The article cited AMA's "Global VR in Education Market Study" explored substantial growth of %. According to the report, Innovation Technologies in Multimedia/Hypermedia
is one of the primary growth factors for the market. Rapid Change in the Education Sector
is also expected to contribute significantly to the VR in Education market. Overall, Schools
applications of VR in Education, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Devices, such as Smartboard, is boosting the VR in Education market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.The Virtual Reality, such as Window on World, is boosting the VR in Education market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global VR in Education market identified that the demand is rising in many different parts of the world as "Strong Opportunity in Developing Nations, Such as Kenya, Have Greatly Experienced an Increase in Demand for Higher Education". Furthermore, some recent industry insights like "In Aug 2019, Discovery Education announced the acquisition of Inspyro, a leading AR and VR providers. This is Discovery Education’s global content and product strategy. And with the help of VR and AR platform to empower educators to generate immersive learning experiences across virtual science labs, and virtual field trips." is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global VR in Education market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
**The market is valued based on weighted average selling price (WASP) and includes any applicable taxes on manufacturers. All currency conversions used in the creation of this report have been calculated using constant annual average 2018 currency rates.
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the VR in Education market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall VR in Education market size is calculated using market estimation process, the VR in Education market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global VR in Education market size has been validated using both top-down and bottom-up approaches.