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Augmented and Virtual Reality in Education Market (Components - Solutions, Hardware, and Services; Hardware - Interactive Whiteboards, Mobile Computing Devices, VR Devices, Displays and Projectors, Security and Video Cameras, and Others; User Types - Academic, and Corporate): Global Industry Analysis, Trends, Size, Share and Forecasts to 2026

Augmented and Virtual Reality in Education Market (Components - Solutions, Hardware, and Services; Hardware - Interactive Whiteboards, Mobile Computing Devices, VR Devices, Displays and Projectors, Security and Video Cameras, and Others; User Types - Academic, and Corporate): Global Industry Analysis, Trends, Size, Share and Forecasts to 2026

Report Code: CGP113 Category: Consumer Goods and Packaging Published: December, 2020

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.

 

Market Insight

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.

 

Segment Covered

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.

 

Augmented and Virtual Reality in Education Market


Companies Profiled:

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.

 

Report Highlights:

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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