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市场调查报告书
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1840393

2025年全球虚拟实境教育市场报告

Virtual Reality In Education Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10个工作天内

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简介目录

近年来,虚拟实境教育市场规模呈指数级增长,从2024年的161.3亿美元增长到2025年的221.6亿美元,复合年增长率高达37.3%。这段历史时期的成长可归因于线上教育的普及率不断提高、对互动式和个人化学习体验的需求不断增长、虚拟学习环境的普及率不断提高、虚拟实境技术作为实体学习材料的替代品日益普及,以及教育的可及性和移动性不断增强。

预计未来几年,教育领域的虚拟实境市场将呈指数级增长,到2029年将达到854.1亿美元,复合年增长率为40.1%。预测期内的成长归因于网路普及率的提高、身临其境型学习体验需求的不断增长、VR在K-12教育、高等教育和职业培训中的应用日益广泛、持续的研发投入以及对VR教育内容开发的投资不断增加。预测期内的主要趋势包括:用于小组学习的协作式VR环境、VR在技能型培训和模拟中的应用、游戏化元素在VR教育中的融合、用于绩效跟踪的VR教育分析技术的开发,以及扩增实境(AR)和虚拟现实在教育领域的融合。

虚拟实境 (VR) 是一种由软体产生的模拟环境,旨在让使用者感受到身临其境的真实世界。它可以吸引学生,提供实务培训,并帮助解释科学、历史和工程等学科的复杂概念。

将虚拟实境融入教育的关键要素包括硬体、软体和解决方案。教育领域虚拟实境的硬体包括用于呈现虚拟实境内容的专用设备,例如头戴式显示器、 VR头戴装置和投影机。虚拟实境在教育领域的部署涵盖住宅、学术和培训机构等多个领域,可透过云端基础系统或本地解决方案实现。

2025年春季美国突然提高关税以及由此引发的贸易摩擦对资讯科技产业产生了重大影响,尤其是硬体製造、资料基础设施和软体部署。对进口半导体、电路基板和网路设备征收更高的关税,并推高了高科技公司、云端服务供应商和资料中心的生产和营运成本。在全球范围内采购笔记型电脑、伺服器和消费电子产品零件的公司面临更长的前置作业时间和价格压力。同时,对专业软体征收的关税以及主要国际市场的报復性措施扰乱了全球IT供应链,减少了海外对美国製造技术的需求。作为应对措施,该行业正在增加对国内晶片生产的投资,扩大供应商网络,并利用人工智慧驱动的自动化来提高弹性并更有效地管理成本。

虚拟实境教育市场研究报告是商业研究公司最新报告系列的一部分,该系列报告提供虚拟实境教育市场统计数据,例如全球市场规模、区域份额、虚拟实境教育市场份额的竞争对手、详细的虚拟实境教育细分市场、市场趋势和商业机会,为您提供在虚拟实境教育行业取得成功所需的所有数据。这份虚拟实境教育市场研究报告透过对产业现状和未来趋势的详细分析,为您提供全面的观点。

预测的五年成长率为40.1%,较我们先前对该市场的预测略有下降0.5%。这一下降主要源自于美国与其他国家之间关税的影响。关税导致从亚洲和欧洲进口的VR头戴装置以及身临其境型学习软体的订阅费用增加,美国教育机构可能面临预算压力。此外,由于互惠关税以及贸易紧张局势和限制措施升级对全球经济和贸易的负面影响,其影响也将更加广泛。

预计在预测期内,网路普及率的提高将推动教育市场虚拟实境的成长。网路已成为人们生活中不可或缺的一部分,很大一部分人口都在使用数位科技。互联网由于其一致的介面、低廉的连接成本和广泛的可访问性,成为提供虚拟课程的有效平台。例如,加拿大政府在 2023 年预测,到 2026 年高速网路存取将覆盖 98% 的人口,到 2030 年将达到 100%,实现全国范围的网路普及率。此外,总部位于瑞士的资讯和通讯技术组织电讯(ITU) 报告称,2022 年全球网路用户将达到 51 亿,占总人口的 65%。到 2023 年,这一数字将增加到 54 亿,全球整体网路普及率将达到 67%。因此,网路普及率的提高正在推动教育市场虚拟实境的成长。

虚拟实境投资的增加预计将推动其在教育市场的扩张。虚拟实境 (VR) 允许使用者体验并与电脑生成的3D环境进行交互,这些环境可能与现实世界相似或完全不同。 VR 投资的增加正在透过提供身临其境型互动学习体验来改变教育,从而提高学生的理解和参与。例如,2022 年 1 月,英国独立出版商 UKTN 的数据显示,英国VR 产业的总投资达到 1.54 亿英镑(2.011 亿美元),较 2021 年的 9,000 万英镑(1.1752 亿美元)大幅成长。因此,虚拟实境投资的增加正在推动教育市场的成长。

由新兴 5G 技术驱动的扩增实境(AR) 应用的发展正在塑造虚拟实境在教育市场的格局。凭藉其高速网路功能,5G 克服了 4G 技术在教育应用中支援虚拟和扩增实境的局限性,提供了沉浸式体验并方便了应用程式的存取。此类机器人应用程式可以帮助孩子完成学习任务,让他们可以在家接受教育,同时有效率地存取云端基础的内容。例如,2023 年 6 月,美国私立大学国立大学宣布推出虚拟实境校园。这个新的虚拟校园利用虚拟实境和扩增实境,旨在提高教学、学习和学生参与度,并将于今年开始向部分课程开放。它将允许线上学习者探索校园、上课、与同学和老师互动,并像在实体环境中一样参与活动。

虚拟实境教育领域的知名公司正在推出创新系统,以满足对全面培训的需求,尤其是在医疗保健领域。总部位于美国的虚拟实境培训解决方案供应商VRSim于2022年4月推出了VRNA,这是一款尖端的虚拟实境培训系统,旨在为註册护理助理(CNA)的临床培训和考试做好准备。 VRNA提供了一个可携式且引人入胜的虚拟环境,让学生能够练习患者照护技能,提高教学效率,并享受无风险的学习体验。这项技术进步旨在支持CNA项目,适应多样化的学习方式,并为初级医疗保健职业提供更全面的教育机会。

2024年2月,美国国家医学考试委员会(NBME)收购了MedVR Education,NBME是一家总部位于美国的非营利组织,负责开发和管理医学生的评估计画。此次收购旨在增强NBME为医学教育创建创新工具和评估专案的能力。 NBME的心理测量和测试开发专业知识与MedVR的模拟学习技术相结合,有望开发下一代工具,为学习者提供全程医学教育的支援。 MedVR Education总部位于美国,致力于利用虚拟实境技术革新医学培训,并提高学生的参与度。

教育虚拟实境市场的收入涵盖了教育产业中提供硬体和软体的营业单位所产生的收益,这些实体可以利用虚拟实境功能将书籍中的理论转化为现实。虚拟实境是一种使用投影机和电脑程式设计呈现的可计算模拟。如今,教育虚拟实境已应用于各级教育,包括K-12教育、高等教育和职业培训。该市场中的电视价值是指“出厂价”,即商品製造商或生产商向其他营业单位(包括下游製造商、批发商、经销商和零售商)或直接向最终客户销售的商品价值。该市场中的商品价值还包括商品製造商销售的任何相关服务。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场:宏观经济情景,包括利率、通膨、地缘政治、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球教育中的虚拟实境:PESTEL分析(政治、社会、技术、环境、法律因素、驱动因素与限制因素)
  • 最终用途产业分析
  • 全球教育虚拟实境市场:成长率分析
  • 全球教育虚拟实境市场表现:规模与成长,2019-2024
  • 全球教育虚拟实境市场预测:规模与成长,2024-2029年,2034年
  • 全球虚拟实境教育:总目标市场(TAM)

第六章 市场细分

  • 全球教育虚拟实境市场:按组件、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 硬体
  • 解决方案
  • 软体
  • 全球教育虚拟实境市场:按部署、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 本地部署
  • 全球教育虚拟实境市场:应用、表现及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 住宅
  • 学术和培训机构
  • 其他用途
  • 全球教育虚拟实境市场:依硬体(组件)细分,实际及预测,2019-2024 年、2024-2029 年、2034 年
  • VR头戴装置
  • 运动追踪装置
  • 输入装置
  • 全球教育虚拟实境市场:细分市场、组件解决方案、绩效及预测(2019-2024 年、2024-2029 年及 2034 年)
  • VR学习平台
  • 内容创作工具
  • 训练模拟
  • 全球教育虚拟实境市场:依软体(组件)细分,实际及预测,2019-2024 年、2024-2029 年、2034 年
  • 教育VR应用
  • 课程整合软体
  • 评估工具

第七章 区域和国家分析

  • 全球教育虚拟实境市场:按地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球教育虚拟实境市场:各国表现及预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章:澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章:德国市场

第18章:法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章:俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章:竞争格局与公司概况

  • 虚拟实境教育:竞争格局
  • 虚拟实境在教育市场的应用:公司简介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • HTC Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章:其他领先和创新企业

  • Unimersiv
  • SamsungSamsung Electronics Co Ltd
  • Lenovo Limited
  • Sony Corporation
  • Alchemy Immersive
  • Avantis Systems Ltd.
  • Veative Labs Pvt. Ltd.
  • VR Education Holdings plc
  • Cyberith Gmbh
  • Sixense Enterprises Inc.
  • Vuzix Corporation
  • Schell Games LLC
  • Panasonic Holdings Corporation
  • Cornerstone OnDemand Inc.
  • Blippar Limited

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章:高潜力市场国家、细分市场与策略

  • 2029年教育市场中的虚拟实境:提供新机会的国家
  • 2029年教育市场中的虚拟实境:细分领域带来新机会
  • 2029年教育市场中的虚拟实境:成长策略
    • 基于市场趋势的策略
    • 竞争对手策略

第36章 附录

简介目录
Product Code: r22272u

Virtual reality (VR) is a simulated environment generated by software, designed to be perceived by users as a real-world setting. It is utilized to boost student engagement, offer practical training, and help explain complex concepts in subjects such as science, history, and engineering.

The fundamental elements integral to incorporating virtual reality into education encompass hardware, software, and solutions. Within the hardware realm of VR in education, there are devices dedicated to presenting virtual reality content, including head-mounted displays, VR headsets, and projectors. The deployment of virtual reality in education extends across various domains, such as residential, academic, and training institutions, and can be implemented through cloud-based systems or on-premises solutions.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The virtual reality in education market research report is one of a series of new reports from The Business Research Company that provides virtual reality in education market statistics, including virtual reality in education industry global market size, regional shares, competitors with virtual reality in education market share, detailed virtual reality in education market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality in the education industry. This virtual reality in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality in education market size has grown exponentially in recent years. It will grow from $16.13 billion in 2024 to $22.16 billion in 2025 at a compound annual growth rate (CAGR) of 37.3%. The growth in the historic period can be attributed to increasing adoption of online education, growing demand for interactive and personalized learning experiences, rising adoption of virtual learning environments, growing adoption of VR to replace physical learning materials, increased accessibility and mobility of education.

The virtual reality in education market size is expected to see exponential growth in the next few years. It will grow to $85.41 billion in 2029 at a compound annual growth rate (CAGR) of 40.1%. The growth in the forecast period can be attributed to increasing internet penetration rates, rising demand for immersive learning experiences, growing adoption of VR in k-12, higher education, and vocational training, continuous investments in research and development, growing investment in VR educational content development. Major trends in the forecast period include collaborative VR environments for group learning, use of VR for skill-based training and simulation, integration of gamification elements in VR education, development of VR educational analytics for performance tracking, integration of augmented reality (AR) with virtual reality in education.

The forecast of 40.1% growth over the next five years reflects a modest reduction of 0.5% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. US educational institutions could face budgetary strain due to tariff-induced hikes in VR headset costs and immersive learning software subscriptions imported from Asia and Europe. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The rising internet penetration is expected to drive the growth of virtual reality in the education market during the forecast period. The internet has become an essential part of people's lives, with much of the population engaged in digital technology. It serves as an effective platform for delivering virtual courses due to its consistent interface, lower connectivity costs, and broad accessibility. For example, in 2023, the Government of Canada projected that high-speed internet access will reach 98% of the population by 2026, and 100% by 2030, achieving full nationwide internet coverage. Additionally, the International Telecommunication Union (ITU), a Switzerland-based agency for information and communication technologies, reported that global internet usage reached 5.1 billion people in 2022, representing 65% of the population. By 2023, this number grew to 5.4 billion, reflecting 67% internet penetration globally. As a result, the increasing internet penetration is fueling the growth of virtual reality in the education market.

The growing investment in virtual reality is expected to drive the expansion of virtual reality in the education market going forward. Virtual reality (VR) enables users to experience and interact with computer-generated, three-dimensional environments that can either resemble or differ entirely from the real world. Increased investments in VR are transforming education by offering immersive and interactive learning experiences that boost student comprehension and engagement. For example, in January 2022, data from UKTN, a UK-based independent publication, revealed that total investments in the UK's VR sector reached £154 million ($201.10 million), a significant rise from the £90 million ($117.52 million) recorded in 2021. As a result, rising investment in virtual reality is fueling its growth in the education market.

The development of Augmented Reality (AR) applications, powered by the emerging 5G technology, is shaping the virtual reality landscape in the education market. With its high-speed network capabilities, 5G offers hands-on experiences and facilitates easier access to apps, overcoming the limitations that 4G technology faces in supporting Virtual or Augmented Reality in educational applications. These robotic applications assist children in addressing learning challenges, enabling them to receive education from home while accessing cloud-based content more efficiently. For example, in June 2023, National University, a private institution in the US, announced the launch of a virtual reality campus. This new virtual campus, using both virtual and augmented reality, aims to enhance teaching, learning, and student engagement, and will be available for select programs this year. It will enable online learners to explore the campus, attend classes, interact with peers and instructors, and participate in activities as if they were in a physical environment.

Prominent companies in the virtual reality education sector are introducing innovative systems to meet the demand for inclusive training, particularly in healthcare. VRSim, a US-based provider of virtual reality training solutions, unveiled VRNA in April 2022, a state-of-the-art virtual reality training system designed to prepare users for Certified Nursing Assistant (CNA) clinical training and exams. VRNA offers a portable and engaging virtual environment for practicing patient care skills, enhancing instructional efficiency, and providing students with a risk-free learning experience. This technological advancement aims to support CNA programs, catering to diverse learning styles and offering more inclusive educational opportunities for entry-level healthcare careers.

In February 2024, the National Board of Medical Examiners (NBME), a US-based non-profit organization responsible for developing and administering assessments for medical students, acquired MedVR Education for an undisclosed amount. This acquisition aims to strengthen NBME's ability to create innovative tools and assessments for medical education. By merging NBME's expertise in psychometrics and test development with MedVR's simulation-based learning technology, the acquisition offers the potential for next-generation tools that will support learners throughout their medical education journey. MedVR Education, a US-based company, is focused on using virtual reality to transform medical training and enhance student engagement.

Major companies operating in the virtual reality in education market include Google LLC, Microsoft Corporation, Facebook Technologies LLC, International Business Machines Corporation, HTC Corporation, Unimersiv, SamsungSamsung Electronics Co Ltd, Lenovo Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd., Veative Labs Pvt. Ltd., VR Education Holdings plc, Cyberith Gmbh, Sixense Enterprises Inc., Vuzix Corporation, Schell Games LLC, Panasonic Holdings Corporation, Cornerstone OnDemand Inc., Blippar Limited, EON. Reality Inc., Treeview Co. Ltd., YORD Ltd., Immersive VR Education Limited, ThingLink Incorporated, Nearpod Inc., Oust Labs Pvt. Ltd., Filament Games LLC, Foundry 10, eXp World Technologies LLC

North America was the largest region in the virtual reality in education market in 2024. The regions covered in the virtual reality in education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the virtual reality in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.

The virtual reality in the education market includes revenues earned by entities offering hardware and software in the education industry that have the potential to transform the theoretical aspects in books to reality using virtual reality features. Virtual reality is a computed-enabled simulation that is presented using projectors and computer programming. Virtual reality in education is being applied in all levels of education today including K-12, higher education, and vocational training. TValues in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual reality in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual reality in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Solutions And Software
  • 2) By Deployment: Cloud; On-Premises
  • 3) By Application: Residential; Academic And Training Institutions; Other Applications
  • Subsegments:
  • 1) By Hardware: VR Headsets; Motion Tracking Devices; Input Devices
  • 2) By Solutions: VR Learning Platforms; Content Creation Tools; Training Simulations
  • 3) By Software: Educational VR Applications; Curriculum Integration Software; Assessment And Evaluation Tools
  • Companies Mentioned: Google LLC; Microsoft Corporation; Facebook Technologies LLC; International Business Machines Corporation; HTC Corporation; Unimersiv; SamsungSamsung Electronics Co Ltd; Lenovo Limited; Sony Corporation; Alchemy Immersive; Avantis Systems Ltd.; Veative Labs Pvt. Ltd.; VR Education Holdings plc; Cyberith Gmbh; Sixense Enterprises Inc.; Vuzix Corporation; Schell Games LLC; Panasonic Holdings Corporation; Cornerstone OnDemand Inc.; Blippar Limited; EON. Reality Inc.; Treeview Co. Ltd.; YORD Ltd.; Immersive VR Education Limited; ThingLink Incorporated; Nearpod Inc.; Oust Labs Pvt. Ltd.; Filament Games LLC; Foundry 10; eXp World Technologies LLC
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality In Education Market Characteristics

3. Virtual Reality In Education Market Trends And Strategies

4. Virtual Reality In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Virtual Reality In Education Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality In Education PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality In Education Market Growth Rate Analysis
  • 5.4. Global Virtual Reality In Education Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality In Education Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality In Education Total Addressable Market (TAM)

6. Virtual Reality In Education Market Segmentation

  • 6.1. Global Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Solutions
  • Software
  • 6.2. Global Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Residential
  • Academic And Training Institutions
  • Other Applications
  • 6.4. Global Virtual Reality In Education Market, Sub-Segmentation Of Hardware, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • Motion Tracking Devices
  • Input Devices
  • 6.5. Global Virtual Reality In Education Market, Sub-Segmentation Of Solutions, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Learning Platforms
  • Content Creation Tools
  • Training Simulations
  • 6.6. Global Virtual Reality In Education Market, Sub-Segmentation Of Software, By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational VR Applications
  • Curriculum Integration Software
  • Assessment And Evaluation Tools

7. Virtual Reality In Education Market Regional And Country Analysis

  • 7.1. Global Virtual Reality In Education Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality In Education Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality In Education Market

  • 8.1. Asia-Pacific Virtual Reality In Education Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality In Education Market

  • 9.1. China Virtual Reality In Education Market Overview
  • 9.2. China Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality In Education Market

  • 10.1. India Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality In Education Market

  • 11.1. Japan Virtual Reality In Education Market Overview
  • 11.2. Japan Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality In Education Market

  • 12.1. Australia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality In Education Market

  • 13.1. Indonesia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality In Education Market

  • 14.1. South Korea Virtual Reality In Education Market Overview
  • 14.2. South Korea Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality In Education Market

  • 15.1. Western Europe Virtual Reality In Education Market Overview
  • 15.2. Western Europe Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality In Education Market

  • 16.1. UK Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality In Education Market

  • 17.1. Germany Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality In Education Market

  • 18.1. France Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality In Education Market

  • 19.1. Italy Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality In Education Market

  • 20.1. Spain Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality In Education Market

  • 21.1. Eastern Europe Virtual Reality In Education Market Overview
  • 21.2. Eastern Europe Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality In Education Market

  • 22.1. Russia Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality In Education Market

  • 23.1. North America Virtual Reality In Education Market Overview
  • 23.2. North America Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality In Education Market

  • 24.1. USA Virtual Reality In Education Market Overview
  • 24.2. USA Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality In Education Market

  • 25.1. Canada Virtual Reality In Education Market Overview
  • 25.2. Canada Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality In Education Market

  • 26.1. South America Virtual Reality In Education Market Overview
  • 26.2. South America Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality In Education Market

  • 27.1. Brazil Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality In Education Market

  • 28.1. Middle East Virtual Reality In Education Market Overview
  • 28.2. Middle East Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality In Education Market

  • 29.1. Africa Virtual Reality In Education Market Overview
  • 29.2. Africa Virtual Reality In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality In Education Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality In Education Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality In Education Market Competitive Landscape
  • 30.2. Virtual Reality In Education Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. HTC Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality In Education Market Other Major And Innovative Companies

  • 31.1. Unimersiv
  • 31.2. SamsungSamsung Electronics Co Ltd
  • 31.3. Lenovo Limited
  • 31.4. Sony Corporation
  • 31.5. Alchemy Immersive
  • 31.6. Avantis Systems Ltd.
  • 31.7. Veative Labs Pvt. Ltd.
  • 31.8. VR Education Holdings plc
  • 31.9. Cyberith Gmbh
  • 31.10. Sixense Enterprises Inc.
  • 31.11. Vuzix Corporation
  • 31.12. Schell Games LLC
  • 31.13. Panasonic Holdings Corporation
  • 31.14. Cornerstone OnDemand Inc.
  • 31.15. Blippar Limited

32. Global Virtual Reality In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality In Education Market

34. Recent Developments In The Virtual Reality In Education Market

35. Virtual Reality In Education Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality In Education Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality In Education Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality In Education Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer