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教育におけるバーチャルリアリティ(VR)市場-成長、 動向、予測(2020年~2025年)

Virtual Reality(VR) Market in Education - Growth, Trends, and Forecasts(2020 - 2025)

出版日: | 発行: Mordor Intelligence Pvt Ltd | ページ情報: 英文 120 Pages | 納期: 2-3営業日

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教育におけるバーチャルリアリティ(VR)市場-成長、 動向、予測(2020年~2025年)
出版日: 2020年08月01日
発行: Mordor Intelligence Pvt Ltd
ページ情報: 英文 120 Pages
納期: 2-3営業日
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  • 全表示
  • 概要
  • 目次
概要

教育におけるバーチャルリアリティ(VR)市場は、2020年から2025年の予測期間中、42.5%のCAGRに達すると予想されています。VRテクノロジーは、過去数年間にわたって広く認識され利用されてきました。

  • 市場の既存企業は、買収・パートナーシップ活動・研究開発・革新的な活動などの強力な競争戦略を採用していることが確認されています。 AR市場と比較して、VRには比較的多くの企業があります。ただし、短い製品開発サイクルと比較的高い参入障壁は、この市場の企業に影響を与える要因の一部です。
  • VR製品の低コストと高可用性は、AR・MR市場への大きな脅威となっています。ただし、現実世界での用途の制限、特に商業用途での市場の成長が制限されており、AR・MR市場への代替の脅威が軽減されています。
  • バンク・オブ・アメリカによると、スタンドアロン型ヘッドマウントディスプレイ(HMD)の全世界への出荷は、2018年には400万個でしたが、2020年には1450万個になると予測されています。 HMD出荷のこのような増加は、予測期間中に市場を拡大すると予想されます。
  • Covid-19ウイルスの流行に伴うロックダウンが業界全体のビジネスを完全にシャットダウンしたため、世界中の多くの業界は混乱しました。ロックダウン中、AR / VR / MRのようなテクノロジーは、これらの没入型プラットフォームを使用して買い物・会話・交流を可能にするため、需要が高まっています。これらのテクノロジーは手頃な価格で、すぐに利用できます。ソフトウェア分野は需要が増加していますが、ハードウェア分野は、サプライチェーンの混乱により原材料が利用できないために依然として苦しんでいます。ただし、Covid-19によってソーシャルディスタンスをとる義務があるため、企業・制度・その他の機能に変化がありました。その結果、長期的に需要が増加する可能性があります。

当レポートでは、教育におけるバーチャルリアリティ(VR)市場を調査し、市場概要、市場の成長要因および阻害要因の分析、タイプ別・エンドユーザー別・地域別の市場規模の推移と予測、競合情勢、主要企業のプロファイル、市場機会など、包括的な情報を提供しています。

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 市場力学

  • 市場概要
  • 業界の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
  • 産業エコシステム分析
    • ハードウェア
    • ソフトウェアとアプリの開発
    • コンテンツ作成者
    • サービスプロバイダー
    • エンドユーザー(学校および企業)
    • ネットワークプロバイダー
  • 市場成長要因
    • 双方向でパーソナライズされた学習体験に対する需要の高まり
    • ブレンド型学習技術の高いエンゲージメントと広い範囲によって、利害関係者の間で受け入れられる
    • VRテクノロジーは、教育・企業分野の最初の参入者であることから利益を得ます
    • デジタルエンゲージメントと説得力のあるコンテンツの成長に伴い、企業間の教育とトレーニングの役割が変化しました
  • 市場の抑制要因
    • 限られたコンテンツ、消費者向けアプリケーションのコスト効率
    • 最適な経験を保証するための帯域幅やネットワークなどの外部要因への依存
  • 市場機会
    • 教育機関や企業による双方向学習に関する予算配分の増加
    • より幅広い視聴者がコンテンツにアクセスできるようにする技術の進歩
  • 教育分野におけるVRアプリの配布と価格モデルの分析
  • 主要なユースケースと実装のケーススタディ
    • 教室でのVRの中国の実装
    • サービス標準化のためのVRトレーニングに向けた企業部門の取り組み
    • Googleの提供別仮想フィールドトリップの実装
  • Covid-19の業界への影響

第5章 市場細分化

  • タイプ別
    • ハードウェア(HMDなど)
    • ソフトウェア
    • サービス(トレーニング&コンサルティング|マネージドサービス)
  • エンドユーザー別
    • 学術機関
    • 企業研修
  • 地域別
    • 北米
    • 欧州
    • アジア太平洋
    • その他の地域

第6章 競合情勢

  • 企業プロファイル
    • Hardware
    • Content
    • Others (Software and End to End solutions Providers)

第7章 投資分析

第8章 市場機会および未来の動向

目次
Product Code: 70019

The Virtual Reality (VR) market in Education is expected to reach a CAGR of 42.5% during the forecast period (2020 - 2025). VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises.

  • The market incumbents have been identified to adopt powerful competitive strategies, characterized by acquisitions, partnerships activities, a strong emphasis on R&D, and innovative activities. There are relatively higher numbers of firms in VR as compared to AR market space. Therefore, firm concentration is high. However, short product development cycles and relatively high barriers to entry are some of the factors affecting firms in this market.
  • In the current scenario, the low cost and higher availability of VR products have made it a significant threat to the AR and MR market. However, the limitations of its applications in the real world have restricted the market growth, particularly in commercial applications, which has reduced its threat of substitution to the market.
  • According to the Bank of America, standalone Head-Mounted Displays (HMD) shipment across the world is forecasted to be 14.5 million units in 2020, while in 2018, it was only 4 million units. Such an exponential increase in shipment of HMD is expected to augment the market during the forecast period.
  • The spread of the COVID-19 virus has disrupted many industries across the world as lockdown has caused the total shutdown of businesses across industries. During the times of lockdown, technologies, like AR/VR/MR, are increasing in demand as they allow people to shop, talk, and socialize using these immersive platforms. These technologies are affordable and readily available. The software segment is witnessing an increase in demand, whereas the hardware segment is still suffering due to the unavailability of raw materials owing to the disrupted supply chain. However, COVID-19 is causing a shift in the way businesses, institutions, and others function due to mandates over social distancing, and hence the demand might increase in the long term.

Key Market Trends

Demand for interactive & personalized learning experience to Drive the Market Growth

  • Increasing adoption of online education and the benefits of a virtual learning environment, such as flexible schedule, more individual accountability, mobility, student-centered learning, and others, are driving the growth of the market. VR has the potential to replace physical paper models, posters, textbooks, and printed manuals. It offers less expensive, and portable learning materials, aiding education becomes more accessible and mobile.
  • In K-12 learning, Virtual and augmented reality help teachers engage students in content to assist them in retaining knowledge. By using a web-based portal, teachers can control and manage the headsets, plan lessons, and monitor student progress. Teachers can set points of interest on students' headsets to direct them to certain parts of the teaching and may view thumbnail images of what each student is seeing.
  • Canada's Queens University and SimforHealth have partnered with HTC to open a VR training facility for medical students to help them get the experience of real-time operations in an immersive VR environment. HTC Vive offers stimulation of a wide range of clinical situations in a VR environment.
  • Even though the VR market has witnessed robust demand from consumers, given its availability through devices, like HTC Vive, Oculus Rift, Sony PlayStation VR, and Samsung Gear VR, it has moved beyond being a niche market. To strengthen its position in the mainstream market, the VR players need to incorporate two essential features - convenience and control.

North America is Expected to Hold Major Share

  • The North American segment of the market studied is expected to grow significantly during the forecast period, owing to the presence of a large number of vendors, who are also investing hugely in market innovation, coupled with the dominance of the United States in the global software market.​
  • Globally, it is expected that the United States will be one of the highly innovative VR markets. Most of the companies advancing in this technology are based in the United States. High technology exposure and ease of availability of smart devices have created a strong VR market in the region. Microsoft researchers developed a new virtual reality system called DreamWalker, which allows users to walk through the real world while fully immersed in a virtual one. The system uses a mobile VR headset and an array of sensors to detect obstacles and adapt the digital scene to the surrounding environment as they go.
  • According to GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest in the world. Increased device penetration will have a positive impact on the virtual reality market in the region.
  • The telecom companies in the region are aggressively making efforts to attract customers for using their 5G network. Hence, these regional vendors are investing and innovating the software and platform for the development of AR applications by leveraging the upcoming 5G technology. Such events are expected to boost the growth of the market in the region.

Competitive Landscape

The virtual reality market in education is moderately competitive. Furthermore, research and development initiatives aimed at improving the quality, performance, and effectiveness of immersive virtual environments are projected to propel market demand in the years to come, which in return will increase the competition among the key vendors.

  • In February 2020, HTC introduced the complete VIVE Cosmos Series, with three new products and three new modular faceplates that expand the functionality of VIVE Cosmos. Vive Cosmos is an adaptable premium PC-based VR system that can grow with customers over time by changing the front faceplate of the headset, all while delivering impressive visuals and comfort across the entire VIVE Cosmos line-up.
  • In September 2019, Oculus, the virtual reality unit of Facebook, announced Facebook Horizon, described as "an ever-expanding VR world" where people can interact with others as digital avatars. Users will be able to add features and elements to the world, which Facebook said will be "constantly growing with extraordinary creations made by Horizon citizens."

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Consumers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Industry Ecosystem Analysis
    • 4.4.1 Hardware
    • 4.4.2 Software and App Development
    • 4.4.3 Content Creators
    • 4.4.4 Service Providers
    • 4.4.5 End Users (Scools and Corporates)
    • 4.4.6 Network Providers
  • 4.5 Market Drivers
    • 4.5.1 Increasing demand for interactive and personalized learning experience
    • 4.5.2 Higher acceptance among stakeholders owing to higher engagement and scope for blended learning technology
    • 4.5.3 VR-based technology benefits from being the first entrant in the education & corporate category
    • 4.5.4 The role of education and training among corporates has transformed with the growth in digital engagement and compelling content
  • 4.6 Market Restraints
    • 4.6.1 Limited content and cost efficiency of consumer-grade applications
    • 4.6.2 Dependence on external factors, such as bandwidth and network, for ensuring optimal experience
  • 4.7 Market Opportunities
    • 4.7.1 Growth in budget allocation on interactive learning by education bodies and the corporate sector
    • 4.7.2 Technological advancements to make content accessible to a wider audience
  • 4.8 VR App Distribution and Pricing Model Analysis in the Education Sector
  • 4.9 Key-use cases and Implementation case studies
    • 4.9.1 China's implementation of VR in classrooms
    • 4.9.2 The Corporate sector initiatives toward VR training for service standardization
    • 4.9.3 Implementation of virtual field trips through Google's offering
  • 4.10 Assessment of Impact of COVID-19 on the Industry

5 MARKET SEGMENTATION

  • 5.1 Type
    • 5.1.1 Hardware (HMD's etc.)
    • 5.1.2 Software
    • 5.1.3 Services (Training and Consulting and Managed Services)
  • 5.2 End User
    • 5.2.1 Academic Institutions
      • 5.2.1.1 K-12 Learning
      • 5.2.1.2 Higher Education
    • 5.2.2 Corporate Training
      • 5.2.2.1 IT and Telecom
      • 5.2.2.2 Healthcare
      • 5.2.2.3 Retail and E-commerce
      • 5.2.2.4 Other End users
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia Pacific
    • 5.3.4 Rest of the World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Hardware
      • 6.1.1.1 HTC Corporation
      • 6.1.1.2 Lenovo Group Limited
      • 6.1.1.3 Samsung
      • 6.1.1.4 Microsoft
      • 6.1.1.5 Facebook Technologies LLC
    • 6.1.2 Content
      • 6.1.2.1 Unity Teach
      • 6.1.2.2 VR Education Holdings
      • 6.1.2.3 Alchemy VR Limited
      • 6.1.2.4 EON Reality
    • 6.1.3 Others (Software and End to End solutions Providers)
      • 6.1.3.1 Avantis Systems Limited
      • 6.1.3.2 Nearpod Inc
      • 6.1.3.3 Veative Labs
      • 6.1.3.4 zSpace, Inc.
      • 6.1.3.5 Virtalis Holdings Limited

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

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