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1520686

全球虛擬實境教育市場規模研究,按最終用戶組成(學術機構、企業培訓、IT 和電信、零售和電子商務、醫​​療保健等)和 2024-2032 年區域預測

Global Virtual Reality in Education Market Size study, by Component by End User (Academic Institutions, Corporate Training, IT and Telecommunication, Retail and E-Commerce, Healthcare, Others ) and Regional Forecasts 2024-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2023年,全球虛擬實境教育市場價值約為145.5億美元,預計在2024-2032年預測期內將以超過18.2%的健康成長率成長。教育領域的虛擬實境透過提供身臨其境的體驗讓學生深入參與複雜的主題,徹底改變了學習方式。這些虛擬環境支援互動式學習,學生可以與 3D 模擬和物件進行交互,從而增強他們的理解和記憶。由於虛擬實境融入教育機構,提供虛擬實地考察、小組活動和實驗室實驗等實踐學習模組,該市場出現了大幅成長。這種創新方法改變了傳統的教學方法,培養了吸引學生並增強他們對複雜學科的理解的互動體驗。

基於 VR 的學習工具在疫情期間變得非常寶貴,為學生提供了探索新概念、參觀歷史遺跡以及在家中安全地進行實踐學習的機會。生成式人工智慧和虛擬實境的結合將透過創造個人化、自適應的學習體驗來進一步徹底改變教育。生成式人工智慧演算法可以客製化 VR 環境,根據即時回饋和學生表現分析調整內容和難度等級。人工智慧和虛擬實境之間的協同作用可以透過現實場景中的互動探索和實踐練習來促進更深入的理解,從而增強學習體驗。

人工智慧、機器學習等先進技術在VR平台上的融合,也帶來了評估評估和個人化學習體驗的創新。這些平台提供沉浸式、互動式的評估方法,使教育工作者能夠全面評估學生的知識和技能。 VR 技術透過根據個人學習者的需求和偏好調整內容、節奏和難度等級來支援個人化學習。這種個人化的方法增強了參與度、積極性和自主學習,使學生能夠掌控自己的教育,並根據自己獨特的目標和興趣進行客製化。

全球虛擬實境教育市場研究涵蓋的關鍵地區包括北美、歐洲、亞太地區、拉丁美洲、中東和非洲。 2023年,北美佔據最大的市場佔有率,北美是全球虛擬實境教育市場的領先地區,這主要得益於其先進的技術基礎設施和對教育技術的高水準投資。尤其是美國,擁有大量在教育領域引領 VR 創新的大型科技公司和新創公司。此外,公共和私營部門都提供了大量資金,將虛擬實境融入教育課程,提高學生的參與度並改善學習成果。該地區也受益於強大的研發生態系統,許多大學和研究機構積極探索虛擬實境在教育領域的潛力。由於對教育科技的投資增加和對教育系統的認知不斷提高,預計亞太地區在預測期內將出現最快的成長。

目錄

第 1 章:全球虛擬實境教育市場執行摘要

  • 全球虛擬實境教育市場規模及預測(2024-2032)
  • 區域概要
  • 分部摘要
    • 按組件
    • 按最終用戶
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球虛擬實境教育市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包含與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球虛擬實境教育市場動態

  • 市場促進因素
    • 體驗式學習平台的需求不斷增加
    • 應對學習挑戰
    • 基於VR的測評創新
  • 市場挑戰
    • 與現有媒體內容的兼容性有限
    • 地區教學大綱差異
  • 市場機會
    • 用於個人化學習的生成式人工智慧和虛擬實境
    • VR 解決方案的技術進步

第 4 章:全球虛擬實境教育市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的 5 力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:全球虛擬實境教育市場規模及 2024-2032 年各組成部分預測

  • 細分儀表板
  • 全球虛擬實境教育市場:2024 年和 2032 年組件收入趨勢分析
    • 硬體
    • 軟體
    • 內容

第 6 章:2024-2032 年全球虛擬實境教育市場規模及最終用戶預測

  • 細分儀表板
  • 全球虛擬實境教育市場:最終用戶收入趨勢分析,2024 年和 2032 年
    • 學術機構
      • K-12
      • 高等教育
    • 企業培訓
      • 資訊科技和電信
      • 零售與電子商務
      • 衛生保健
      • 其他(汽車)

第 7 章:2024-2032 年全球虛擬實境教育市場規模及地區預測

  • 北美虛擬實境教育市場
    • 美國虛擬實境教育市場
      • 2024-2032 年組件細分規模與預測
      • 2024-2032 年最終用戶細分規模與預測
    • 加拿大虛擬實境教育市場
  • 歐洲虛擬實境教育市場
    • 英國虛擬實境教育市場
    • 德國虛擬實境教育市場
    • 法國虛擬實境教育市場
    • 西班牙虛擬實境教育市場
    • 義大利虛擬實境教育市場
    • 歐洲其他地區教育市場中的虛擬實境
  • 亞太虛擬實境教育市場
    • 中國虛擬實境教育市場
    • 印度虛擬實境教育市場
    • 日本虛擬實境教育市場
    • 澳洲虛擬實境教育市場
    • 韓國虛擬實境教育市場
    • 亞太地區其他地區虛擬實境教育市場
  • 拉丁美洲虛擬實境教育市場
    • 巴西虛擬實境教育市場
    • 墨西哥虛擬實境教育市場
    • 拉丁美洲其他地區教育市場中的虛擬實境
  • 中東和非洲虛擬實境教育市場
    • 沙烏地阿拉伯虛擬實境教育市場
    • 南非虛擬實境教育市場
    • 中東和非洲其他地區的虛擬實境教育市場

第 8 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Google LLC (Alphabet, Inc.)
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • EON Reality
    • Schell Games
    • Avantis Systems Ltd.
    • zSpace, Inc.
    • VRSim, Inc.
    • Veative Group
    • Mursion
    • Immersion VR
    • Unimersiv
    • Alchemy Immersive
    • Schell Games
    • Labster ApS
    • Unimersiv
    • Google Expeditions

第 9 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

The Global Virtual Reality in Education Market is valued at approximately USD 14.55 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 18.2% over the forecast period 2024-2032. Virtual reality in education has revolutionized learning by providing immersive experiences that allow students to engage deeply with complex topics. These virtual environments enable interactive learning where students can interact with 3D simulations and objects, enhancing their understanding and retention. The market has seen substantial growth due to the integration of VR in educational institutions, offering hands-on learning modules such as virtual field trips, group activities, and laboratory experiments. This innovative approach has transformed traditional teaching methods, fostering interactive experiences that engage students and enhance their comprehension of complex subjects.

VR-based learning tools became invaluable during the pandemic, providing students with opportunities to explore new concepts, visit historical sites, and engage in hands-on learning from the safety of their homes. The combination of generative AI and VR is set to further revolutionize education by creating personalized, adaptive learning experiences. Generative AI algorithms can customize VR environments, adjusting content and difficulty levels based on real-time feedback and student performance analysis. This synergy between AI and VR promotes deeper understanding through interactive exploration and hands-on practice within realistic scenarios, enhancing the learning experience.

The integration of advanced technologies like artificial intelligence and machine learning in VR platforms has also led to innovations in assessment evaluation and personalized learning experiences. These platforms offer immersive and interactive assessment methods, enabling educators to evaluate students' knowledge and skills comprehensively. VR technology supports personalized learning by adapting content, pace, and difficulty levels to individual learners' needs and preferences. This personalized approach enhances engagement, motivation, and self-directed learning, empowering students to take ownership of their education and tailor it to their unique goals and interests.

Key regions considered for the Global Virtual Reality in Education Market study include North America, Europe, Asia Pacific, Latin America, and Middle East and Africa. In 2023, North America holds the largest market share, North America is the leading region in the global virtual reality in education market, primarily due to its advanced technological infrastructure and high levels of investment in educational technology. The United States, in particular, has a strong presence of major technology companies and startups that are pioneering VR innovations in education. Additionally, there is significant funding from both public and private sectors to integrate VR into educational curricula, enhance student engagement, and improve learning outcomes. The region also benefits from a robust ecosystem of research and development, with many universities and research institutions actively exploring the potential of VR in education. The Asia Pacific region is expected to witness fastest growth during the forecast period due to increasing investments in education technology and rising awareness about education systems.

Major market players included in this report are:

  • Google LLC (Alphabet, Inc.)
  • EON Reality
  • Schell Games
  • Avantis Systems Ltd.
  • zSpace, Inc.
  • VRSim, Inc.
  • Veative Group
  • Mursion
  • Immersion VR
  • Unimersiv
  • Alchemy Immersive
  • Schell Games
  • Labster ApS
  • Unimersiv
  • Google Expeditions

The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Content

By End User:

  • Academic Institutions
  • K-12
  • Higher Education
  • Corporate Training
  • IT and Telecommunication
  • Retail and E-Commerce
  • Healthcare
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of MEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2024 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Virtual Reality in Education Market Executive Summary

  • 1.1. Global Virtual Reality in Education Market Size & Forecast (2024- 2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
    • 1.3.2. By End User
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Virtual Reality in Education Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Virtual Reality in Education Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing Demand for Experiential Learning Platforms
    • 3.1.2. Addressing Learning Challenges
    • 3.1.3. Innovations in VR-based Assessment Evaluation
  • 3.2. Market Challenges
    • 3.2.1. Limited Compatibility with Existing Media Content
    • 3.2.2. Regional Syllabus Variations
  • 3.3. Market Opportunities
    • 3.3.1. Generative AI and VR for Personalized Learning
    • 3.3.2. Technological Advancements in VR Solutions

Chapter 4. Global Virtual Reality in Education Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality in Education Market Size & Forecasts by Component 2024-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Virtual Reality in Education Market: Component Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software
    • 5.2.3. Content

Chapter 6. Global Virtual Reality in Education Market Size & Forecasts by End User 2024-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Virtual Reality in Education Market: End User Revenue Trend Analysis, 2024 & 2032 (USD Billion)
    • 6.2.1. Academic Institutions
      • 6.2.1.1. K-12
      • 6.2.1.2. Higher Education
    • 6.2.2. Corporate Training
      • 6.2.2.1. IT and Telecommunication
      • 6.2.2.2. Retail and E-Commerce
      • 6.2.2.3. Healthcare
      • 6.2.2.4. Others (Automotive)

Chapter 7. Global Virtual Reality in Education Market Size & Forecasts by Region 2024-2032

  • 7.1. North America Virtual Reality in Education Market
    • 7.1.1. U.S. Virtual Reality in Education Market
      • 7.1.1.1. Component breakdown size & forecasts, 2024-2032
      • 7.1.1.2. End User breakdown size & forecasts, 2024-2032
    • 7.1.2. Canada Virtual Reality in Education Market
  • 7.2. Europe Virtual Reality in Education Market
    • 7.2.1. U.K. Virtual Reality in Education Market
    • 7.2.2. Germany Virtual Reality in Education Market
    • 7.2.3. France Virtual Reality in Education Market
    • 7.2.4. Spain Virtual Reality in Education Market
    • 7.2.5. Italy Virtual Reality in Education Market
    • 7.2.6. Rest of Europe Virtual Reality in Education Market
  • 7.3. Asia-Pacific Virtual Reality in Education Market
    • 7.3.1. China Virtual Reality in Education Market
    • 7.3.2. India Virtual Reality in Education Market
    • 7.3.3. Japan Virtual Reality in Education Market
    • 7.3.4. Australia Virtual Reality in Education Market
    • 7.3.5. South Korea Virtual Reality in Education Market
    • 7.3.6. Rest of Asia Pacific Virtual Reality in Education Market
  • 7.4. Latin America Virtual Reality in Education Market
    • 7.4.1. Brazil Virtual Reality in Education Market
    • 7.4.2. Mexico Virtual Reality in Education Market
    • 7.4.3. Rest of Latin America Virtual Reality in Education Market
  • 7.5. Middle East & Africa Virtual Reality in Education Market
    • 7.5.1. Saudi Arabia Virtual Reality in Education Market
    • 7.5.2. South Africa Virtual Reality in Education Market
    • 7.5.3. Rest of Middle East & Africa Virtual Reality in Education Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Google LLC (Alphabet, Inc.)
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. EON Reality
    • 8.3.3. Schell Games
    • 8.3.4. Avantis Systems Ltd.
    • 8.3.5. zSpace, Inc.
    • 8.3.6. VRSim, Inc.
    • 8.3.7. Veative Group
    • 8.3.8. Mursion
    • 8.3.9. Immersion VR
    • 8.3.10. Unimersiv
    • 8.3.11. Alchemy Immersive
    • 8.3.12. Schell Games
    • 8.3.13. Labster ApS
    • 8.3.14. Unimersiv
    • 8.3.15. Google Expeditions

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes