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VR in Education Sector-Global Market Insights and Sales Trends 2025

VR in Education Sector-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1844650

No of Pages : 111

Synopsis
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.
The global VR in Education Sector market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of VR in Education Sector in various end use industries. The expanding demands from the Higher Education and K-12, are propelling VR in Education Sector market. VR Gear, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the VR Software segment is estimated at % CAGR for the next seven-year 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.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for VR in Education Sector, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global VR in Education Sector market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global VR in Education Sector market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, VR in Education Sector sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of VR in Education Sector covered in this report include Oculus VR, Google, Alchemy VR, Discovery Communications, Cinoptics, EPSON, HTC, Sony and FOVE, etc.
The global VR in Education Sector market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
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
Global VR in Education Sector market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global VR in Education Sector market, Segment by Type:
VR Gear
VR Software
Global VR in Education Sector market, by Application
Higher Education
K-12
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). 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 Two: 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 Three: 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 Four: Detailed analysis of VR in Education Sector companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: 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 Twelve: Research Finding/Conclusion
Index
1 Market Overview of VR in Education Sector
1.1 VR in Education Sector Market Overview
1.1.1 VR in Education Sector Product Scope
1.1.2 VR in Education Sector Market Status and Outlook
1.2 Global VR in Education Sector Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global VR in Education Sector Market Size by Region (2018-2029)
1.4 Global VR in Education Sector Historic Market Size by Region (2018-2023)
1.5 Global VR in Education Sector Market Size Forecast by Region (2024-2029)
1.6 Key Regions, VR in Education Sector Market Size (2018-2029)
1.6.1 North America VR in Education Sector Market Size (2018-2029)
1.6.2 Europe VR in Education Sector Market Size (2018-2029)
1.6.3 Asia-Pacific VR in Education Sector Market Size (2018-2029)
1.6.4 Latin America VR in Education Sector Market Size (2018-2029)
1.6.5 Middle East & Africa VR in Education Sector Market Size (2018-2029)
2 VR in Education Sector Market by Type
2.1 Introduction
2.1.1 VR Gear
2.1.2 VR Software
2.2 Global VR in Education Sector Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global VR in Education Sector Historic Market Size by Type (2018-2023)
2.2.2 Global VR in Education Sector Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America VR in Education Sector Revenue Breakdown by Type (2018-2029)
2.3.2 Europe VR in Education Sector Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific VR in Education Sector Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America VR in Education Sector Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa VR in Education Sector Revenue Breakdown by Type (2018-2029)
3 VR in Education Sector Market Overview by Application
3.1 Introduction
3.1.1 Higher Education
3.1.2 K-12
3.2 Global VR in Education Sector Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global VR in Education Sector Historic Market Size by Application (2018-2023)
3.2.2 Global VR in Education Sector Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America VR in Education Sector Revenue Breakdown by Application (2018-2029)
3.3.2 Europe VR in Education Sector Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific VR in Education Sector Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America VR in Education Sector Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa VR in Education Sector Revenue Breakdown by Application (2018-2029)
4 VR in Education Sector Competition Analysis by Players
4.1 Global VR in Education Sector Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in VR in Education Sector as of 2022)
4.3 Date of Key Players Enter into VR in Education Sector Market
4.4 Global Top Players VR in Education Sector Headquarters and Area Served
4.5 Key Players VR in Education Sector Product Solution and Service
4.6 Competitive Status
4.6.1 VR in Education Sector Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Oculus VR
5.1.1 Oculus VR Profile
5.1.2 Oculus VR Main Business
5.1.3 Oculus VR VR in Education Sector Products, Services and Solutions
5.1.4 Oculus VR VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.1.5 Oculus VR Recent Developments
5.2 Google
5.2.1 Google Profile
5.2.2 Google Main Business
5.2.3 Google VR in Education Sector Products, Services and Solutions
5.2.4 Google VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.2.5 Google Recent Developments
5.3 Alchemy VR
5.3.1 Alchemy VR Profile
5.3.2 Alchemy VR Main Business
5.3.3 Alchemy VR VR in Education Sector Products, Services and Solutions
5.3.4 Alchemy VR VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.3.5 Discovery Communications Recent Developments
5.4 Discovery Communications
5.4.1 Discovery Communications Profile
5.4.2 Discovery Communications Main Business
5.4.3 Discovery Communications VR in Education Sector Products, Services and Solutions
5.4.4 Discovery Communications VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.4.5 Discovery Communications Recent Developments
5.5 Cinoptics
5.5.1 Cinoptics Profile
5.5.2 Cinoptics Main Business
5.5.3 Cinoptics VR in Education Sector Products, Services and Solutions
5.5.4 Cinoptics VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.5.5 Cinoptics Recent Developments
5.6 EPSON
5.6.1 EPSON Profile
5.6.2 EPSON Main Business
5.6.3 EPSON VR in Education Sector Products, Services and Solutions
5.6.4 EPSON VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.6.5 EPSON Recent Developments
5.7 HTC
5.7.1 HTC Profile
5.7.2 HTC Main Business
5.7.3 HTC VR in Education Sector Products, Services and Solutions
5.7.4 HTC VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.7.5 HTC Recent Developments
5.8 Sony
5.8.1 Sony Profile
5.8.2 Sony Main Business
5.8.3 Sony VR in Education Sector Products, Services and Solutions
5.8.4 Sony VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.8.5 Sony Recent Developments
5.9 FOVE
5.9.1 FOVE Profile
5.9.2 FOVE Main Business
5.9.3 FOVE VR in Education Sector Products, Services and Solutions
5.9.4 FOVE VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.9.5 FOVE Recent Developments
5.10 LG Electronics
5.10.1 LG Electronics Profile
5.10.2 LG Electronics Main Business
5.10.3 LG Electronics VR in Education Sector Products, Services and Solutions
5.10.4 LG Electronics VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.10.5 LG Electronics Recent Developments
5.11 Zebronics
5.11.1 Zebronics Profile
5.11.2 Zebronics Main Business
5.11.3 Zebronics VR in Education Sector Products, Services and Solutions
5.11.4 Zebronics VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.11.5 Zebronics Recent Developments
5.12 Homido
5.12.1 Homido Profile
5.12.2 Homido Main Business
5.12.3 Homido VR in Education Sector Products, Services and Solutions
5.12.4 Homido VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.12.5 Homido Recent Developments
5.13 Mattel
5.13.1 Mattel Profile
5.13.2 Mattel Main Business
5.13.3 Mattel VR in Education Sector Products, Services and Solutions
5.13.4 Mattel VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.13.5 Mattel Recent Developments
5.14 Samsung Electronics
5.14.1 Samsung Electronics Profile
5.14.2 Samsung Electronics Main Business
5.14.3 Samsung Electronics VR in Education Sector Products, Services and Solutions
5.14.4 Samsung Electronics VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.14.5 Samsung Electronics Recent Developments
5.15 ZEISS
5.15.1 ZEISS Profile
5.15.2 ZEISS Main Business
5.15.3 ZEISS VR in Education Sector Products, Services and Solutions
5.15.4 ZEISS VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.15.5 ZEISS Recent Developments
5.16 EON Reality
5.16.1 EON Reality Profile
5.16.2 EON Reality Main Business
5.16.3 EON Reality VR in Education Sector Products, Services and Solutions
5.16.4 EON Reality VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.16.5 EON Reality Recent Developments
5.17 Immersive VR Education
5.17.1 Immersive VR Education Profile
5.17.2 Immersive VR Education Main Business
5.17.3 Immersive VR Education VR in Education Sector Products, Services and Solutions
5.17.4 Immersive VR Education VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.17.5 Immersive VR Education Recent Developments
5.18 Unimersiv
5.18.1 Unimersiv Profile
5.18.2 Unimersiv Main Business
5.18.3 Unimersiv VR in Education Sector Products, Services and Solutions
5.18.4 Unimersiv VR in Education Sector Revenue (US$ Million) & (2018-2023)
5.18.5 Unimersiv Recent Developments
6 North America
6.1 North America VR in Education Sector Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe VR in Education Sector Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific VR in Education Sector Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America VR in Education Sector Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa VR in Education Sector Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 VR in Education Sector Market Dynamics
11.1 VR in Education Sector Industry Trends
11.2 VR in Education Sector Market Drivers
11.3 VR in Education Sector Market Challenges
11.4 VR in Education Sector Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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