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教育部門における仮想現実(VR)の世界市場:2020年~2024年

Virtual Reality Market in Education Sector 2020-2024

発行 TechNavio (Infiniti Research Ltd.) 商品コード 607181
出版日 ページ情報 英文 120 Pages
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教育部門における仮想現実(VR)の世界市場:2020年~2024年 Virtual Reality Market in Education Sector 2020-2024
出版日: 2020年03月13日 ページ情報: 英文 120 Pages
概要

世界の教育部門における仮想現実(VR)市場は、2020年から2024年の予測期間中に59%のCAGRで成長し、63億4,000万米ドルの規模に達する見込みです。VRギアの手頃な価格が主な市場成長要因となっています。また、使いやすいコンテンツ作成プラットフォームによって、更に市場成長が促進される見通しです。

当レポートでは、世界の教育部門における仮想現実(VR)市場について調査分析し、市場規模および成長率、市場動向、市場促進要因、課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

目次

エグゼクティブサマリー

市場情勢

市場規模

  • 市場の定義
  • 市場セグメント分析
  • 市場規模:2019年
  • 市場の見通し:2019-2024年の予測

ファイブフォース分析

製品別市場セグメンテーション

  • 市場セグメンテーション
  • 製品別比較:市場規模と予測2019-2024
  • VR用ハードウェア
  • VR用コンテンツ
  • 製品別の市場機会

エンドユーザー別市場セグメンテーション

  • 市場セグメンテーション
  • エンドユーザー別比較:市場規模と予測2019-2024
  • 高等教育
  • K-12
  • エンドユーザー別市場機会

顧客情勢

  • 概要

地域別情勢

  • 地域別セグメンテーション
  • 地域別比較:市場規模と予測2019-2024
  • 北米
  • 欧州
  • アジア太平洋地域
  • 南米
  • 中東・アフリカ地域
  • 主要国
  • 地域の市場機会

成長要因、課題、および動向

  • 市場成長要因
  • 数量的成長要因-需要主導型成長
  • 数量的成長要因-供給主導型成長
  • 数量的成長要因-外部要因
  • 数量的成長要因-隣接市場での需要シフト
  • 価格上昇要因-インフレ
  • 価格上昇要因-低価格ユニットから高価格ユニットへの移行
  • 市場の課題
  • 市場動向

ベンダー情勢

  • 概要
  • ベンダー情勢
  • 情勢の革新

ベンダー分析

  • 対象ベンダー
  • ベンダーの市場ポジショニング
  • Alchemy VR Ltd.
  • Alphabet Inc.
  • Avantis Systems Ltd.
  • EON Reality, Inc.
  • Facebook Inc.
  • HTC Corp.
  • Lenovo Group Ltd.
  • Microsoft Corp.
  • ソニー
  • Virtalis Holdings Ltd.

付録

目次
Product Code: IRTNTR40435

Global Virtual Reality Market In Education Sector 2020-2024

Technavio has been monitoring the global virtual reality market in education sector 2020-2024 and it is poised to grow by USD 6.34 bn during 2020-2024, progressing at a CAGR of 59% during the forecast period. Our reports on global virtual reality market in education sector 2020-2024 provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by affordability of vr gear. In addition, easy to use content creation platform is anticipated to boost the growth of the global virtual reality market in education sector 2020-2024 as well.

Market Segmentation

Technavio's ‘ global virtual reality market in education sector 2020-2024 ’ is segmented as below:

Product:

  • VR Hardware
  • VR Content

End-user:

  • Higher Education
  • K-12

Geographic segmentation

  • APAC
  • Europe
  • MEA
  • North America
  • South America

Key Trends for global virtual reality market in education sector 2020-2024 growth

This study identifies easy to use content creation platform as the prime reasons driving the global virtual reality market in education sector 2020-2024 growth during the next few years.

Prominent vendors in global virtual reality market in education sector 2020-2024

We provide a detailed analysis of around 25 vendors operating in the global virtual reality market in education sector 2020-2024, including some of the vendors such as Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp. and Virtalis Holdings Ltd. .

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five Forces Summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Product

  • Market segments
  • Comparison by Product placement
  • VR Hardware - Market size and forecast 2019-2024
  • VR Content - Market size and forecast 2019-2024
  • Market opportunity by Product

Market Segmentation by End-user

  • Market segments
  • Comparison by End user placement
  • Higher education - Market size and forecast 2019-2024
  • K-12 - Market size and forecast 2019-2024
  • Market opportunity by End user

Customer landscape

  • Overview

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography

Drivers, Challenges, and Trends

  • Market drivers
  • Volume driver - Demand led growth
  • Volume driver - Supply led growth
  • Volume driver - External factors
  • Volume driver - Demand shift in adjacent markets
  • Price driver - Inflation
  • Price driver - Shift from lower to higher-priced units
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Alchemy VR Ltd.
  • Alphabet Inc.
  • Avantis Systems Ltd.
  • EON Reality, Inc.
  • Facebook Inc.
  • HTC Corp.
  • Lenovo Group Ltd.
  • Microsoft Corp.
  • Sony Corp.
  • Virtalis Holdings Ltd.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

List of Exhibits:

  • 1.Key Finding 1
  • 2.Key Finding 2
  • 3.Key Finding 3
  • 4.Key Finding 4
  • 5.Key Finding 5
  • 6.Key Finding 6
  • 7.Key Finding 7
  • 8.Key Finding 8
  • 9.Market in focus
  • 10.Parent market
  • 11.Market characteristics
  • 12.Product / Service portfolio of key vendors included in the market definition
  • 13.Market segments
  • 14.Global - Market size and forecast 2019 - 2024 ($ million)
  • 15.Global market: Year-over-year growth 2019 - 2024 (%)
  • 16.Five forces analysis 2019 & 2024
  • 17.Bargaining power of buyers
  • 18.Bargaining power of suppliers
  • 19.Threat of new entrants
  • 20.Threat of substitutes
  • 21.Threat of rivalry
  • 22.Market condition - Five forces 2019
  • 23.Product placement - Market share 2019-2024 (%)
  • 24.Comparison by Product placement
  • 25.VR Hardware - Market size and forecast 2019-2024 ($ million)
  • 26.VR Hardware - Year-over-year growth 2019-2024 (%)
  • 27.VR Content - Market size and forecast 2019-2024 ($ million)
  • 28.VR Content - Year-over-year growth 2019-2024 (%)
  • 29. Market opportunity by Product
  • 30.End user placement - Market share 2019-2024 (%)
  • 31.Comparison by End user placement
  • 32.Higher education - Market size and forecast 2019-2024 ($ million)
  • 33.Higher education - Year-over-year growth 2019-2024 (%)
  • 34.K-12 - Market size and forecast 2019-2024 ($ million)
  • 35.K-12 - Year-over-year growth 2019-2024 (%)
  • 36. Market opportunity by End user
  • 37.Customer landscape
  • 38.Market share by geography 2019-2024 (%)
  • 39.Geographic comparison
  • 40.North America - Market size and forecast 2019-2024 ($ million)
  • 41.North America - Year-over-year growth 2019-2024 (%)
  • 42.Europe - Market size and forecast 2019-2024 ($ million)
  • 43.Europe - Year-over-year growth 2019-2024 (%)
  • 44.APAC - Market size and forecast 2019-2024 ($ million)
  • 45.APAC - Year-over-year growth 2019-2024 (%)
  • 46.South America - Market size and forecast 2019-2024 ($ million)
  • 47.South America - Year-over-year growth 2019-2024 (%)
  • 48.MEA - Market size and forecast 2019-2024 ($ million)
  • 49.MEA - Year-over-year growth 2019-2024 (%)
  • 50.Key leading countries
  • 51.Market opportunity by geography ($ million)
  • 52.Impact of drivers
  • 53.Impact of challenges
  • 54.Landscape disruption
  • 55.Industry risks
  • 56.Vendors covered
  • 57.Market positioning of vendors
  • 58.Alchemy VR Ltd. - Overview (1/3)
  • 59.Alchemy VR Ltd. - Overview (2/3)
  • 60.Alchemy VR Ltd. - Overview (3/3)
  • 61.Alchemy VR Ltd. - Business segments
  • 62.Alchemy VR Ltd. - Key offerings
  • 63.Alchemy VR Ltd. - Key customers
  • 64.Alchemy VR Ltd. - Segment focus
  • 65.Alphabet Inc. - Overview (1/3)
  • 66.Alphabet Inc. - Overview (2/3)
  • 67.Alphabet Inc. - Overview (3/3)
  • 68.Alphabet Inc. - Business segments
  • 69.Alphabet Inc. - Key offerings
  • 70.Alphabet Inc. - Key customers
  • 71.Alphabet Inc. - Segment focus
  • 72.Avantis Systems Ltd. - Overview (1/3)
  • 73.Avantis Systems Ltd. - Overview (2/3)
  • 74.Avantis Systems Ltd. - Overview (3/3)
  • 75.Avantis Systems Ltd. - Product and service
  • 76.Avantis Systems Ltd. - Key offerings
  • 77.Avantis Systems Ltd. - Key customers
  • 78.Avantis Systems Ltd. - Segment focus
  • 79.EON Reality Inc. - Overview (1/3)
  • 80.EON Reality Inc. - Overview (2/3)
  • 81.EON Reality Inc. - Overview (3/3)
  • 82.EON Reality Inc. - Product and service
  • 83.EON Reality Inc. - Key offerings
  • 84.EON Reality Inc. - Key customers
  • 85.EON Reality Inc. - Segment focus
  • 86.Facebook Inc. - Overview (1/3)
  • 87.Facebook Inc. - Overview (2/3)
  • 88.Facebook Inc. - Overview (3/3)
  • 89.Facebook Inc. - Product and service
  • 90.Facebook Inc. - Key offerings
  • 91.Facebook Inc. - Key customers
  • 92.Facebook Inc. - Segment focus
  • 93.HTC Corp. - Overview (1/3)
  • 94.HTC Corp. - Overview (2/3)
  • 95.HTC Corp. - Overview (3/3)
  • 96.HTC Corp. - Business segments
  • 97.HTC Corp. - Key offerings
  • 98.HTC Corp. - Key customers
  • 99.HTC Corp. - Segment focus
  • 100.Lenovo Group Ltd. - Overview (1/3)
  • 101.Lenovo Group Ltd. - Overview (2/3)
  • 102.Lenovo Group Ltd. - Overview (3/3)
  • 103.Lenovo Group Ltd. - Business segments
  • 104.Lenovo Group Ltd. - Key offerings
  • 105.Lenovo Group Ltd. - Key customers
  • 106.Lenovo Group Ltd. - Segment focus
  • 107.Microsoft Corp. - Overview (1/3)
  • 108.Microsoft Corp. - Overview (2/3)
  • 109.Microsoft Corp. - Overview (3/3)
  • 110.Microsoft Corp. - Business segments
  • 111.Microsoft Corp. - Key offerings
  • 112.Microsoft Corp. - Key customers
  • 113.Microsoft Corp. - Segment focus
  • 114.Sony Corp. - Overview (1/3)
  • 115.Sony Corp. - Overview (2/3)
  • 116.Sony Corp. - Overview (3/3)
  • 117.Sony Corp. - Business segments
  • 118.Sony Corp. - Key offerings
  • 119.Sony Corp. - Key customers
  • 120.Sony Corp. - Segment focus
  • 121.Virtalis Holdings Ltd. - Overview (1/3)
  • 122.Virtalis Holdings Ltd. - Overview (2/3)
  • 123.Virtalis Holdings Ltd. - Overview (3/3)
  • 124.Virtalis Holdings Ltd. - Business segments
  • 125.Virtalis Holdings Ltd. - Key offerings
  • 126.Virtalis Holdings Ltd. - Key customers
  • 127.Virtalis Holdings Ltd. - Segment focus
  • 128.Currency conversion rates for US$
  • 129.Research Methodology
  • 130.Validation techniques employed for market sizing
  • 131.Information sources
  • 132.List of abbreviations