Virtual reality in the education market The cost of giants will increase with Oculus VR, Google, Alchemy

Advance Market Analytics published a new research publication on “VR in Education Market Insights, to 2026” with 232 pages and enriched with self-explanatory tables and graphs in presentable format. In the study, you will find trends, drivers, constraints, and evolving opportunities that are generated targeted at market-associated stakeholders. The growth of virtual reality in the education market was driven mainly by the increase in R&D spending worldwide.

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Scope of the VR report on education:

Virtual reality uses fully computer-generated environments and scenes based on realistic scenarios. Nowadays

The virtual reality add-on education system is more fun and engaging. Artificial intelligence is continuously expanding in the development of educational applications. According to a WADA study, nearly $ 6 billion is estimated to be an annual expenditure on augmented and virtual reality technologies for fiscal year 2023. Along with this, virtual reality offers new and innovative ways. to train new and existing employees in an organization. This fascinating, easy-to-use interactive technology has been implemented in all organizations as executives realize the potential of technology to enhance training and learning initiatives. For example, in 2000 the total enrollment of higher education institutions worldwide was about 100 million, more than the global enrollment recorded in the early twentieth century. As in the market situation of COVID 19, the traditional learning method is severely affected and requires virtual education at a higher rate. As before this coronavirus outbreak, the home school market in the United States was about $ 2.5 million. And in this state of social distancing, the global market for virtual reality in education will rise to a high level of growth worldwide. Aside from that, many companies have announced the launch of various virtual reality applications for hand hygiene education.

Some of the key actors emerging in the study are:

Oculus VR (USA), Google (USA), Alchemy VR (UK), Discovery Communications (USA), Cinoptics (Netherlands), EPSON (Japan), HTC (Taiwan), Sony (Japan), FOVE ( United States), LG Electronics (South Korea), Homido (France), Samsung Electronics (South Korea), ZEISS (Germany)

Market trends:

Multimedia / hypermedia innovation technologies

Increasing the effectiveness of education, retention and growing involvement among schools and technology providers


Strong opportunities in developing nations, such as Kenya, have experienced an increase in demand for higher education

Market drivers:

Rapid change in the education sector

Increased social distancing

The explosion of literature on education, learning and assessment in higher education

Increasing adoption of e-learning


Tough economic challenges in developing countries, which may affect RA / VR funding in developing regions

Lack of awareness of virtual reality among end users

The region included is: North America, Europe, Asia Pacific, Oceania, South America, Middle East and Africa

Country level breakdown: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (United Kingdom), Netherlands, Spain, Italy, Belgium, Austria , Turkey, Russia, France, Poland, Israel, UAE, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand, etc.

If you have any questions about the Global Virtual Reality Market Report on Education, ask ours [email protected]

Strategic points covered in the table of contents of the global RV in the education market:

Chapter 1: Introduction, market-driving product Objective of study and research Market scope of virtual reality in education

Chapter 2: Exclusive summary: the basic information of virtual reality in the education market.

Chapter 3: Visualization of market dynamics: engines, trends and challenges and opportunities of virtual reality in education

Chapter 4: Presentation of the market factor analysis of virtual reality in education, Porters Five Forces, supply chain / value, PESTEL analysis, market entropy, patent / trademark analysis.

Chapter 5: Display of by type, end user and region / country 2015-2020

Chapter 6: Evaluation of the leading manufacturers of the virtual reality market in education consisting of their competitive landscape, peer group analysis, BCG matrix and company profile

Chapter 7: Evaluate the market by segments, by countries and by manufacturers / company with share of revenue and sales by key countries in these different regions (2021-2026)

Chapters 8 and 9: Visualization of the appendix, methodology and data source

finally, virtual reality in the education market is a valuable source of guidance for individuals and companies.

Read the detailed index of the full research study at @

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