Virtual Reality in Education Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Historic Data: 2021-2023   |   Base Year: 2024   |   Forecast Period: 2025-2031

Coverage: Virtual Reality in Education Market covers analysis by Offerings (Hardware, Software); Device Type (Gesture-Tracking Device, Projector and Display Wall, Head-Mounted Display, Others); Applications (Classroom Learning, Certifications, E-Learning, Others) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00008066
  • Category : Technology, Media and Telecommunications
  • Status : Upcoming
  • No. of Pages : 150
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MARKET INTRODUCTION



The virtual reality is the use of computer technology to create a simulated environment isolating the user from the physical environment and enabling them to enter an alternate reality. Growing digitalization has led to increasing the adoption of virtual reality in education that boosts the growth of the market. The adoption of virtual reality in education offered a wide range of benefits over the traditional learning environment, including a flexible schedule, mobility, individual accountability, and others. Additionally, these required less cost to build the classroom, hence growing demand for virtual reality in the education market.

MARKET DYNAMICS



Virtual reality allows users to experience immersive, three dimensional visual and audio simulations. Virtual reality in education provides outstanding visualization in the classroom, increases student engagement, eliminates the language barrier, and improve the quality of education, hence raising the demand for the virtual reality in education that propels the growth of the market. Increasing shifting toward virtual environment classrooms is further fuels the growth of the virtual reality in the education market. Increasing partnerships and collaboration in the educational institutes to deliver virtual reality based educations and training programs are creates a lucrative opportunity for the market player of the virtual reality in education market.

MARKET SCOPE



The "Global Virtual Reality in Education Market Analysis to 2031" is a specialized and in-depth study of the virtual reality in education industry with a special focus on the global market trend analysis. The report aims to provide an overview virtual reality in education market with detailed market segmentation by offering, device type, applications, and geography. The global virtual reality in education market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading virtual reality in education market players and offers key trends and opportunities in the virtual reality in education market.

MARKET SEGMENTATION



The global virtual reality in education market is segmented on the basis of offering, device type, applications. On the basis of offering the market is segmented as hardware, software. On the basis of device type the market is segmented as gesture-tracking device, projector and display wall, head-mounted display, others. On the basis of applications the market is segmented as classroom learning, certifications, e-learning, others.

REGIONAL FRAMEWORK



The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global virtual reality in education market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The virtual reality in education market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting virtual reality in education market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the virtual reality in education market in these regions.

MARKET PLAYERS



The reports cover key developments in the virtual reality in education market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from virtual reality in education market are anticipated to lucrative growth opportunities in the future with the rising demand for virtual reality in education in the global market. Below mentioned is the list of few companies engaged in the virtual reality in education market.

The report also includes the profiles of key virtual reality in education companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •  EON Reality, Inc.
  •  Google LLC
  •  HTC Corporation
  •  Merge Virtual Reality
  •  Microsoft Corporation
  •  Nearpod
  •  Oculus VR
  •  Samsung Electronics Co., Ltd.
  •  Sony Corporation
  •  zSpace

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.

Virtual Reality in Education Report Scope

Report Attribute Details
Market size in 2024 US$ XX million
Market Size by 2031 US$ XX Million
Global CAGR (2025 - 2031) XX%
Historical Data 2021-2023
Forecast period 2025-2031
Segments Covered By Offerings
  • Hardware
  • Software
By Device Type
  • Gesture-Tracking Device
  • Projector and Display Wall
  • Head-Mounted Display
By Applications
  • Classroom Learning
  • Certifications
  • E-Learning
Regions and Countries Covered North America
  • US
  • Canada
  • Mexico
Europe
  • UK
  • Germany
  • France
  • Russia
  • Italy
  • Rest of Europe
Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • Rest of Asia-Pacific
South and Central America
  • Brazil
  • Argentina
  • Rest of South and Central America
Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Rest of Middle East and Africa
Market leaders and key company profiles
  • EON Reality, Inc.
  • Google LLC
  • HTC Corporation
  • Merge Virtual Reality
  • Microsoft Corporation
  • Nearpod
  • Oculus VR
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
    • Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
    • PEST and SWOT Analysis
    • Market Size Value / Volume - Global, Regional, Country
    • Industry and Competitive Landscape
    • Excel Dataset
    Report Coverage

    Report Coverage

    Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

    Segment Covered

    Segment Covered

    This text is related
    to segments covered.

    Regional Scope

    Regional Scope

    North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

    Country Scope

    Country Scope

    This text is related
    to country scope.

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    The List of Companies

    1. EON Reality, Inc.
    2. Google LLC
    3. HTC Corporation
    4. Merge Virtual Reality
    5. Microsoft Corporation
    6. Nearpod
    7. Oculus VR
    8. Samsung Electronics Co., Ltd.
    9. Sony Corporation
    10. zSpace

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