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市场调查报告书
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1871858

全球教育领域虚拟实境市场:预测至 2032 年—按组件、部署方式、应用、最终用户和地区分類的分析

Virtual Reality in Education Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Content), Deployment Mode, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的一项研究,预计到 2025 年,全球教育虚拟实境市场规模将达到 206.5 亿美元,到 2032 年将达到 748 亿美元,预测期内复合年增长率为 20.2%。

虚拟实境(VR)是一种利用身临其境型电脑生成环境的技术,它使学生能够在逼真的场景中与3D类比和数位内容进行互动。它透过提供体验式、实践式的学习机会,革新了传统的学习方式,涵盖科学、历史、医学和工程等学科。透过VR头戴装置和互动工具,学习者可以探索虚拟实验室、历史事件或遥远的星球,从而提高理解力和记忆力。这项技术将复杂的概念视觉化,并允许学生在安全、可控且高度互动的环境中实践真实场景,从而促进个人化学习、协作学习和批判性思维。

提高学习者参与度和学习成果

身临其境型环境能够提升学生在STEM(科学、技术、工程和数学)、语言和职业技能等学科中的记忆力、专注力和体验式理解。该平台支援模拟、虚拟实验室和情境式训练,从而增强学生的认知和情感投入。与课程设计、游戏化和自适应学习工具的整合,能够提高教学效果和学生参与度。学校、大学和企业对互动式、个人化和以成果为导向的教育的需求日益增长。这种转变正在重塑数位和混合式学习生态系统中的教育模式。

高昂的实施和内容製作成本

开发身临其境型模组需要对硬体、教学设计和3D建模进行投资,减缓了其普及速度。院校在头戴式设备、软体许可和教师培训方面面临预算挑战。缺乏可重复使用内容和跨平台相容性进一步加剧了成本效益的不足。供应商必须提供模组化定价、云端交付和内容库,以提高可存取性。这些限制因素持续影响预算敏感且资源有限的教育环境中的沉浸式模组的普及。

强劲的市场趋势和投资

教育科技Start-Ups、大学和企业都在投资身临其境型学习,以提高学生的参与和技能发展。这些平台涵盖正规和非正规学习环境,支援多用户环境、即时回馈以及与学习管理系统 (LMS) 的整合。政府计画和私人资金正在支持基础设施试点和课程整合。从幼儿园到高中,从高等教育到劳动力发展,对扩充性、身临其境型和职业导向教育工具的需求日益增长。这种发展势头正在推动全球学习生态系统中平台的演进。

技术和基础设施方面的限制

许多教育机构缺乏频宽、设备相容性和IT支援来可靠地运作身临其境型模组。企业在将VR与旧有系统整合以及确保多用户环境下的资料安全方面也面临挑战。缺乏标准化通讯协定和硬体互通性进一步限制了可扩展性和使用者体验。供应商必须提供轻量级、云端基础且支援行动装置的解决方案,以减少摩擦。这些限制持续限制对基础设施要求较高的教育系统以及正在进行数位转型的教育系统的平台成熟度。

新冠疫情的影响:

疫情加速了人们对身临其境型学习的兴趣,同时也暴露了数位基础设施和教学设计的不足。封锁措施扰乱了课堂教学,并增加了科学、医疗保健和职业培训领域对远距体验式学习的需求。教育机构部署了虚拟实境(VR)模组,在虚拟教室中模拟实验室、实地考察和协作环境。公共和私立教育部门对头戴式设备分发、云端平台和内容开发的投资激增。政策制定者和消费者越来越重视参与公平和数位化教育方法。

预计在预测期内,硬体领域将占据最大的市场份额。

预计在预测期内,硬体领域将占据最大的市场份额,因为它在虚拟实境教育平台中提供身临其境型体验方面发挥着至关重要的作用。这些设备包括头戴式显示器、动作控制器和空间感测器,广泛应用于教室、实验室和训练中心。与内容平台、学习管理系统 (LMS) 和分析仪表板的集成,进一步提升了便利性和教育价值。中小学、高等教育和企业培训领域对价格合理、经久耐用且适用于课堂的硬体需求日益增长。供应商正提供模组化套件、无线连接和教师支持,以推动虚拟实境技术的普及应用。

预计在预测期内,企业部门的复合年增长率将最高。

预计在预测期内,企业/公司领域将实现最高成长率,因为虚拟实境平台正扩展到入职培训、合规培训和技能发展等领域。企业正利用身临其境型模组,透过模拟真实场景来缩短训练时间并提高知识保留率。这些平台支援多用户协作、绩效追踪以及与各行业人力资源系统的整合。医疗保健、製造业、零售业和物流业对扩充性、可衡量、体验式培训的需求日益增长。供应商正在提供产业专用的内容、分析引擎和实施支持,以帮助提高投资回报率。

占比最大的地区:

由于教育科技的成熟、机构投资以及企业对虚拟实境教育的广泛应用,预计北美将在预测期内占据最大的市场份额。美国和加拿大等国家正在学术界、企业和政府计画中推广该平台,以提高参与度和成果。对头戴式设备、课程整合和身临其境型的投资支持了创新和扩充性。主要供应商、研究机构和政策框架的存在正在推动生态系统的深化和应用。企业正在将其虚拟实境策略与STEM教育、劳动力技能提升和数位转型目标结合。

预计年复合成长率最高的地区:

由于亚太地区教育需求、行动普及率和数位基础设施的融合,预计该地区在预测期内将实现最高的复合年增长率。中国、印度、韩国和印尼等国家正在K-12教育、高等教育和职业培训领域推广虚拟实境(VR)平台。政府支持计画正在推动都市区地区的教育科技孵化、身临其境型实验室建设和教师培训。本地供应商正在提供行动端支援、文化适应性强且成本低廉的解决方案,以满足不同学习者的需求。正规和非正规学习系统对扩充性、整体性和沈浸式教育工具的需求日益增长。亚太地区正在崛起为VR教育创新和部署的成长引擎。

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  • 区域分类
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目录

第一章执行摘要

第二章 引言

  • 概述
  • 相关利益者
  • 分析范围
  • 分析方法
  • 分析材料

第三章 市场趋势分析

  • 介绍
  • 司机
  • 抑制因素
  • 市场机会
  • 威胁
  • 应用分析
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的感染疾病

第四章 波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代产品的威胁
  • 新参与企业的威胁
  • 公司间的竞争

5. 全球教育领域虚拟实境市场(按组件划分)

  • 介绍
  • 硬体
    • VR头戴装置
    • 感测器和控制器
    • VR相容设备
  • 软体
    • 模拟训练模组
    • 课程整合工具
    • 内容管理系统
  • 内容
    • 特定学科的虚拟实境模组
    • 游戏化学习体验
    • 语言和STEM模拟

6. 全球教育领域虚拟实境市场依部署方式划分

  • 介绍
  • 云端基础的
  • 本地部署

7. 全球教育领域虚拟实境市场(按应用划分)

  • 介绍
  • 学术学习
  • K-12
  • 软性技能领导力
  • 职业培训/技术培训
  • 特殊教育/治疗
  • 其他用途

8. 全球教育领域虚拟实境市场(依最终用户划分)

  • 介绍
  • 教育机构
  • 公司/企业
  • 政府/国防
  • 医疗保健和医学教育
  • 研究所
  • 其他最终用户

9. 全球教育领域虚拟实境市场(按地区划分)

  • 介绍
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 亚太其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美洲国家
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十章:主要趋势

  • 合约、商业伙伴关係和合资企业
  • 企业合併(M&A)
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第十一章:公司简介

  • EON Reality Inc.
  • Axon Park
  • zSpace Inc.
  • ClassVR
  • Labster ApS
  • VictoryXR Inc.
  • Veative Labs Pvt Ltd.
  • Immerse Learning Ltd.
  • EduTechXR
  • Talespin Reality Labs Inc.
  • VIVED Inc.
  • Curiscope Ltd.
  • Engage XR Holdings Plc
  • VirBELA LLC
  • Prisms of Reality Inc.
Product Code: SMRC32228

According to Stratistics MRC, the Global Virtual Reality in Education Market is accounted for $20.65 billion in 2025 and is expected to reach $74.8 billion by 2032 growing at a CAGR of 20.2% during the forecast period. Virtual Reality (VR) in education refers to the use of immersive, computer-generated environments that allow students to interact with 3D simulations and digital content in a lifelike setting. It transforms traditional learning by offering experiential, hands-on engagement in subjects such as science, history, medicine, and engineering. Through VR headsets and interactive tools, learners can explore virtual laboratories, historical events, or distant planets, enhancing understanding and retention. This technology supports personalized learning, collaboration, and critical thinking by enabling students to visualize complex concepts and practice real-world scenarios in a safe, controlled, and highly engaging environment.

Market Dynamics:

Driver:

Higher learner engagement & better learning outcomes

Immersive environments improve retention focus and experiential understanding across STEM language and vocational subjects. Platforms support simulations virtual labs and scenario-based training that enhance cognitive and emotional engagement. Integration with curriculum design gamification and adaptive learning tools strengthens instructional value and learner motivation. Demand for interactive personalized and outcome-driven education is rising across schools universities and enterprises. This shift is redefining pedagogy across digital and hybrid learning ecosystems.

Restraint:

High implementation & content-creation costs

Developing immersive modules requires investment in hardware instructional design and 3D modeling which delays deployment. Institutions face challenges in budgeting for headsets software licenses and faculty training. Lack of reusable content and cross-platform compatibility further complicates cost-efficiency. Vendors must offer modular pricing cloud delivery and content libraries to improve accessibility. These constraints continue to affect adoption across budget-sensitive and resource-constrained education environments.

Opportunity:

Strong market momentum & investment

Edtech startups universities and enterprises are investing in immersive learning to improve engagement and skill development. Platforms support multi-user environments real-time feedback and integration with LMS systems across formal and informal learning. Government-backed programs and private funding are supporting infrastructure pilots and curriculum integration. Demand for scalable immersive and career-aligned education tools is rising across K-12 higher education and workforce development. This momentum is driving platform evolution across global learning ecosystems.

Threat:

Technical & infrastructure constraints

Many institutions lack bandwidth device compatibility and IT support to run immersive modules reliably. Enterprises face challenges in integrating VR with legacy systems and ensuring data security across multi-user environments. Lack of standardized protocols and hardware interoperability further limits scalability and user experience. Vendors must offer lightweight cloud-based and mobile-compatible solutions to reduce friction. These limitations continue to constrain platform maturity across infrastructure-sensitive and digitally transitioning education systems.

Covid-19 Impact:

The pandemic accelerated interest in immersive learning while exposing gaps in digital infrastructure and instructional design. Lockdowns disrupted classroom instruction and increased demand for remote experiential learning across science healthcare and vocational training. Institutions deployed VR modules to simulate labs fieldwork and collaborative environments across virtual classrooms. Investment in headset distribution cloud platforms and content development surged across public and private education sectors. Public awareness of engagement equity and digital pedagogy increased across policy and consumer circles.

The hardware segment is expected to be the largest during the forecast period

The hardware segment is expected to account for the largest market share during the forecast period due to its foundational role in delivering immersive experiences across VR education platforms. Devices include head-mounted displays motion controllers and spatial sensors used in classrooms labs and training centers. Integration with content platforms LMS systems and analytics dashboards enhances usability and instructional value. Demand for affordable durable and classroom-ready hardware is rising across K-12 higher education and enterprise training. Vendors offer modular kits wireless connectivity and educator support to drive adoption.

The corporate & enterprises segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the corporate & enterprises segment is predicted to witness the highest growth rate as VR platforms expand across onboarding compliance and skill development. Enterprises use immersive modules to simulate real-world scenarios reduce training time and improve retention. Platforms support multi-user collaboration performance tracking and integration with HR systems across diverse industries. Demand for scalable measurable and experiential training is rising across healthcare manufacturing retail and logistics. Vendors offer industry-specific content analytics engines and deployment support to improve ROI.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to its edtech maturity institutional investment and enterprise adoption across VR education. Countries like the United States and Canada scale platforms across academic corporate and government programs to improve engagement and outcomes. Investment in headset distribution curriculum integration and immersive content supports innovation and scalability. Presence of leading vendors research institutions and policy frameworks drives ecosystem depth and adoption. Firms align VR strategies with STEM education workforce readiness and digital transformation goals.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR as education demand mobile penetration and digital infrastructure converge across regional economies. Countries like China India South Korea and Indonesia expand VR platforms across K-12 higher education and vocational training. Government-backed programs support edtech incubation immersive labs and teacher training across urban and rural zones. Local providers offer mobile-compatible culturally adapted and low-cost solutions tailored to diverse learner profiles. Demand for scalable inclusive and immersive education tools is rising across formal and informal learning systems. Asia Pacific is emerging as a growth engine for VR education innovation and deployment.

Key players in the market

Some of the key players in Virtual Reality in Education Market include EON Reality Inc., Axon Park, zSpace Inc., ClassVR, Labster ApS, VictoryXR Inc., Veative Labs Pvt Ltd., Immerse Learning Ltd., EduTechXR, Talespin Reality Labs Inc., VIVED Inc., Curiscope Ltd., Engage XR Holdings Plc, VirBELA LLC and Prisms of Reality Inc.

Key Developments:

In May 2025, Axon Park partnered with Malta's Ministry for Education to pilot immersive learning modules targeting early school leavers. The collaboration integrates Axon Park's VR platform into vocational and soft skills training, aiming to reduce dropout rates through gamified engagement.

In November 2024, EON Reality launched its EON B2C platform, a direct-to-consumer immersive learning system powered by Spatial AI. The platform offers personalized, mobile-first educational experiences using EON's 36-million-asset 3D content library.

Components Covered:

  • Hardware
  • Software
  • Content

Deployment Modes Covered:

  • Cloud-Based
  • On-Premises

Applications Covered:

  • Academic Learning
  • K-12
  • Soft Skills & Leadership
  • Vocational & Technical Training
  • Special Education & Therapy
  • Other Applications

End Users Covered:

  • Educational Institutions
  • Corporates & Enterprises
  • Government & Defense
  • Healthcare & Medical Schools
  • Research Institutes
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality in Education Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 VR Headsets
    • 5.2.2 Sensors & Controllers
    • 5.2.3 VR-Ready Devices
  • 5.3 Software
    • 5.3.1 Simulation & Training Modules
    • 5.3.2 Curriculum Integration Tools
    • 5.3.3 Content Management Systems
  • 5.4 Content
    • 5.4.1 Subject-Specific VR Modules
    • 5.4.2 Gamified Learning Experiences
    • 5.4.3 Language & STEM Simulations

6 Global Virtual Reality in Education Market, By Deployment Mode

  • 6.1 Introduction
  • 6.2 Cloud-Based
  • 6.3 On-Premises

7 Global Virtual Reality in Education Market, By Application

  • 7.1 Introduction
  • 7.2 Academic Learning
  • 7.3 K-12
  • 7.4 Soft Skills & Leadership
  • 7.5 Vocational & Technical Training
  • 7.6 Special Education & Therapy
  • 7.7 Other Applications

8 Global Virtual Reality in Education Market, By End User

  • 8.1 Introduction
  • 8.2 Educational Institutions
  • 8.3 Corporates & Enterprises
  • 8.4 Government & Defense
  • 8.5 Healthcare & Medical Schools
  • 8.6 Research Institutes
  • 8.7 Other End Users

9 Global Virtual Reality in Education Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 EON Reality Inc.
  • 11.2 Axon Park
  • 11.3 zSpace Inc.
  • 11.4 ClassVR
  • 11.5 Labster ApS
  • 11.6 VictoryXR Inc.
  • 11.7 Veative Labs Pvt Ltd.
  • 11.8 Immerse Learning Ltd.
  • 11.9 EduTechXR
  • 11.10 Talespin Reality Labs Inc.
  • 11.11 VIVED Inc.
  • 11.12 Curiscope Ltd.
  • 11.13 Engage XR Holdings Plc
  • 11.14 VirBELA LLC
  • 11.15 Prisms of Reality Inc.

List of Tables

  • Table 1 Global Virtual Reality in Education Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Reality in Education Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Virtual Reality in Education Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Virtual Reality in Education Market Outlook, By VR Headsets (2024-2032) ($MN)
  • Table 5 Global Virtual Reality in Education Market Outlook, By Sensors & Controllers (2024-2032) ($MN)
  • Table 6 Global Virtual Reality in Education Market Outlook, By VR-Ready Devices (2024-2032) ($MN)
  • Table 7 Global Virtual Reality in Education Market Outlook, By Software (2024-2032) ($MN)
  • Table 8 Global Virtual Reality in Education Market Outlook, By Simulation & Training Modules (2024-2032) ($MN)
  • Table 9 Global Virtual Reality in Education Market Outlook, By Curriculum Integration Tools (2024-2032) ($MN)
  • Table 10 Global Virtual Reality in Education Market Outlook, By Content Management Systems (2024-2032) ($MN)
  • Table 11 Global Virtual Reality in Education Market Outlook, By Content (2024-2032) ($MN)
  • Table 12 Global Virtual Reality in Education Market Outlook, By Subject-Specific VR Modules (2024-2032) ($MN)
  • Table 13 Global Virtual Reality in Education Market Outlook, By Gamified Learning Experiences (2024-2032) ($MN)
  • Table 14 Global Virtual Reality in Education Market Outlook, By Language & STEM Simulations (2024-2032) ($MN)
  • Table 15 Global Virtual Reality in Education Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 16 Global Virtual Reality in Education Market Outlook, By Cloud-Based (2024-2032) ($MN)
  • Table 17 Global Virtual Reality in Education Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 18 Global Virtual Reality in Education Market Outlook, By Application (2024-2032) ($MN)
  • Table 19 Global Virtual Reality in Education Market Outlook, By Academic Learning (2024-2032) ($MN)
  • Table 20 Global Virtual Reality in Education Market Outlook, By K-12 (2024-2032) ($MN)
  • Table 21 Global Virtual Reality in Education Market Outlook, By Soft Skills & Leadership (2024-2032) ($MN)
  • Table 22 Global Virtual Reality in Education Market Outlook, By Vocational & Technical Training (2024-2032) ($MN)
  • Table 23 Global Virtual Reality in Education Market Outlook, By Special Education & Therapy (2024-2032) ($MN)
  • Table 24 Global Virtual Reality in Education Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 25 Global Virtual Reality in Education Market Outlook, By End User (2024-2032) ($MN)
  • Table 26 Global Virtual Reality in Education Market Outlook, By Educational Institutions (2024-2032) ($MN)
  • Table 27 Global Virtual Reality in Education Market Outlook, By Corporates & Enterprises (2024-2032) ($MN)
  • Table 28 Global Virtual Reality in Education Market Outlook, By Government & Defense (2024-2032) ($MN)
  • Table 29 Global Virtual Reality in Education Market Outlook, By Healthcare & Medical Schools (2024-2032) ($MN)
  • Table 30 Global Virtual Reality in Education Market Outlook, By Research Institutes (2024-2032) ($MN)
  • Table 31 Global Virtual Reality in Education Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.