A recent report published by
Infinium Global Research on augmented and virtual reality in education market
provides an in-depth analysis of segments and sub-segments in the global as well
as regional augmented and virtual reality in education market. The study also
highlights the impact of drivers, restraints, and macro indicators on the
global and regional augmented and virtual reality in education market over the
short term as well as long term. The report is a comprehensive presentation of
trends, forecast and dollar values of global augmented and virtual reality in
education market. According to the report, the global augmented and virtual
reality in education market is projected to grow at a CAGR of 16.5% over the
forecast period of 2020-2026.
The education industry has usually
been slow in implementing new technologies. However, it’s essential that the
industry implement new technologies such as AR and VR to stay relevant in this
ever-changing world. AR and VR technology empowers learners to explore and
learn at their own pace by creating an immersive and interactive learning
experience without the use of textbooks. Thus, stimulating learning and
comprehension and enhances critical retention. VR and AR-based apps for
education improve the educational method and allocate students to acquire
information visually. These technologies are providing a solid base to improve
the education process.
The global spread of coronavirus
and thus the rising demand for digital learning across the world is the major
driving factor for the global augmented and virtual reality in the education
market. Furthermore, the modern world is a digital world and the number of
active internet users across the globe is increasing rapidly. The augmented
reality makes advertising more interactive and allows a new way of interaction
between the consumers and marketers & advertisers. Mobile marketing is the
most impactful multichannel digital marketing strategy, used to design for
delivering marketing and promotional information to cell phones, smartphones,
and other handheld devices. The rapidly growing use of mobile augmented reality
for marketing and advertising is driving the growth of the mobile augmented
reality market worldwide. However, the complex design of augmented reality
devices may hamper the growth of the mobile augmented reality market. Moreover,
the rising innovations and adoption of mobile augmented reality are projected
to serve various opportunities in the mobile augmented reality market over the
forecast years. The COVID-19 pandemic has suddenly and abruptly forced schools
and education indeed to engage in such a transformation. Numerous countries
around the world are taking measures to curtail this pandemic. They are assured
that their students won't suffer because they have been prepared from the
beginning by enabling students to learn digitally. The coronavirus forced to
take an amazing digital leap in everyday life and practices, including children
and their education. In a flash, their education was transformed from
traditional classroom practice to a remote, digitalized one.
Among the geographies, North
America is expected to be a major contributor to the global augmented and
virtual reality in education market throughout the forecast period. The U.S.
and Canada are the major countries that drive the market in this region. Acceptance
of online teaching methods by several educational institutions along with the
presence of a leading vendor in this region is contributing to the growth of
the market. Increasing the adoption of advanced technologies such as web
resources, cloud computing, and advanced ICT products is helping the regional
growth of the market. Asia Pacific is anticipated to grow at the highest CAGR
over the forecast period due to the rise in online courses being provided by
educational institutions. The Asian countries such as China and India are the
most potential markets in APAC owing to the rising adoption of mobile
technology and increasing internet penetration. The Middle Eastern and Latin
America Augmented and virtual reality in the education market are expected to
grow at a steady rate over the forecast period.
The report on global augmented and
virtual reality in education market covers segments such as components,
hardware, and user types. On the basis of components, the sub-markets include solutions,
hardware, and services. On the basis of hardware, the sub-markets include
interactive whiteboards, mobile computing devices, VR devices, displays and
projectors, security and video cameras, and others. On the basis of user types,
the sub-markets include academic, and corporate.
The report provides profiles of
the companies in the market such as SABA SOFTWARE, GOOGLE, BLACKBOARD,
Microsoft Corporation, IBM Corporation, CISCO, Dell, ORACLE, HTC, Immersive VR
Education, and Unimersiv.
The report provides deep insights
into the demand forecasts, market trends, and micro and macro indicators. In
addition, this report provides insights into the factors that are driving and
restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis
given in the report brings an insight into the investment areas that existing
or new market players can consider. The report provides insights into the
market using analytical tools such as Porter's five forces analysis and DRO
analysis of augmented and virtual reality in education market. Moreover, the
study highlights current market trends and provides forecast from 2020-2026. We
also have highlighted future trends in the market that will affect the demand
during the forecast period. Moreover, the competitive analysis given in each
regional market brings an insight into the market share of the leading players.
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