presence of a large number of vendors, who are also investing heavily in market innovation, coupled with the dominance of the United States in the global software market.
  • Globally, it is expected that the United States will be one of the most innovative VR markets. Most of the companies advancing this technology are based in the United States. High technology exposure and the ease of availability of smart devices have created a strong VR market in the region.
  • Further, the region has the highest number of emerging startups focusing on bringing innovative VR technologies to various industries. According to data from Tracxn Technologies, as of September 2022, there were approximately 1,348 Virtual Reality startups in the United States.
  • According to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest in the world. Increased device penetration will positively impact the region's virtual reality market for education.

The telecom companies in the region are aggressively making efforts to attract customers to use their 5G network. Hence, these regional vendors are investing in and innovating the software and platform for the development of VR applications by leveraging the upcoming 5G technology. Such events are expected to boost the growth of the market in the region.

Virtual Reality (VR) in Education Industry Overview

The virtual reality market in education is moderately competitive. Furthermore, research and development initiatives aimed at improving immersive virtual environments' quality, performance, and effectiveness are projected to propel market demand in the coming years, increasing competition among the key vendors.

India in January 2022, had the Central Board of Secondary Education (CBSE) collaborate with the tech giant, Meta, to train 10 lakh teachers and one crore students in Virtual Reality (VR) and Augmented Reality (AR) for the next three years. As part of this partnership, Meta provided a curriculum on digital safety, online well-being, VR, and AR.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitutes
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Industry Ecosystem Analysis
    • 4.3.1 Hardware
    • 4.3.2 Software and App Development
    • 4.3.3 Content Creators
    • 4.3.4 Service Providers
    • 4.3.5 Network Providers
    • 4.3.6 End Users
  • 4.4 Market Drivers
    • 4.4.1 Increasing demand for interactive and personalized learning experience
    • 4.4.2 Higher acceptance among stakeholders owing to higher engagement and scope for blended learning technology
    • 4.4.3 VR-based technology benefits from being the first entrant in the education & corporate category
    • 4.4.4 The role of education and training among corporates has transformed with the growth in digital engagement and compelling content
  • 4.5 Market Restraints
    • 4.5.1 Limited content and cost efficiency of consumer-grade applications
    • 4.5.2 Dependence on external factors, such as bandwidth and network, for ensuring optimal experience
  • 4.6 Market Opportunities
    • 4.6.1 Growth in budget allocation on interactive learning by education bodies and the corporate sector
    • 4.6.2 Technological advancements to make content accessible to a wider audience
  • 4.7 VR App Distribution and Pricing Model Analysis in the Education Sector
  • 4.8 Key-use cases and Implementation case studies
    • 4.8.1 China's implementation of VR in classrooms
    • 4.8.2 The Corporate sector initiatives toward VR training for service standardization
    • 4.8.3 Implementation of virtual field trips through Google's offering
  • 4.9 Technology Snapshot
  • 4.10 Assessment of Impact of COVID-19 on the Industry

5 MARKET SEGMENTATION

  • 5.1 Type
    • 5.1.1 Hardware
    • 5.1.2 Software
    • 5.1.3 Services (Training and Consulting and Managed Services)
  • 5.2 End User
    • 5.2.1 Academic Institutions
      • 5.2.1.1 K-12 Learning
      • 5.2.1.2 Higher Education
    • 5.2.2 Corporate Training
      • 5.2.2.1 IT and Telecom
      • 5.2.2.2 Healthcare
      • 5.2.2.3 Retail and E-commerce
      • 5.2.2.4 Other End users
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia Pacific
    • 5.3.4 Rest of the World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 HTC Corporation
    • 6.1.2 Lenovo Group Limited
    • 6.1.3 Samsung Electronics Co. Ltd
    • 6.1.4 Microsoft Corporation
    • 6.1.5 Meta Platforms, Inc.
    • 6.1.6 Avantis Systems Limited
    • 6.1.7 Unity Teach
    • 6.1.8 Nearpod Inc
    • 6.1.9 zSpace Inc
    • 6.1.10 Virtalis Holdings Limited
    • 6.1.11 EON Reality
    • 6.1.12 Veative Labs
    • 6.1.13 Alchemy VR Limited
    • 6.1.14 VR Education Holdings

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS