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Global VR For School Market Research Report 2024

Global VR For School Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1888474

No of Pages : 98

Synopsis
School virtual reality (VR) technology is a technology that uses a computer-generated three-dimensional environment to allow users to interact with the virtual world immersively through special head-mounted display devices. In schools, VR technology can be used in many aspects, such as education and training, campus tours, experimental simulations, etc.
The global VR For School market was valued at US$ 26530 million in 2023 and is anticipated to reach US$ 139150 million by 2030, witnessing a CAGR of 27.0% during the forecast period 2024-2030.
School virtual reality (VR) technology is a very promising emerging technology that can provide students with a more realistic and vivid learning experience and improve students' learning effects and practical abilities. As VR technology continues to develop and improve, I believe its application in schools will become more and more widespread.
This report aims to provide a comprehensive presentation of the global market for VR For School, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR For School.
Report Scope
The VR For School market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global VR For School market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR For School companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
ClassVR
RedboxVR
zSpace
Varwin
VictoryXR
Zumoko
Sangari South Africa
Immersion VR
PrimeVR
Inspirit
Axon Park
Immerse
Nearpod
ScienceVR
Eon Reality
Segment by Type
Software
Hardware
Segment by Application
Primary School
Middle School
University
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of VR For School companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global VR For School Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Software
1.2.3 Hardware
1.3 Market by Application
1.3.1 Global VR For School Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Primary School
1.3.3 Middle School
1.3.4 University
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global VR For School Market Perspective (2019-2030)
2.2 VR For School Growth Trends by Region
2.2.1 Global VR For School Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 VR For School Historic Market Size by Region (2019-2024)
2.2.3 VR For School Forecasted Market Size by Region (2025-2030)
2.3 VR For School Market Dynamics
2.3.1 VR For School Industry Trends
2.3.2 VR For School Market Drivers
2.3.3 VR For School Market Challenges
2.3.4 VR For School Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top VR For School Players by Revenue
3.1.1 Global Top VR For School Players by Revenue (2019-2024)
3.1.2 Global VR For School Revenue Market Share by Players (2019-2024)
3.2 Global VR For School Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by VR For School Revenue
3.4 Global VR For School Market Concentration Ratio
3.4.1 Global VR For School Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by VR For School Revenue in 2023
3.5 VR For School Key Players Head office and Area Served
3.6 Key Players VR For School Product Solution and Service
3.7 Date of Enter into VR For School Market
3.8 Mergers & Acquisitions, Expansion Plans
4 VR For School Breakdown Data by Type
4.1 Global VR For School Historic Market Size by Type (2019-2024)
4.2 Global VR For School Forecasted Market Size by Type (2025-2030)
5 VR For School Breakdown Data by Application
5.1 Global VR For School Historic Market Size by Application (2019-2024)
5.2 Global VR For School Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America VR For School Market Size (2019-2030)
6.2 North America VR For School Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America VR For School Market Size by Country (2019-2024)
6.4 North America VR For School Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe VR For School Market Size (2019-2030)
7.2 Europe VR For School Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe VR For School Market Size by Country (2019-2024)
7.4 Europe VR For School Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific VR For School Market Size (2019-2030)
8.2 Asia-Pacific VR For School Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific VR For School Market Size by Region (2019-2024)
8.4 Asia-Pacific VR For School Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America VR For School Market Size (2019-2030)
9.2 Latin America VR For School Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America VR For School Market Size by Country (2019-2024)
9.4 Latin America VR For School Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa VR For School Market Size (2019-2030)
10.2 Middle East & Africa VR For School Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa VR For School Market Size by Country (2019-2024)
10.4 Middle East & Africa VR For School Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 ClassVR
11.1.1 ClassVR Company Detail
11.1.2 ClassVR Business Overview
11.1.3 ClassVR VR For School Introduction
11.1.4 ClassVR Revenue in VR For School Business (2019-2024)
11.1.5 ClassVR Recent Development
11.2 RedboxVR
11.2.1 RedboxVR Company Detail
11.2.2 RedboxVR Business Overview
11.2.3 RedboxVR VR For School Introduction
11.2.4 RedboxVR Revenue in VR For School Business (2019-2024)
11.2.5 RedboxVR Recent Development
11.3 zSpace
11.3.1 zSpace Company Detail
11.3.2 zSpace Business Overview
11.3.3 zSpace VR For School Introduction
11.3.4 zSpace Revenue in VR For School Business (2019-2024)
11.3.5 zSpace Recent Development
11.4 Varwin
11.4.1 Varwin Company Detail
11.4.2 Varwin Business Overview
11.4.3 Varwin VR For School Introduction
11.4.4 Varwin Revenue in VR For School Business (2019-2024)
11.4.5 Varwin Recent Development
11.5 VictoryXR
11.5.1 VictoryXR Company Detail
11.5.2 VictoryXR Business Overview
11.5.3 VictoryXR VR For School Introduction
11.5.4 VictoryXR Revenue in VR For School Business (2019-2024)
11.5.5 VictoryXR Recent Development
11.6 Zumoko
11.6.1 Zumoko Company Detail
11.6.2 Zumoko Business Overview
11.6.3 Zumoko VR For School Introduction
11.6.4 Zumoko Revenue in VR For School Business (2019-2024)
11.6.5 Zumoko Recent Development
11.7 Sangari South Africa
11.7.1 Sangari South Africa Company Detail
11.7.2 Sangari South Africa Business Overview
11.7.3 Sangari South Africa VR For School Introduction
11.7.4 Sangari South Africa Revenue in VR For School Business (2019-2024)
11.7.5 Sangari South Africa Recent Development
11.8 Immersion VR
11.8.1 Immersion VR Company Detail
11.8.2 Immersion VR Business Overview
11.8.3 Immersion VR VR For School Introduction
11.8.4 Immersion VR Revenue in VR For School Business (2019-2024)
11.8.5 Immersion VR Recent Development
11.9 PrimeVR
11.9.1 PrimeVR Company Detail
11.9.2 PrimeVR Business Overview
11.9.3 PrimeVR VR For School Introduction
11.9.4 PrimeVR Revenue in VR For School Business (2019-2024)
11.9.5 PrimeVR Recent Development
11.10 Inspirit
11.10.1 Inspirit Company Detail
11.10.2 Inspirit Business Overview
11.10.3 Inspirit VR For School Introduction
11.10.4 Inspirit Revenue in VR For School Business (2019-2024)
11.10.5 Inspirit Recent Development
11.11 Axon Park
11.11.1 Axon Park Company Detail
11.11.2 Axon Park Business Overview
11.11.3 Axon Park VR For School Introduction
11.11.4 Axon Park Revenue in VR For School Business (2019-2024)
11.11.5 Axon Park Recent Development
11.12 Immerse
11.12.1 Immerse Company Detail
11.12.2 Immerse Business Overview
11.12.3 Immerse VR For School Introduction
11.12.4 Immerse Revenue in VR For School Business (2019-2024)
11.12.5 Immerse Recent Development
11.13 Nearpod
11.13.1 Nearpod Company Detail
11.13.2 Nearpod Business Overview
11.13.3 Nearpod VR For School Introduction
11.13.4 Nearpod Revenue in VR For School Business (2019-2024)
11.13.5 Nearpod Recent Development
11.14 ScienceVR
11.14.1 ScienceVR Company Detail
11.14.2 ScienceVR Business Overview
11.14.3 ScienceVR VR For School Introduction
11.14.4 ScienceVR Revenue in VR For School Business (2019-2024)
11.14.5 ScienceVR Recent Development
11.15 Eon Reality
11.15.1 Eon Reality Company Detail
11.15.2 Eon Reality Business Overview
11.15.3 Eon Reality VR For School Introduction
11.15.4 Eon Reality Revenue in VR For School Business (2019-2024)
11.15.5 Eon Reality Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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