VR in Education Comprehensive Study by Application (Schools, Institutes, Business Organization), Devices (Smartboard, Projector, Laptop, Mobile Phones), Virtual Reality (Window on World, Immersive System, Telepresence, Mixed Reality) Players and Region - Global Market Outlook to 2026

VR in Education Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
Virtual Reality uses environments and scenes which are completely computer-generated based on realistic scenarios. In today’s education system Virtual reality add-on the ability with more fun and engaging. Artificial Intelligence continuously expands in education application development. According to an AMA study, near about USD 6 billion estimated spending annually on augmented and virtual reality technologies by FY 2023. Along with that Virtual Reality offers new and innovative ways to train new and existing employees in an organization. This mesmerizing, interactive and user-friendly technology has implemented across organisations as executives realize the potential of the technology to enhance the training and learning initiatives. For instance, in 2000 the total enrolment of higher education institutions worldwide was around 100 million, more than the global enrolment as recorded at the beginning of the 20th century. As in market situation of COVID 19 traditional learning method is highly affected and demands virtual education at a higher rate. As before this coronavirus outbreak the United States home school market was near around USD 2.5 million. And at this social distancing state, the global VR in education market is going to boom at the high growth level across the globe. Apart from that many companies have announced the launch of various virtual reality applications for hand hygiene education.This growth is primarily driven by Rapid Change in the Education Sector, Rising social distancing, The Outburst of Literature on Education, Learning, and Valuation in Higher Education and Increasing Adoption of E-Learning.

Globally, a noticeable market trend is evident Innovation Technologies in Multimedia/Hypermedia . Major Players, such as Oculus VR (United States), Google (United States), Alchemy VR (United Kingdom), Discovery Communications (United States), Cinoptics (The Netherlands), EPSON (Japan), HTC (Taiwan), Sony (Japan), FOVE (United States), LG Electronics (South Korea), Homido (France), Samsung Electronics (South Korea) and ZEISS (Germany) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Key Developments in the Market:
In Apr 2020, VR Education announced a partnership with US-based VictoryXR, a leading VR and AR content creation platform. As VR Education’s platform ENGAGE is a leading education, training and communications tool which is highly adopted by the educators and enterprise clients. And it is highly adopted in distance learning.
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.

Market Drivers
  • Rapid Change in the Education Sector
  • Rising social distancing
  • The Outburst of Literature on Education, Learning, and Valuation in Higher Education
  • Increasing Adoption of E-Learning

Market Trend
  • Innovation Technologies in Multimedia/Hypermedia
  • Rising education efficacy, retention, and increasing engagement among education centers and technology providers

Restraints
  • High Adoption of Alternative Teaching and Learning Approaches in Developing Countries Such As Online Education

Opportunities
Strong Opportunity in Developing Nations, Such as Kenya, Have Greatly Experienced an Increase in Demand for Higher Education
Challenges
Harsh Economic Challenges in Developing Countries, Which May Affect the Funding On AR/VR in Developing Regions and Lack of Awareness VR Reality among End Users

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, VR in Education Study Sheds Light on
— The VR in Education Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the VR in Education industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where VR in Education industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Application
  • Schools
  • Institutes
  • Business Organization
By Devices
  • Smartboard
  • Projector
  • Laptop
  • Mobile Phones

By Virtual Reality
  • Window on World
  • Immersive System
  • Telepresence
  • Mixed Reality

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rapid Change in the Education Sector
      • 3.2.2. Rising social distancing
      • 3.2.3. The Outburst of Literature on Education, Learning, and Valuation in Higher Education
      • 3.2.4. Increasing Adoption of E-Learning
    • 3.3. Market Challenges
      • 3.3.1. Harsh Economic Challenges in Developing Countries, Which May Affect the Funding On AR/VR in Developing Regions
      • 3.3.2. Lack of Awareness VR Reality among End Users
    • 3.4. Market Trends
      • 3.4.1. Innovation Technologies in Multimedia/Hypermedia
      • 3.4.2. Rising education efficacy, retention, and increasing engagement among education centers and technology providers
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global VR in Education, by Application, Devices, Virtual Reality and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global VR in Education (Value)
      • 5.2.1. Global VR in Education by: Application (Value)
        • 5.2.1.1. Schools
        • 5.2.1.2. Institutes
        • 5.2.1.3. Business Organization
      • 5.2.2. Global VR in Education by: Devices (Value)
        • 5.2.2.1. Smartboard
        • 5.2.2.2. Projector
        • 5.2.2.3. Laptop
        • 5.2.2.4. Mobile Phones
      • 5.2.3. Global VR in Education by: Virtual Reality (Value)
        • 5.2.3.1. Window on World
        • 5.2.3.2. Immersive System
        • 5.2.3.3. Telepresence
        • 5.2.3.4. Mixed Reality
      • 5.2.4. Global VR in Education Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global VR in Education (Price)
  • 6. VR in Education: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Oculus VR (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Google (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Alchemy VR (United Kingdom)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Discovery Communications (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Cinoptics (The Netherlands)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. EPSON (Japan)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. HTC (Taiwan)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Sony (Japan)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. FOVE (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. LG Electronics (South Korea)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Homido (France)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Samsung Electronics (South Korea)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. ZEISS (Germany)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
  • 7. Global VR in Education Sale, by Application, Devices, Virtual Reality and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global VR in Education (Value)
      • 7.2.1. Global VR in Education by: Application (Value)
        • 7.2.1.1. Schools
        • 7.2.1.2. Institutes
        • 7.2.1.3. Business Organization
      • 7.2.2. Global VR in Education by: Devices (Value)
        • 7.2.2.1. Smartboard
        • 7.2.2.2. Projector
        • 7.2.2.3. Laptop
        • 7.2.2.4. Mobile Phones
      • 7.2.3. Global VR in Education by: Virtual Reality (Value)
        • 7.2.3.1. Window on World
        • 7.2.3.2. Immersive System
        • 7.2.3.3. Telepresence
        • 7.2.3.4. Mixed Reality
      • 7.2.4. Global VR in Education Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global VR in Education (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. VR in Education: by Application(USD Million)
  • Table 2. VR in Education Schools , by Region USD Million (2015-2020)
  • Table 3. VR in Education Institutes , by Region USD Million (2015-2020)
  • Table 4. VR in Education Business Organization , by Region USD Million (2015-2020)
  • Table 5. VR in Education: by Devices(USD Million)
  • Table 6. VR in Education Smartboard , by Region USD Million (2015-2020)
  • Table 7. VR in Education Projector , by Region USD Million (2015-2020)
  • Table 8. VR in Education Laptop , by Region USD Million (2015-2020)
  • Table 9. VR in Education Mobile Phones , by Region USD Million (2015-2020)
  • Table 10. VR in Education: by Virtual Reality(USD Million)
  • Table 11. VR in Education Window on World , by Region USD Million (2015-2020)
  • Table 12. VR in Education Immersive System , by Region USD Million (2015-2020)
  • Table 13. VR in Education Telepresence , by Region USD Million (2015-2020)
  • Table 14. VR in Education Mixed Reality , by Region USD Million (2015-2020)
  • Table 15. South America VR in Education, by Country USD Million (2015-2020)
  • Table 16. South America VR in Education, by Application USD Million (2015-2020)
  • Table 17. South America VR in Education, by Devices USD Million (2015-2020)
  • Table 18. South America VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 19. Brazil VR in Education, by Application USD Million (2015-2020)
  • Table 20. Brazil VR in Education, by Devices USD Million (2015-2020)
  • Table 21. Brazil VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 22. Argentina VR in Education, by Application USD Million (2015-2020)
  • Table 23. Argentina VR in Education, by Devices USD Million (2015-2020)
  • Table 24. Argentina VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 25. Rest of South America VR in Education, by Application USD Million (2015-2020)
  • Table 26. Rest of South America VR in Education, by Devices USD Million (2015-2020)
  • Table 27. Rest of South America VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 28. Asia Pacific VR in Education, by Country USD Million (2015-2020)
  • Table 29. Asia Pacific VR in Education, by Application USD Million (2015-2020)
  • Table 30. Asia Pacific VR in Education, by Devices USD Million (2015-2020)
  • Table 31. Asia Pacific VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 32. China VR in Education, by Application USD Million (2015-2020)
  • Table 33. China VR in Education, by Devices USD Million (2015-2020)
  • Table 34. China VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 35. Japan VR in Education, by Application USD Million (2015-2020)
  • Table 36. Japan VR in Education, by Devices USD Million (2015-2020)
  • Table 37. Japan VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 38. India VR in Education, by Application USD Million (2015-2020)
  • Table 39. India VR in Education, by Devices USD Million (2015-2020)
  • Table 40. India VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 41. South Korea VR in Education, by Application USD Million (2015-2020)
  • Table 42. South Korea VR in Education, by Devices USD Million (2015-2020)
  • Table 43. South Korea VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 44. Taiwan VR in Education, by Application USD Million (2015-2020)
  • Table 45. Taiwan VR in Education, by Devices USD Million (2015-2020)
  • Table 46. Taiwan VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 47. Australia VR in Education, by Application USD Million (2015-2020)
  • Table 48. Australia VR in Education, by Devices USD Million (2015-2020)
  • Table 49. Australia VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 50. Rest of Asia-Pacific VR in Education, by Application USD Million (2015-2020)
  • Table 51. Rest of Asia-Pacific VR in Education, by Devices USD Million (2015-2020)
  • Table 52. Rest of Asia-Pacific VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 53. Europe VR in Education, by Country USD Million (2015-2020)
  • Table 54. Europe VR in Education, by Application USD Million (2015-2020)
  • Table 55. Europe VR in Education, by Devices USD Million (2015-2020)
  • Table 56. Europe VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 57. Germany VR in Education, by Application USD Million (2015-2020)
  • Table 58. Germany VR in Education, by Devices USD Million (2015-2020)
  • Table 59. Germany VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 60. France VR in Education, by Application USD Million (2015-2020)
  • Table 61. France VR in Education, by Devices USD Million (2015-2020)
  • Table 62. France VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 63. Italy VR in Education, by Application USD Million (2015-2020)
  • Table 64. Italy VR in Education, by Devices USD Million (2015-2020)
  • Table 65. Italy VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 66. United Kingdom VR in Education, by Application USD Million (2015-2020)
  • Table 67. United Kingdom VR in Education, by Devices USD Million (2015-2020)
  • Table 68. United Kingdom VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 69. Netherlands VR in Education, by Application USD Million (2015-2020)
  • Table 70. Netherlands VR in Education, by Devices USD Million (2015-2020)
  • Table 71. Netherlands VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 72. Rest of Europe VR in Education, by Application USD Million (2015-2020)
  • Table 73. Rest of Europe VR in Education, by Devices USD Million (2015-2020)
  • Table 74. Rest of Europe VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 75. MEA VR in Education, by Country USD Million (2015-2020)
  • Table 76. MEA VR in Education, by Application USD Million (2015-2020)
  • Table 77. MEA VR in Education, by Devices USD Million (2015-2020)
  • Table 78. MEA VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 79. Middle East VR in Education, by Application USD Million (2015-2020)
  • Table 80. Middle East VR in Education, by Devices USD Million (2015-2020)
  • Table 81. Middle East VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 82. Africa VR in Education, by Application USD Million (2015-2020)
  • Table 83. Africa VR in Education, by Devices USD Million (2015-2020)
  • Table 84. Africa VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 85. North America VR in Education, by Country USD Million (2015-2020)
  • Table 86. North America VR in Education, by Application USD Million (2015-2020)
  • Table 87. North America VR in Education, by Devices USD Million (2015-2020)
  • Table 88. North America VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 89. United States VR in Education, by Application USD Million (2015-2020)
  • Table 90. United States VR in Education, by Devices USD Million (2015-2020)
  • Table 91. United States VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 92. Canada VR in Education, by Application USD Million (2015-2020)
  • Table 93. Canada VR in Education, by Devices USD Million (2015-2020)
  • Table 94. Canada VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 95. Mexico VR in Education, by Application USD Million (2015-2020)
  • Table 96. Mexico VR in Education, by Devices USD Million (2015-2020)
  • Table 97. Mexico VR in Education, by Virtual Reality USD Million (2015-2020)
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. VR in Education: by Application(USD Million)
  • Table 112. VR in Education Schools , by Region USD Million (2021-2026)
  • Table 113. VR in Education Institutes , by Region USD Million (2021-2026)
  • Table 114. VR in Education Business Organization , by Region USD Million (2021-2026)
  • Table 115. VR in Education: by Devices(USD Million)
  • Table 116. VR in Education Smartboard , by Region USD Million (2021-2026)
  • Table 117. VR in Education Projector , by Region USD Million (2021-2026)
  • Table 118. VR in Education Laptop , by Region USD Million (2021-2026)
  • Table 119. VR in Education Mobile Phones , by Region USD Million (2021-2026)
  • Table 120. VR in Education: by Virtual Reality(USD Million)
  • Table 121. VR in Education Window on World , by Region USD Million (2021-2026)
  • Table 122. VR in Education Immersive System , by Region USD Million (2021-2026)
  • Table 123. VR in Education Telepresence , by Region USD Million (2021-2026)
  • Table 124. VR in Education Mixed Reality , by Region USD Million (2021-2026)
  • Table 125. South America VR in Education, by Country USD Million (2021-2026)
  • Table 126. South America VR in Education, by Application USD Million (2021-2026)
  • Table 127. South America VR in Education, by Devices USD Million (2021-2026)
  • Table 128. South America VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 129. Brazil VR in Education, by Application USD Million (2021-2026)
  • Table 130. Brazil VR in Education, by Devices USD Million (2021-2026)
  • Table 131. Brazil VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 132. Argentina VR in Education, by Application USD Million (2021-2026)
  • Table 133. Argentina VR in Education, by Devices USD Million (2021-2026)
  • Table 134. Argentina VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 135. Rest of South America VR in Education, by Application USD Million (2021-2026)
  • Table 136. Rest of South America VR in Education, by Devices USD Million (2021-2026)
  • Table 137. Rest of South America VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 138. Asia Pacific VR in Education, by Country USD Million (2021-2026)
  • Table 139. Asia Pacific VR in Education, by Application USD Million (2021-2026)
  • Table 140. Asia Pacific VR in Education, by Devices USD Million (2021-2026)
  • Table 141. Asia Pacific VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 142. China VR in Education, by Application USD Million (2021-2026)
  • Table 143. China VR in Education, by Devices USD Million (2021-2026)
  • Table 144. China VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 145. Japan VR in Education, by Application USD Million (2021-2026)
  • Table 146. Japan VR in Education, by Devices USD Million (2021-2026)
  • Table 147. Japan VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 148. India VR in Education, by Application USD Million (2021-2026)
  • Table 149. India VR in Education, by Devices USD Million (2021-2026)
  • Table 150. India VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 151. South Korea VR in Education, by Application USD Million (2021-2026)
  • Table 152. South Korea VR in Education, by Devices USD Million (2021-2026)
  • Table 153. South Korea VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 154. Taiwan VR in Education, by Application USD Million (2021-2026)
  • Table 155. Taiwan VR in Education, by Devices USD Million (2021-2026)
  • Table 156. Taiwan VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 157. Australia VR in Education, by Application USD Million (2021-2026)
  • Table 158. Australia VR in Education, by Devices USD Million (2021-2026)
  • Table 159. Australia VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 160. Rest of Asia-Pacific VR in Education, by Application USD Million (2021-2026)
  • Table 161. Rest of Asia-Pacific VR in Education, by Devices USD Million (2021-2026)
  • Table 162. Rest of Asia-Pacific VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 163. Europe VR in Education, by Country USD Million (2021-2026)
  • Table 164. Europe VR in Education, by Application USD Million (2021-2026)
  • Table 165. Europe VR in Education, by Devices USD Million (2021-2026)
  • Table 166. Europe VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 167. Germany VR in Education, by Application USD Million (2021-2026)
  • Table 168. Germany VR in Education, by Devices USD Million (2021-2026)
  • Table 169. Germany VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 170. France VR in Education, by Application USD Million (2021-2026)
  • Table 171. France VR in Education, by Devices USD Million (2021-2026)
  • Table 172. France VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 173. Italy VR in Education, by Application USD Million (2021-2026)
  • Table 174. Italy VR in Education, by Devices USD Million (2021-2026)
  • Table 175. Italy VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 176. United Kingdom VR in Education, by Application USD Million (2021-2026)
  • Table 177. United Kingdom VR in Education, by Devices USD Million (2021-2026)
  • Table 178. United Kingdom VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 179. Netherlands VR in Education, by Application USD Million (2021-2026)
  • Table 180. Netherlands VR in Education, by Devices USD Million (2021-2026)
  • Table 181. Netherlands VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 182. Rest of Europe VR in Education, by Application USD Million (2021-2026)
  • Table 183. Rest of Europe VR in Education, by Devices USD Million (2021-2026)
  • Table 184. Rest of Europe VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 185. MEA VR in Education, by Country USD Million (2021-2026)
  • Table 186. MEA VR in Education, by Application USD Million (2021-2026)
  • Table 187. MEA VR in Education, by Devices USD Million (2021-2026)
  • Table 188. MEA VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 189. Middle East VR in Education, by Application USD Million (2021-2026)
  • Table 190. Middle East VR in Education, by Devices USD Million (2021-2026)
  • Table 191. Middle East VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 192. Africa VR in Education, by Application USD Million (2021-2026)
  • Table 193. Africa VR in Education, by Devices USD Million (2021-2026)
  • Table 194. Africa VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 195. North America VR in Education, by Country USD Million (2021-2026)
  • Table 196. North America VR in Education, by Application USD Million (2021-2026)
  • Table 197. North America VR in Education, by Devices USD Million (2021-2026)
  • Table 198. North America VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 199. United States VR in Education, by Application USD Million (2021-2026)
  • Table 200. United States VR in Education, by Devices USD Million (2021-2026)
  • Table 201. United States VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 202. Canada VR in Education, by Application USD Million (2021-2026)
  • Table 203. Canada VR in Education, by Devices USD Million (2021-2026)
  • Table 204. Canada VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 205. Mexico VR in Education, by Application USD Million (2021-2026)
  • Table 206. Mexico VR in Education, by Devices USD Million (2021-2026)
  • Table 207. Mexico VR in Education, by Virtual Reality USD Million (2021-2026)
  • Table 208. Research Programs/Design for This Report
  • Table 209. Key Data Information from Secondary Sources
  • Table 210. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global VR in Education: by Application USD Million (2015-2020)
  • Figure 5. Global VR in Education: by Devices USD Million (2015-2020)
  • Figure 6. Global VR in Education: by Virtual Reality USD Million (2015-2020)
  • Figure 7. South America VR in Education Share (%), by Country
  • Figure 8. Asia Pacific VR in Education Share (%), by Country
  • Figure 9. Europe VR in Education Share (%), by Country
  • Figure 10. MEA VR in Education Share (%), by Country
  • Figure 11. North America VR in Education Share (%), by Country
  • Figure 12. Global VR in Education share by Players 2020 (%)
  • Figure 13. Global VR in Education share by Players (Top 3) 2020(%)
  • Figure 14. Global VR in Education share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Oculus VR (United States) Revenue, Net Income and Gross profit
  • Figure 17. Oculus VR (United States) Revenue: by Geography 2020
  • Figure 18. Google (United States) Revenue, Net Income and Gross profit
  • Figure 19. Google (United States) Revenue: by Geography 2020
  • Figure 20. Alchemy VR (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 21. Alchemy VR (United Kingdom) Revenue: by Geography 2020
  • Figure 22. Discovery Communications (United States) Revenue, Net Income and Gross profit
  • Figure 23. Discovery Communications (United States) Revenue: by Geography 2020
  • Figure 24. Cinoptics (The Netherlands) Revenue, Net Income and Gross profit
  • Figure 25. Cinoptics (The Netherlands) Revenue: by Geography 2020
  • Figure 26. EPSON (Japan) Revenue, Net Income and Gross profit
  • Figure 27. EPSON (Japan) Revenue: by Geography 2020
  • Figure 28. HTC (Taiwan) Revenue, Net Income and Gross profit
  • Figure 29. HTC (Taiwan) Revenue: by Geography 2020
  • Figure 30. Sony (Japan) Revenue, Net Income and Gross profit
  • Figure 31. Sony (Japan) Revenue: by Geography 2020
  • Figure 32. FOVE (United States) Revenue, Net Income and Gross profit
  • Figure 33. FOVE (United States) Revenue: by Geography 2020
  • Figure 34. LG Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 35. LG Electronics (South Korea) Revenue: by Geography 2020
  • Figure 36. Homido (France) Revenue, Net Income and Gross profit
  • Figure 37. Homido (France) Revenue: by Geography 2020
  • Figure 38. Samsung Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 39. Samsung Electronics (South Korea) Revenue: by Geography 2020
  • Figure 40. ZEISS (Germany) Revenue, Net Income and Gross profit
  • Figure 41. ZEISS (Germany) Revenue: by Geography 2020
  • Figure 42. Global VR in Education: by Application USD Million (2021-2026)
  • Figure 43. Global VR in Education: by Devices USD Million (2021-2026)
  • Figure 44. Global VR in Education: by Virtual Reality USD Million (2021-2026)
  • Figure 45. South America VR in Education Share (%), by Country
  • Figure 46. Asia Pacific VR in Education Share (%), by Country
  • Figure 47. Europe VR in Education Share (%), by Country
  • Figure 48. MEA VR in Education Share (%), by Country
  • Figure 49. North America VR in Education Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Oculus VR (United States)
  • Google (United States)
  • Alchemy VR (United Kingdom)
  • Discovery Communications (United States)
  • Cinoptics (The Netherlands)
  • EPSON (Japan)
  • HTC (Taiwan)
  • Sony (Japan)
  • FOVE (United States)
  • LG Electronics (South Korea)
  • Homido (France)
  • Samsung Electronics (South Korea)
  • ZEISS (Germany)
Additional players considered in the study are as follows:
EON Reality (United States) , Immersive VR Education (Ireland) , Unimersiv (United States)
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Nov 2021 218 Pages 85 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Historical year: 2016-2020; Base year: 2020; Forecast period: 2021 to 2026
Companies that are profiled in Global VR in Education Market are Oculus VR (United States), Google (United States), Alchemy VR (United Kingdom), Discovery Communications (United States), Cinoptics (The Netherlands), EPSON (Japan), HTC (Taiwan), Sony (Japan), FOVE (United States), LG Electronics (South Korea), Homido (France), Samsung Electronics (South Korea) and ZEISS (Germany) etc.
Virtual Reality uses environments and scenes which are completely computer-generated based on realistic scenarios. In today’s education system Virtual reality add-on the ability with more fun and engaging. Artificial Intelligence continuously expands in education application development. According to an AMA study, near about USD 6 billion estimated spending annually on augmented and virtual reality technologies by FY 2023. Along with that Virtual Reality offers new and innovative ways to train new and existing employees in an organization. This mesmerizing, interactive and user-friendly technology has implemented across organisations as executives realize the potential of the technology to enhance the training and learning initiatives. For instance, in 2000 the total enrolment of higher education institutions worldwide was around 100 million, more than the global enrolment as recorded at the beginning of the 20th century. As in market situation of COVID 19 traditional learning method is highly affected and demands virtual education at a higher rate. As before this coronavirus outbreak the United States home school market was near around USD 2.5 million. And at this social distancing state, the global VR in education market is going to boom at the high growth level across the globe. Apart from that many companies have announced the launch of various virtual reality applications for hand hygiene education.

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