Global Augmented and Virtual Reality in Education Market Overview:
AR/VR technologies are a promising addition to the “edtech” space due to their immersive nature, ability to share information in new and engaging ways, and potential to offer virtual experiences that can mitigate barriers from cost or distance. AR/VR can provide K-12 educators with interactive and engaging tools for classroom learning. These include libraries of immersive content, experiences for specific subjects or learning objectives, and tools for students with learning disabilities. In higher education, AR/VR can help learners grasp abstract concepts and gain hands-on experience in low-risk virtual settings. This can enhance STEM courses, medical simulations, arts and humanities materials, and technical education.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Forecast Period | 2024-2030 |
Historical Period | 2018-2023 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Influencing Trend:
Integration with Other Technologies Such as AI, Machine Learning, and Cloud Computing and Growth of Remote and Hybrid Learning
Market Growth Drivers:
Growing Demand of Immersive Learning Environments and Personalized Learning Experiences and Global Emphasis on STEM Education is Driving Demand for Tools That Can Enhance Learning
Challenges:
Lack of Compatible Infrastructure and Reliable Internet Connectivity
Restraints:
High Cost of Hardware & Software and Ongoing Maintenance
Opportunities:
High Adoption of AR & VR in K-12 and Higher Education and Development of Specialized Educational Content and Expansion into Emerging Markets
Competitive Landscape:
The key players are targeting the innovations of the Solutions with better quality, better technical characteristics. The key players are probable to keep a stronghold on the market over the anticipated period. The key players are accepting strategic decisions and are thinking upon mergers and acquisitions in order to maintain their presence in the market.
Some of the key players profiled in the report are Google (United States), Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Microsoft (United States), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (United States), Blackboard (United States), Dell (United States), IBM (United States), Saba Software (United States), Oracle (United States), Edvance360 (United States), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada), Impero Software (United Kingdom), WizIQ (India), BigBlueButton (United States) and Digital Samba (Spain). Analyst at AMA Research see United States Players to retain maximum share of Global Augmented and Virtual Reality in Education market by 2030. Considering Market by Deployment, the sub-segment i.e. Cloud will boost the Augmented and Virtual Reality in Education market. Considering Market by Offerings, the sub-segment i.e. Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others) will boost the Augmented and Virtual Reality in Education market. Considering Market by End User, the sub-segment i.e. Academic (K-12, Higher Education) will boost the Augmented and Virtual Reality in Education market.
What Can be Explored with the Augmented and Virtual Reality in Education Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Augmented and Virtual Reality in Education Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Augmented and Virtual Reality in Education
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Augmented and Virtual Reality in Education market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Augmented and Virtual Reality in Education market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes New Entrants/Investors, Analysts and Strategic Business Planners, AR & VR Hardware Providers, IT Software Developers, Venture Capitalists and Private Equity Firms, Government Regulatory and Research Organizations and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.