市場調査レポート
商品コード
1333993

教育用AR (拡張現実)・VR (仮想現実) の世界市場 (~2028年):提供タイプ (ソフトウェア・ハードウェア・サービス)・デバイスタイプ・展開 (オンプレミス・クラウド)・用途・エンドユーザー (教育機関・企業)・地域別

Augmented and Virtual Reality in Education Market by offering type (software, hardware, services), device type, deployment (on-premise, cloud), application, end user (academic institutions, corporates) and Region - Global Forecast to 2028

出版日: | 発行: MarketsandMarkets | ページ情報: 英文 231 Pages | 納期: 即納可能 即納可能とは

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教育用AR (拡張現実)・VR (仮想現実) の世界市場 (~2028年):提供タイプ (ソフトウェア・ハードウェア・サービス)・デバイスタイプ・展開 (オンプレミス・クラウド)・用途・エンドユーザー (教育機関・企業)・地域別
出版日: 2023年07月28日
発行: MarketsandMarkets
ページ情報: 英文 231 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 目次
概要

世界の教育用AR (拡張現実)・VR (仮想現実) の市場規模は、2022年の29億米ドルから、予測期間中は29.6%のCAGRで推移し、2028年には142億米ドルの規模に成長すると予測されています。

没入型AR・VR技術による企業研修の変革、AR・VR技術の継続的な革新と拡大による教育の高度化、パーソナライズされた学習体験、実社会への応用とキャリアの即応性などの要因が、教育用AR・VR市場の成長を促進しています。一方、AR・VRの実装における標準化と相互運用性、教育体験を強化するためのAR・VRの技術的限界などの要因が同市場の成長を抑制しています。

提供タイプ別で見ると、ソフトウェアの部門が予測期間中、最大のCAGRを示す見通しです。AR・VR業界は常に進化しており、常に新しい技術が開発されています。このため、AR・VRの新しい革新的な利用方法が生まれており、これがソフトウェアの需要を促進しています。また、より強力で手頃な価格のハードウェアが開発され、利用できるようになったことも、AR・VRソフトウェアの成長を後押ししています。ディスプレイ技術、センサー、コンピューティングパワーの革新により、AR・VR体験はより没入感があり、リアルで、アクセスしやすくなっています。

デバイスタイプ別では、AR HMDデバイスの部門が予測期間中に最大のCAGRを示す見通しです。没入感とインタラクションの強化、実世界の背景に即した学習、体験、個別化された適応学習、コラボレーションと共有体験、可搬性と柔軟性、コスト削減とアクセシビリティ、技術の進化とイノベーション、産業間のコラボレーション、コンテンツ開発、研究による肯定的な教育成果などの要因がAR HMDデバイス部門を推進しています。教育現場におけるAR HMDデバイスの統合は、学生に変革的な学習体験を提供し、積極的な取り組みと学問的概念のより深い理解を促します。

当レポートでは、世界の教育用AR (拡張現実)・VR (仮想現実) の市場を調査し、市場概要、市場影響因子および市場機会の分析、技術・特許の動向、ケーススタディ、関連法規制、市場規模の推移・予測、各種区分・地域/主要国別の詳細分析、競合環境、主要企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

第5章 市場概要

  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
    • 課題
  • バリューチェーン分析
  • ポーターのファイブフォース分析
  • 価格分析
  • 主要なステークホルダーと購入基準
  • 特許分析
  • 技術分析
  • 貿易データ分析
  • 顧客のビジネスに影響を与える動向/ディスラプション
  • 市場エコシステム
  • ケーススタディ
  • 主な会議とイベント
  • 規制の枠組み

第6章 教育用AR (拡張現実)・VR (仮想現実) 市場:提供タイプ別

  • ソフトウェア
  • ハードウェア
    • センサー
    • コントローラー
    • カメラ
    • プロジェクター・ディスプレイ
    • その他
  • サービス
    • マネージドサービス
    • プロフェッショナルサービス

第7章 教育用AR (拡張現実)・VR (仮想現実) 市場:デバイスタイプ別

  • AR HMD
  • VRデバイス
    • HMD
    • ジェスチャー追跡デバイス
  • モバイルコンピューティングデバイス
  • プロジェクター・ディスプレイウォール
  • その他

第8章 教育用AR (拡張現実)・VR (仮想現実) 市場:展開別

  • クラウド
  • オンプレミス

第9章 教育用AR (拡張現実)・VR (仮想現実) 市場:用途別

  • 教室での学習
  • 企業学習管理
  • 認証
  • Eラーニング
  • バーチャルフィールドトリップ
  • 学生募集
  • その他

第10章 教育用AR (拡張現実)・VR (仮想現実) 市場:エンドユーザー別

  • 学術機関
    • K-12教育機関
    • 高等教育機関
  • 企業
    • ヘルスケア・ライフサイエンス
    • 小売・Eコマース
    • 通信・IT
    • 銀行・金融サービス・保険
    • 製造
    • 政府および公共部門
    • その他

第11章 教育用AR (拡張現実)・VR (仮想現実) 市場:地域別

  • 北米
  • 欧州
  • アジア太平洋
  • その他の地域

第12章 競合情勢

  • 概要
  • 市場評価の枠組み
  • 市場シェア分析
  • 5カ年企業収益分析
  • 主要企業評価マトリックス
  • スタートアップ/中小企業の評価マトリックス
  • 企業のフットプリント
  • 競争シナリオと動向

第13章 企業プロファイル

  • 主要企業
    • META
    • SONY CORPORATION
    • MICROSOFT
    • LENOVO
    • PANASONIC HOLDINGS CORPORATION
    • GOOGLE LLC
    • HTC CORPORATION
    • VUZIX
    • CORNERSTONE ONDEMAND, INC.
    • ANTHOLOGY INC.
  • その他の企業
    • ALCHEMY IMMERSIVE
    • BOULEVARD ARTS
    • ZSPACE, INC.
    • UNIMERSIV
    • CURISCOPE
    • ENGAGE PLC
    • ORACLE
    • AVANTIS SYSTEMS LTD.
    • LIFELIQE, INC.
    • MERGE LABS, INC.
    • WIZIQ
    • BIGBLUEBUTTON INC.
    • EON REALITY
    • PTC
    • VEATIVE GROUP
    • NEARPOD

第14章 付録

目次
Product Code: SE 8736

The global AR and VR in education market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period. Transforming corporate training through immersive augmented & virtual reality technologies, advancing education through ongoing innovation & expansion in AR & VR technology, the emergence of advancing personalized learning experiences, and Real-World Application and Career Readiness are driving the growth of the AR and VR in education market. Whereas standardization and interoperability in AR & VR implementation and technical limitations in AR and VR for enhanced education experiences are restraining the growth of AR and VR in education market.

The software segment is expected to grow at the highest CAGR during the forecast period

The software segment is expected to grow at a highest CAGR during the forecast period. The AR and VR industry is constantly evolving, with new technologies being developed all the time. This is leading to new and innovative ways to use AR and VR, which is driving the demand for software. Also, the development and availability of more powerful and affordable hardware have propelled the growth of AR and VR software. Innovations in display technology, sensors, and computing power have made AR and VR experiences more immersive, realistic, and accessible.

Projectors & Displays segment to register growth at the highest CAGR during the forecast period

The projectors & displays segment is expected to grow at a highest CAGR during the forecast period. Projectors and display devices play a crucial role in delivering immersive and interactive AR and VR experiences, enhancing visual quality, field of view, and overall user experience.

The professional services segment is likely to grow at a higher CAGR during the forecast period

The professional services segment is expected to grow at a higher CAGR during the forecast period. Professional services in AR and VR encompass a range of specialized offerings including consulting, development, design, integration, implementation, training, and support. They provide the necessary expertise in areas such as software development, 3D modeling, user experience design, hardware selection, content creation, and system integration. Their expertise helps organizations navigate the complexities of AR and VR implementation, ensuring successful outcomes. These factors propel the growth of the segment.

The cloud segment is likely to grow at a higher CAGR during the forecast period

The cloud deployment segment is expected to grow at a higher CAGR during the forecast period. Cloud-based deployment offers educational institutions cost-effective, accessible, and manageable solutions for integrating AR and VR into their teaching and learning practices, supporting the growth and adoption of AR and VR in the education sector.

The AR HMD device segment is likely to grow at the highest CAGR during the forecast period

The Augmented Reality Head-Mounted Display (AR HMD) device segment is expected to grow at a highest CAGR during the forecast period. AR HMD devices in AR and VR for education is driven by factors such as enhanced immersion and interaction, real-world contextual learning, hands-on experiences, personalized and adaptive learning, collaboration and shared experiences, portability and flexibility, cost reduction and accessibility, evolving technology and innovation, industry collaboration, content development, and positive educational outcomes from research studies. The integration of AR HMD devices in educational settings empowers students with transformative learning experiences, promoting active engagement and a deeper understanding of academic concepts.

Breakdown of primaries

The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

  • By Company Type - Tier 1 - 35%, Tier 2 - 45%, Tier 3 - 20%
  • By Designation- C-level Executives - 40%, Marketing Directors - 30%, Others - 30%
  • By Region-North America - 20%, Europe - 40%, Asia Pacific - 30%, RoW - 10%

The AR and VR in education market is dominated by a few globally established players such as Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), and Microsoft (US). The study includes an in-depth competitive analysis of these key players in the AR and VR in education market, with their company profiles, recent developments, and key market strategies.

Research Coverage:

The report segments the AR and VR in education market and forecasts its size by offering type, device type, deployment, application, end-user, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions-North America, Europe, Asia Pacific, and RoW. Supply chain analysis has been included in the report, along with the key players and their competitive analysis in the AR and VR in education ecosystem.

Key Benefits to Buy the Report:

  • Analysis of key drivers (Transforming corporate training through immersive augmented and virtual reality technologies, advancing education through ongoing innovation and expansion in AR & VR technology, the emergence of advancing personalized learning experience, and Real-World Application and Career Readiness). Restraint ( standardization and interoperability in AR and VR implementation and technical limitations in AR and VR for enhanced education experiences). Opportunity (Immersive Collaboration and Communication, enhancing engagement and interactivity in AR & VR education, transforming education through AI integration, augmented Collaboration in AR and VR Education, immersive data visualization and analytics). Challenges (Inadequate infrastructure and technical support, lack of standardized content and curriculum integration, high adoption cost of AR and VR, ethical and safety considerations)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches in the AR and VR in education market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the AR and VR in education market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the AR and VR in education market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Lenovo (Hong Kong), Anthology Inc. (US) among others in the AR and VR in education market.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
    • 1.2.1 INCLUSIONS AND EXCLUSIONS
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED
    • FIGURE 1 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SEGMENTATION
    • 1.3.2 REGIONAL SCOPE
    • 1.3.3 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 STAKEHOLDERS
  • 1.7 IMPACT OF RECESSION

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: RESEARCH DESIGN
    • 2.1.1 SECONDARY AND PRIMARY RESEARCH
    • 2.1.2 SECONDARY DATA
      • 2.1.2.1 Key secondary sources
      • 2.1.2.2 Key data from secondary sources
    • 2.1.3 PRIMARY DATA
      • 2.1.3.1 Major primary interview participants
      • 2.1.3.2 Breakdown of primaries
    • FIGURE 3 BREAKDOWN OF PRIMARIES
      • 2.1.3.3 Key data from primary sources
      • 2.1.3.4 Key industry insights
  • 2.2 FACTOR ANALYSIS
    • 2.2.1 SUPPLY-SIDE ANALYSIS
    • FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY-SIDE ANALYSIS)-REVENUE GENERATED BY COMPANIES FROM SALE OF PRODUCTS OFFERED IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (TOP-DOWN, SUPPLY-SIDE)-ILLUSTRATION OF REVENUE ESTIMATION FOR ONE COMPANY IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
  • 2.3 MARKET SIZE ESTIMATION
    • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS
    • 2.3.1 BOTTOM-UP APPROACH
      • 2.3.1.1 Approach to obtain market share using bottom-up analysis (demand side)
    • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
    • 2.3.2 TOP-DOWN APPROACH
      • 2.3.2.1 Approach to obtain market share using top-down analysis (supply side)
    • FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
    • 2.3.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS
    • TABLE 1 MARKET GROWTH ASSUMPTIONS
  • 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION
    • FIGURE 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DATA TRIANGULATION
  • 2.5 RESEARCH ASSUMPTIONS
    • TABLE 2 KEY ASSUMPTIONS: MACRO- AND MICRO-ECONOMIC ENVIRONMENT
  • 2.6 RESEARCH LIMITATIONS
  • 2.7 RISK ASSESSMENT
    • TABLE 3 RISK ASSESSMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • 2.7.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • TABLE 4 RECESSION ANALYSIS

3 EXECUTIVE SUMMARY

    • FIGURE 10 E-LEARNING APPLICATION SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
    • FIGURE 11 SOFTWARE OFFERING SEGMENT TO RECORD FASTEST GROWTH FROM 2023 TO 2028
    • FIGURE 12 AR HMDS DEVICE TYPE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
    • FIGURE 13 NORTH AMERICA LED AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, IN TERMS OF VALUE, IN 2022
  • 3.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • FIGURE 14 PRE- AND POST-RECESSION IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019-2028

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • FIGURE 15 EMERGENCE OF ADVANCING PERSONALIZED LEARNING EXPERIENCES TO DRIVE AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
  • 4.2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER
    • FIGURE 16 CORPORATES END USER SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD
  • 4.3 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE OFFERING
    • FIGURE 17 CAMERAS SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • 4.4 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY CORPORATE END USER
    • FIGURE 18 HEALTHCARE AND LIFESCIENCES SEGMENT TO EXHIBIT HIGHEST CAGR AMONG CORPORATE END USERS DURING FORECAST PERIOD
  • 4.5 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY ACADEMIC INSTITUTION END USER
    • FIGURE 19 K-12 INSTITUTIONS END USER SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
  • 4.6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION
    • FIGURE 20 NORTH AMERICA TO HOLD LARGEST MARKET SHARE, IN TERMS OF VALUE, IN 2028
  • 4.7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY
    • FIGURE 21 INDIA TO RECORD HIGHEST CAGR GLOBALLY DURING FORECAST PERIOD

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • FIGURE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
    • 5.2.1 DRIVERS
      • 5.2.1.1 Enhanced understanding of complex concepts through visualization
      • 5.2.1.2 Transformation of corporate training through immersive AR and VR technologies
      • 5.2.1.3 Advancements in education through ongoing innovation and expansion in AR and VR technology
      • 5.2.1.4 Emergence of advanced personalized learning experiences
      • 5.2.1.5 Real-world applications and career readiness
    • FIGURE 23 DRIVERS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Standardization and interoperability in AR and VR implementation
      • 5.2.2.2 Technical limitations of AR and VR for enhanced educational experiences
    • FIGURE 24 RESTRAINTS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Immersive collaboration and communication among students
      • 5.2.3.2 Enhancing engagement and interactivity in AR and VR education
      • 5.2.3.3 Transforming education through AI integration
      • 5.2.3.4 Augmented collaboration in AR and VR education
      • 5.2.3.5 Immersive data visualization and analytics
    • FIGURE 25 OPPORTUNITIES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Inadequate infrastructure and technical support
      • 5.2.4.2 Lack of standardized content and curriculum integration
      • 5.2.4.3 High adoption cost of AR and VR
      • 5.2.4.4 Ethical and safety considerations
    • FIGURE 26 CHALLENGES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
  • 5.3 VALUE CHAIN ANALYSIS
    • FIGURE 27 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: VALUE CHAIN ANALYSIS
    • 5.3.1 RESEARCH AND DEVELOPMENT
    • 5.3.2 SOLUTION PROVIDERS
    • 5.3.3 SYSTEM INTEGRATORS
    • 5.3.4 END USERS
    • 5.3.5 MARKETING AND SALES
  • 5.4 PORTER'S FIVE FORCES ANALYSIS
    • FIGURE 28 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: PORTER'S FIVE FORCES ANALYSIS
    • TABLE 5 PORTER'S FIVE FORCES ANALYSIS WITH THEIR IMPACT
    • 5.4.1 INTENSITY OF COMPETITIVE RIVALRY
    • 5.4.2 THREAT OF NEW ENTRANTS
    • 5.4.3 THREAT OF SUBSTITUTES
    • 5.4.4 BARGAINING POWER OF BUYERS
    • 5.4.5 BARGAINING POWER OF SUPPLIERS
  • 5.5 PRICING ANALYSIS
    • FIGURE 29 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    • TABLE 6 AVERAGE SELLING PRICE OF TOP THREE KEY PLAYERS (USD)
    • FIGURE 30 AVERAGE SELLING PRICE TREND FOR TOP FOUR DEVICE TYPES
  • 5.6 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.6.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS
    • TABLE 7 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS (%)
    • 5.6.2 KEY BUYING CRITERIA
    • TABLE 8 KEY BUYING CRITERIA FOR TOP THREE END USERS
  • 5.7 PATENT ANALYSIS
    • FIGURE 32 NUMBER OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2013-2022
    • FIGURE 33 REGIONAL ANALYSIS OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2022
    • TABLE 9 LIST OF PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2021-2023
  • 5.8 TECHNOLOGICAL ANALYSIS
    • 5.8.1 BLOCKCHAIN AND METAVERSE
    • 5.8.2 EXTENDED REALITY IN EDUCATION
    • 5.8.3 INTEGRATION OF AI, MACHINE LEARNING, AR, AND VR TECHNOLOGIES
  • 5.9 TRADE DATA ANALYSIS
    • 5.9.1 EXPORT SCENARIO
    • TABLE 10 EXPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018-2022 (USD THOUSAND)
    • 5.9.2 IMPORT SCENARIO
    • TABLE 11 IMPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018-2022 (USD THOUSAND)
  • 5.10 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
    • FIGURE 34 REVENUE SHIFT AND NEW REVENUE POCKETS FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
  • 5.11 MARKET ECOSYSTEM
    • TABLE 12 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: ECOSYSTEM
    • FIGURE 35 KEY PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
  • 5.12 CASE STUDIES
    • 5.12.1 ITHACA COLLEGE PROVIDES IMMERSIVE TRAINING ON TEACHING, LEARNING, AND CREATING IN VR
    • TABLE 13 LENOVO'S VR CLASSROOM SOLUTION REVOLUTIONIZES HIGHER EDUCATION AT ITHACA COLLEGE
    • 5.12.2 IFM IMPLEMENTS UHD VR STUDIO TO PRODUCE AND BROADCAST CONTENT
    • TABLE 14 IFM DEPLOYED PANASONIC'S PRO PTZ REMOTE CAMERAS ON VIRTUAL STUDIO SETS
  • 5.13 KEY CONFERENCES AND EVENTS IN 2023-2024
    • TABLE 15 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF CONFERENCES AND EVENTS
  • 5.14 REGULATORY FRAMEWORK
    • 5.14.1 STANDARDS AND REGULATIONS RELATED TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • TABLE 16 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: REGULATORY FRAMEWORK
    • 5.14.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS

6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING

  • 6.1 INTRODUCTION
    • FIGURE 36 SOFTWARE OFFERING SEGMENT TO HOLD LARGEST MARKET SHARE IN 2028
    • TABLE 21 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
  • 6.2 SOFTWARE
    • 6.2.1 GROWING DEMAND FOR REMOTE ACCESSIBILITY TO DRIVE MARKET
    • TABLE 23 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 24 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • FIGURE 37 ACADEMIC INSTITUTIONS SEGMENT TO DOMINATE MARKET FOR SOFTWARE OFFERINGS IN 2028
    • TABLE 25 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 26 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • TABLE 27 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019-2022 (USD MILLION)
    • TABLE 28 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023-2028 (USD MILLION)
  • 6.3 HARDWARE
    • TABLE 29 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019-2022 (USD MILLION)
    • TABLE 30 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023-2028 (USD MILLION)
    • 6.3.1 SENSORS
      • 6.3.1.1 Increasing deployment in various devices to detect motion, acceleration, magnetic field, and object presence to drive segment
    • 6.3.2 CONTROLLERS
      • 6.3.2.1 Use in handling complex calculations to support segment growth
    • 6.3.3 CAMERAS
      • 6.3.3.1 Utilization for depth and amplitude measurement of objects to fuel segment growth
    • 6.3.4 PROJECTORS AND DISPLAYS
      • 6.3.4.1 Use of small, high-resolution microdisplays for dynamic or static image display to propel segment
    • 6.3.5 OTHERS
    • TABLE 31 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 32 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • FIGURE 38 ACADEMIC INSTITUTIONS END USER SEGMENT IN HARDWARE OFFERING TO LEAD MARKET IN 2028
    • TABLE 33 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 34 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
  • 6.4 SERVICES
    • TABLE 35 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019-2022 (USD MILLION)
    • TABLE 36 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023-2028 (USD MILLION)
    • 6.4.1 MANAGED SERVICES
      • 6.4.1.1 Growing demand for managed services to reduce operating costs in educational institutes and corporates to drive market
    • 6.4.2 PROFESSIONAL SERVICES
      • 6.4.2.1 Need to integrate legacy infrastructure with modern technological solutions to boost market
    • TABLE 37 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 38 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • FIGURE 39 ACADEMIC INSTITUTIONS END USER SEGMENT TO CAPTURE LARGEST MARKET SHARE FOR SERVICE OFFERINGS IN 2028
    • TABLE 39 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 40 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • TABLE 41 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019-2022 (USD MILLION)
    • TABLE 42 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023-2028 (USD MILLION)

7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE

  • 7.1 INTRODUCTION
    • FIGURE 40 VR DEVICES SEGMENT TO LEAD MARKET IN 2028
    • TABLE 43 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019-2022 (USD MILLION)
    • TABLE 44 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023-2028 (USD MILLION)
    • TABLE 45 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019-2022 (THOUSAND UNITS)
    • TABLE 46 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023-2028 (THOUSAND UNITS)
  • 7.2 AR HMDS
    • 7.2.1 GROWING ADOPTION OF AR HMDS FOR HIGHLY IMMERSIVE LEARNING EXPERIENCE TO PROPEL MARKET
    • TABLE 47 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 48 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • FIGURE 41 NORTH AMERICA TO DOMINATE MARKET FOR AR HMDS IN 2028
    • TABLE 49 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 50 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 51 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 52 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023-2028 (USD MILLION)
  • 7.3 VR DEVICES
    • TABLE 53 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 54 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • FIGURE 42 ASIA PACIFIC TO LEAD MARKET FOR VR DEVICES IN 2028
    • TABLE 55 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 56 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 57 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 58 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023-2028 (USD MILLION)
    • 7.3.1 HMDS
      • 7.3.1.1 Demand for HMDs in interactive learning environments to boost segment
    • 7.3.2 GESTURE-TRACKING DEVICES
      • 7.3.2.1 Utilization in medical training and simulation to drive segment
  • 7.4 MOBILE COMPUTING DEVICES
    • 7.4.1 INCREASING DEMAND FOR POWERFUL PROCESSORS TO HANDLE DEMANDING GRAPHICS REQUIREMENTS OF AR AND VR TO BOOST SEGMENT
    • TABLE 59 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 60 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • FIGURE 43 ASIA PACIFIC TO HOLD LARGEST MARKET SHARE FOR MOBILE COMPUTING DEVICES IN 2028
    • TABLE 61 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 62 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 63 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 64 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023-2028 (USD MILLION)
  • 7.5 PROJECTORS & DISPLAY WALLS
    • 7.5.1 RISING NEED FOR DYNAMIC AND IMMERSIVE LEARNING ENVIRONMENTS TO FUEL SEGMENT GROWTH
    • TABLE 65 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 66 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • FIGURE 44 ASIA PACIFIC TO LEAD MARKET FOR PROJECTORS & DISPLAY WALLS IN 2028
    • TABLE 67 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 68 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 69 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 70 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023-2028 (USD MILLION)
  • 7.6 OTHERS
    • TABLE 71 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 72 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
    • FIGURE 45 NORTH AMERICA TO DOMINATE MARKET FOR OTHERS IN 2028
    • TABLE 73 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 74 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 75 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 76 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023-2028 (USD MILLION)

8 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT

  • 8.1 INTRODUCTION
    • FIGURE 46 CLOUD DEPLOYMENT SEGMENT TO LEAD MARKET IN 2028
    • TABLE 77 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019-2022 (USD MILLION)
    • TABLE 78 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023-2028 (USD MILLION)
  • 8.2 CLOUD
    • 8.2.1 LOWER COST AND INCREASED SECURITY TO DRIVE SEGMENT
    • TABLE 79 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019-2022 (USD MILLION)
    • TABLE 80 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023-2028 (USD MILLION)
  • 8.3 ON PREMISES
    • 8.3.1 HIGHER DATA SECURITY WITH CENTRALIZED STORAGE INFRASTRUCTURE TO SUPPORT MARKET
    • TABLE 81 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019-2022 (USD MILLION)
    • TABLE 82 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023-2028 (USD MILLION)

9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION

  • 9.1 INTRODUCTION
    • FIGURE 47 E-LEARNING APPLICATION SEGMENT TO CAPTURE LARGEST MARKET SHARE IN 2028
    • TABLE 83 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 84 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
  • 9.2 CLASSROOM LEARNING
    • 9.2.1 GROWING TREND FOR SMART EDUCATION TO FUEL AR VR ADOPTION
    • TABLE 85 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 86 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 87 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 88 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.3 CORPORATE LEARNING MANAGEMENT
    • 9.3.1 BOOST IN CORPORATE TRAINING ROI TO DRIVE DEPLOYMENT OF AR VR
    • TABLE 89 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 90 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 91 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 92 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.4 CERTIFICATIONS
    • 9.4.1 RISING DEMAND FOR PERSONALIZED CERTIFICATIONS TO PROPEL MARKET
    • TABLE 93 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 94 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 95 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 96 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.5 E-LEARNING
    • 9.5.1 NEED FOR ENHANCED LEARNING AND ENGAGEMENT TO PROPEL DEMAND FOR AR VR
    • TABLE 97 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 98 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 99 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 100 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.6 VIRTUAL FIELD TRIPS
    • 9.6.1 REQUIREMENT FOR MORE IMMERSIVE AND ENGAGING VIRTUAL FIELD TRIPS TO BOOST MARKET
    • TABLE 101 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 102 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 103 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 104 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.7 STUDENT RECRUITMENT
    • 9.7.1 NEED TO MAKE CAMPUS TOURS COST-EFFECTIVE TO DRIVE ADOPTION OF AR AND VR
    • TABLE 105 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 106 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 107 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 108 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 9.8 OTHERS
    • TABLE 109 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 110 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 111 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 112 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)

10 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER

  • 10.1 INTRODUCTION
    • FIGURE 48 ACADEMIC INSTITUTIONS END USER SEGMENT TO LEAD MARKET IN 2028
    • TABLE 113 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019-2022 (USD MILLION)
    • TABLE 114 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023-2028 (USD MILLION)
  • 10.2 ACADEMIC INSTITUTIONS
    • TABLE 115 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 116 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 117 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019-2022 (USD MILLION)
    • TABLE 118 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023-2028 (USD MILLION)
    • 10.2.1 K-12 INSTITUTIONS
      • 10.2.1.1 Potential to improve quality of education, increase productivity, and lower costs to drive adoption of AR and VR in education
    • 10.2.2 HIGHER EDUCATION ORGANIZATIONS
      • 10.2.2.1 Positive impact on quality of education and intellectually stimulating learning experiences to propel market
  • 10.3 CORPORATES
    • TABLE 119 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 120 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 121 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019-2022 (USD MILLION)
    • TABLE 122 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023-2028 (USD MILLION)
    • 10.3.1 HEALTHCARE AND LIFE SCIENCES
      • 10.3.1.1 Adoption of AR/VR technologies to enhance medical training and therapy procedures to boost market
    • 10.3.2 RETAIL AND ECOMMERCE
      • 10.3.2.1 Efficient handling of customer problems via simulated training and development programs for salespersons to propel market
    • 10.3.3 TELECOMMUNICATIONS AND IT
      • 10.3.3.1 Improved employee onboarding and training processes to fuel market growth
    • 10.3.4 BANKING, FINANCIAL SERVICES, AND INSURANCE
      • 10.3.4.1 Rising cybercrimes resulting in training BFSI employees to improve security to drive market
    • 10.3.5 MANUFACTURING
      • 10.3.5.1 Equipping engineers to test scenarios and designs before product manufacture and enhanced rapid prototyping to drive market
    • 10.3.6 GOVERNMENT AND PUBLIC SECTORS
      • 10.3.6.1 Requirement to increase situational awareness of first responders using real-life simulations to support market growth
    • 10.3.7 OTHERS

11 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION

  • 11.1 INTRODUCTION
    • FIGURE 49 NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2028
    • TABLE 123 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 124 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
  • 11.2 NORTH AMERICA
    • FIGURE 50 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT
    • TABLE 125 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 126 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 127 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 128 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 11.2.1 US
      • 11.2.1.1 Strong presence of AR and VR companies to foster market growth
    • 11.2.2 CANADA
      • 11.2.2.1 Rising awareness among students on interactive and blended learning to boost market
    • 11.2.3 MEXICO
      • 11.2.3.1 AR and VR deployment by universities to support market growth
    • 11.2.4 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN NORTH AMERICA
  • 11.3 EUROPE
    • FIGURE 51 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT
    • TABLE 129 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 130 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 131 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 132 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 11.3.1 UK
      • 11.3.1.1 Supportive government strategies to improve education to boost market
    • 11.3.2 GERMANY
      • 11.3.2.1 Government funding to adopt AR and VR in education to propel market
    • 11.3.3 FRANCE
      • 11.3.3.1 Growing use of realistic simulations of medical procedures for training purposes in healthcare sector to fuel market growth
    • 11.3.4 REST OF EUROPE
    • 11.3.5 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN EUROPE
  • 11.4 ASIA PACIFIC
    • FIGURE 52 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT
    • TABLE 133 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019-2022 (USD MILLION)
    • TABLE 134 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023-2028 (USD MILLION)
    • TABLE 135 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 136 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 11.4.1 CHINA
      • 11.4.1.1 Government initiatives to deploy AR and VR to boost market
    • 11.4.2 INDIA
      • 11.4.2.1 Government initiatives to include AR/VR in various courses to fuel market growth
    • 11.4.3 JAPAN
      • 11.4.3.1 Implementation of AR and VR for virtual schooling to drive market
    • 11.4.4 SOUTH KOREA
      • 11.4.4.1 Increasing government investments for metaverse ecosystem to propel market
    • 11.4.5 REST OF ASIA PACIFIC
    • 11.4.6 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ASIA PACIFIC
  • 11.5 ROW
    • TABLE 137 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019-2022 (USD MILLION)
    • TABLE 138 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023-2028 (USD MILLION)
    • TABLE 139 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 140 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023-2028 (USD MILLION)
    • 11.5.1 MIDDLE EAST & AFRICA
      • 11.5.1.1 Increasing investments in e-learning initiatives to boost use of AR and VR technologies
    • 11.5.2 SOUTH AMERICA
      • 11.5.2.1 Demand for smart and virtual education to boost market
    • 11.5.3 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ROW

12 COMPETITIVE LANDSCAPE

  • 12.1 OVERVIEW
  • 12.2 MARKET EVALUATION FRAMEWORK
    • TABLE 141 OVERVIEW OF STRATEGIES DEPLOYED BY KEY AR AND VR PROVIDERS
    • 12.2.1 PRODUCT PORTFOLIO
    • 12.2.2 REGIONAL FOCUS
    • 12.2.3 MANUFACTURING FOOTPRINT
    • 12.2.4 ORGANIC/INORGANIC STRATEGIES
  • 12.3 MARKET SHARE ANALYSIS, 2022
    • TABLE 142 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DEGREE OF COMPETITION, 2022
  • 12.4 FIVE-YEAR COMPANY REVENUE ANALYSIS
    • FIGURE 53 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2018-2022
  • 12.5 KEY COMPANY EVALUATION MATRIX, 2022
    • 12.5.1 STARS
    • 12.5.2 EMERGING LEADERS
    • 12.5.3 PERVASIVE PLAYERS
    • 12.5.4 PARTICIPANTS
    • FIGURE 54 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: KEY COMPANY EVALUATION MATRIX, 2022
  • 12.6 STARTUPS/SMES EVALUATION MATRIX, 2022
    • TABLE 143 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF KEY STARTUPS/SMES
    • TABLE 144 DETAILS ON STARTUPS/SMES IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET
    • TABLE 145 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY OFFERING)
    • TABLE 146 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY END USER)
    • TABLE 147 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY REGION)
    • 12.6.1 PROGRESSIVE COMPANIES
    • 12.6.2 RESPONSIVE COMPANIES
    • 12.6.3 DYNAMIC COMPANIES
    • 12.6.4 STARTING BLOCKS
    • FIGURE 55 STARTUPS/SMES EVALUATION MATRIX, 2022
  • 12.7 COMPANY FOOTPRINT
    • TABLE 148 OVERALL COMPANY FOOTPRINT
    • TABLE 149 COMPANY FOOTPRINT, BY END USER
    • TABLE 150 COMPANY FOOTPRINT, BY OFFERING
    • TABLE 151 COMPANY FOOTPRINT, BY REGION
  • 12.8 COMPETITIVE SCENARIOS AND TRENDS
    • 12.8.1 PRODUCT LAUNCHES
    • TABLE 152 PRODUCT LAUNCHES, FEBRUARY 2019-JULY 2023
    • 12.8.2 DEALS
    • TABLE 153 DEALS, FEBRUARY 2019-JULY 2023

13 COMPANY PROFILES

(Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))**

  • 13.1 KEY PLAYERS
    • 13.1.1 META
    • TABLE 154 META: COMPANY OVERVIEW
    • FIGURE 56 META: COMPANY SNAPSHOT
    • TABLE 155 META: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 156 META: PRODUCT LAUNCHES
    • TABLE 157 META: DEALS
    • 13.1.2 SONY CORPORATION
    • TABLE 158 SONY CORPORATION: COMPANY OVERVIEW
    • FIGURE 57 SONY CORPORATION: COMPANY SNAPSHOT
    • TABLE 159 SONY CORPORATION: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 160 SONY CORPORATION: PRODUCT LAUNCHES
    • TABLE 161 SONY CORPORATION: DEALS
    • 13.1.3 MICROSOFT
    • TABLE 162 MICROSOFT: COMPANY OVERVIEW
    • FIGURE 58 MICROSOFT: COMPANY SNAPSHOT
    • TABLE 163 MICROSOFT: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 164 MICROSOFT: PRODUCT LAUNCHES
    • TABLE 165 MICROSOFT: DEALS
    • 13.1.4 LENOVO
    • TABLE 166 LENOVO: COMPANY OVERVIEW
    • FIGURE 59 LENOVO: COMPANY SNAPSHOT
    • TABLE 167 LENOVO: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 168 LENOVO: PRODUCT LAUNCHES
    • TABLE 169 LENOVO: DEALS
    • 13.1.5 PANASONIC HOLDINGS CORPORATION
    • TABLE 170 PANASONIC HOLDINGS CORPORATION: COMPANY OVERVIEW
    • FIGURE 60 PANASONIC HOLDINGS CORPORATION: COMPANY SNAPSHOT
    • TABLE 171 PANASONIC HOLDINGS CORPORATION: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 172 PANASONIC HOLDINGS CORPORATION: PRODUCT LAUNCHES
    • TABLE 173 PANASONIC HOLDINGS CORPORATION: DEALS
    • 13.1.6 GOOGLE LLC
    • TABLE 174 GOOGLE LLC: COMPANY OVERVIEW
    • FIGURE 61 GOOGLE LLC: COMPANY SNAPSHOT
    • TABLE 175 GOOGLE LLC: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 176 GOOGLE LLC: PRODUCT LAUNCHES
    • TABLE 177 GOOGLE LLC: DEALS
    • 13.1.7 HTC CORPORATION
    • TABLE 178 HTC CORPORATION: COMPANY OVERVIEW
    • FIGURE 62 HTC CORPORATION: COMPANY SNAPSHOT
    • TABLE 179 HTC CORPORATION: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 180 HTC CORPORATION: PRODUCT LAUNCHES
    • 13.1.8 VUZIX
    • TABLE 181 VUZIX: COMPANY OVERVIEW
    • FIGURE 63 VUZIX: COMPANY SNAPSHOT
    • TABLE 182 VUZIX: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 183 VUZIX: PRODUCT LAUNCHES
    • TABLE 184 VUZIX: DEALS
    • 13.1.9 CORNERSTONE ONDEMAND, INC.
    • TABLE 185 CORNERSTONE ONDEMAND, INC.: COMPANY OVERVIEW
    • TABLE 186 CORNERSTONE ONDEMAND, INC.: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 187 CORNERSTONE ONDEMAND, INC.: DEALS
    • 13.1.10 ANTHOLOGY INC.
    • TABLE 188 ANTHOLOGY INC.: COMPANY OVERVIEW
    • TABLE 189 ANTHOLOGY INC.: PRODUCTS/SERVICES/SOLUTIONS OFFERED
    • TABLE 190 ANTHOLOGY INC.: DEALS
  • 13.2 OTHER PLAYERS
    • 13.2.1 ALCHEMY IMMERSIVE
    • 13.2.2 BOULEVARD ARTS
    • 13.2.3 ZSPACE, INC.
    • 13.2.4 UNIMERSIV
    • 13.2.5 CURISCOPE
    • 13.2.6 ENGAGE PLC
    • 13.2.7 ORACLE
    • 13.2.8 AVANTIS SYSTEMS LTD.
    • 13.2.9 LIFELIQE, INC.
    • 13.2.10 MERGE LABS, INC.
    • 13.2.11 WIZIQ
    • 13.2.12 BIGBLUEBUTTON INC.
    • 13.2.13 EON REALITY
    • 13.2.14 PTC
    • 13.2.15 VEATIVE GROUP
    • 13.2.16 NEARPOD
  • *Details on Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.

14 APPENDIX

  • 14.1 DISCUSSION GUIDE
  • 14.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.3 CUSTOMIZATION OPTIONS
  • 14.4 RELATED REPORTS
  • 14.5 AUTHOR DETAILS