Global and United States VR in Education Sector Market Report & Forecast 2022-2028

SKU ID : QYR-20597860 | Publishing Date : 25-Mar-2022 | No. of pages : 113

Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.
Market Analysis and Insights: Global and United States VR in Education Sector Market
This report focuses on global and United States VR in Education Sector market, also covers the segmentation data of other regions in regional level and county level.
Due to the COVID-19 pandemic, the global VR in Education Sector market size is estimated to be worth US$ million in 2022 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the review period. Fully considering the economic change by this health crisis, by Type, VR Gear accounting for % of the VR in Education Sector global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR in the post-COVID-19 period. While by Application, Higher Education was the leading segment, accounting for over percent market share in 2021, and altered to an % CAGR throughout this forecast period.
During 2017, the VR gear segment dominated the VR in education sector market and is expected to continue its dominance over the next four years. The easy manufacturing techniques and lower costs of the VR gear are factors that will drive the growth of this segment in the coming years.
Global VR in Education Sector Scope and Market Size
VR in Education Sector market is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global VR in Education Sector market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type and by Application for the period 2017-2028.
For United States market, this report focuses on the VR in Education Sector market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.
Segment by Type
VR Gear
VR Software
Segment by Application
Higher Education
K-12
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
By Company
Oculus VR
Google
Alchemy VR
Discovery Communications
Cinoptics
EPSON
HTC
Sony
FOVE
LG Electronics
Zebronics
Homido
Mattel
Samsung Electronics
ZEISS
EON Reality
Immersive VR Education
Unimersiv

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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