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1440106

教育領域的虛擬實境 (VR):市場佔有率分析、產業趨勢與統計、成長預測(2024-2029 年)

Virtual Reality (VR) in Education - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

教育領域的虛擬實境 (VR) 市場預計在預測期內(2024-2029 年)年複合成長率為 21%,從 2024 年的 258.5 億美元成長到 2029 年的 670.2 億美元。

虛擬實境 (VR) 在教育領域的應用 - 市場

VR技術在過去幾年中已被廣泛認可和採用。該領域最近的技術進步表明,新公司和主要大學、學院和學校都採用先進的學習體驗。此外,預計未來幾年市場上企業對企業學習計畫的需求將大幅增加。

主要亮點

  • 過去幾年,虛擬實境在教育界引起了廣泛關注。為您的學習者提供身臨其境型的體驗。學習者可以進入一個模仿現實的虛擬世界,透過移動、說話、做出決定以及與周圍的世界互動來學習複雜的主題。像這樣的例子導致了教育中對虛擬實境的需求增加。
  • 教育機構開始透過實地考察、實驗室實驗、小組活動、計劃等方式涵蓋實作學習。在教育中引入虛擬實境,學習進入了一個全新的維度。透過虛擬實境進行的身臨其境型學習已被證明是擴展知識的有效工具。它提供了數位化創建的資訊和情境,反映了傳統學校環境中的學習者在很大程度上無法獲得的現實生活體驗。
  • 許多公司正在透過 VR 技術在教科書材料中添加遊戲元素,使學習更具互動性和吸引力。例如,Curiscope 的 Virtuali-tee 是一款 T 恤和應用程式,可讓使用者了解人體。一個人穿著一件 T 卹,另一個人使用智慧型手機上的虛擬實境應用程式來虛擬揭示和探索身體內部的不同層次。
  • 此外,VR 在生物學中得到了廣泛的應用,世界各地的大學都使用虛擬實境耳機進行身臨其境型學習。例如,去年,亞利桑那州立大學的學生飛越太空,在一個小城市大小的星際野生動物保護區與生物互動,試圖解開動物死亡的謎團。我正在獨特的虛擬實境中學習生物學經驗。
  • 在 COVID-19 封鎖期間,AR、VR 和 MR 等技術出現了巨大的需求,因為它們允許人們使用這些身臨其境型平台購物、交談和互動。由於 COVID-19感染疾病,學習者和年輕學生已從課堂轉移到遠端教育的虛擬世界。許多大學和學校現在正在利用虛擬實境技術來改善受教育的機會,以期為有學習困難和殘疾的學生提供支持,並使學習地點不受限制。

教育虛擬實境 (VR) 市場趨勢

對互動和個人化學習體驗的需求不斷成長

  • 線上教育的日益普及以及虛擬學習環境的優勢(例如靈活的時間表、增強的個人責任感、移動性和以學生為中心的學習)正在推動市場成長。 VR可以取代實體紙模型、海報、教科書和印刷手冊。我們提供廉價且可攜式的學習材料,使教育變得更加便利和移動。
  • 過去幾年,實施 VR 的成本大幅下降,該技術已被近乎財富 500 強企業廣泛使用,從事零售、物流和客戶服務工作的員工使用VR頭戴裝置,獲得更好的技能。工作。
  • 世界各地的多家公司正在使用 VR 技術為員工提供個人化的學習體驗並推動市場成長。例如,在美國各地,沃爾瑪使用 STRIVR 技術來培訓員工以提高他們的技能。 Visa、美國銀行、寶馬、Google和 ABC 等公司也使用該技術。培訓模擬器將員工置於現實環境中,測試他們處理各種職場情況的能力。
  • 在 K-12 學習中,虛擬和擴增實境實境可以幫助教師吸引學生學習內容並幫助他們保留知識。使用基於網路的門戶,教師可以控制和管理耳機、規劃課程並監控學生的進度。教師可以在學生的耳機上設定興趣點,以引導學生前往課程的特定部分或顯示每個學生正在查看的內容的縮圖。

此外,隨著 VR 系統價格的下降以及越來越多的人對這項新技術感興趣,我們預計教育領域將得到更多採用。例如,在博欽和 XR 協會對 160 多名專業人士進行的一項調查中,63% 的受訪者強烈同意身臨其境型技術將在未來五年內顯著推動教育發展。我理解這一點。

預計北美將佔據主要佔有率

  • 由於大量供應商大力投資市場創新,加上美國在全球軟體領域的主導地位,所研究的北美市場預計將在預測期內顯著成長。市場。
  • 在全球範圍內,美國預計將成為最具創新性的 VR 市場之一。大多數推廣這項技術的公司都位於美國。先進技術和智慧型設備的易用性正在該地區創造出強大的 VR 市場。
  • 此外,該地區擁有最多數量的新興Start-Ups,致力於將創新的 VR 技術引入各個行業。根據 Tracxn Technologies 的資料,截至 2022 年 9 月,美國約有 1,348 家虛擬實境Start-Ups。

該地區的電信業者正在積極努力吸引客戶使用其 5G 網路。因此,這些區域供應商正在對 VR應用開發的軟體和平台進行投資和創新,以利用即將到來的 5G 技術。預計此類事件將推動該地區的市場成長。

虛擬實境(VR)在教育產業的概述

教育領域的虛擬實境市場仍具有適度的競爭。此外,旨在提高沉浸式虛擬環境的品質、效能和有效性的研發工作預計將在未來幾年增加市場需求並加劇主要供應商之間的競爭。

2022 年 1 月,印度中央中等教育委員會 (CBSE) 將與科技巨頭 Meta 合作,在未來三年內為 100 萬名教師和 10 億學生提供虛擬實境 (VR) 和擴增實境(AR)。實施。作為合作的一部分,Meta 提供了有關數位安全、線上健康、VR 和 AR 的課程。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章 簡介

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場動態

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 消費者議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間的敵意強度
  • 產業生態系統分析
    • 硬體
    • 軟體和應用程式開發
    • 內容創作者
    • 服務供應商
    • 網路供應商
    • 使用者
  • 市場促進因素
    • 對互動和個人化學習體驗的需求不斷成長
    • 增加混合學習技術的參與度和範圍可以提高相關人員的接受度
    • 基於 VR 的技術受益於率先進入教育和企業類別
    • 隨著數位化參與度和引人入勝的內容的成長,教育和培訓在企業中的作用正在發生變化
  • 市場限制因素
    • 消費性應用程式的內容限制與成本效率
    • 依賴頻寬、網路等外部因素保證最佳體驗
  • 市場機會
    • 增加教育機構與公司互動式學習的預算分配
    • 技術進步使更廣泛的受眾可以訪問內容
  • VR應用在教育領域的經銷與定價模式分析
  • 關鍵用例和實施案例研究
    • 將VR引入中國課堂
    • 旨在服務標準化的企業 VR 培訓舉措
    • 使用 Google 服務實施虛擬考察
  • 技術簡介
  • 評估 COVID-19 對產業的影響

第5章市場區隔

  • 類型
    • 硬體
    • 軟體
    • 服務(培訓和諮詢以及託管服務)
  • 最終用戶
    • 學術機構
      • K-12學習
      • 高等教育
    • 企業培訓
      • 資訊科技和電信
      • 衛生保健
      • 零售與電子商務
      • 其他最終用戶
  • 地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 世界其他地區

第6章 競爭形勢

  • 公司簡介
    • HTC Corporation
    • Lenovo Group Limited
    • Samsung Electronics Co. Ltd
    • Microsoft Corporation
    • Meta Platforms, Inc.
    • Avantis Systems Limited
    • Unity Teach
    • Nearpod Inc
    • zSpace Inc
    • Virtalis Holdings Limited
    • EON Reality
    • Veative Labs
    • Alchemy VR Limited
    • VR Education Holdings

第7章 投資分析

第8章市場機會及未來趨勢

簡介目錄
Product Code: 70019

The Virtual Reality Market in Education Industry is expected to grow from USD 25.85 billion in 2024 to USD 67.02 billion by 2029, at a CAGR of 21% during the forecast period (2024-2029).

Virtual Reality (VR)  in Education - Market

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises and adoption among major universities, colleges, and schools for advanced learning experiences. In addition, the market is expected to gain significant demand from corporations for corporate learning programs in the coming years.

Key Highlights

  • Virtual reality has gained significant traction in the education world over the past few years. It offers learners an immersive experience: they can learn complicated subject matters by entering a reality-imitating virtual world where they can move, talk, make decisions, and interact with the world around them. Such an instance led to increased demand for virtual reality in education.
  • Educational institutions have started incorporating practical learning through excursions, lab experiments, group activities, and projects. The introduction of virtual reality in education has taken learning to an entirely new dimension. Immersive learning through Virtual Reality has proven to be an effective tool for expanding knowledge. It delivers digitally created information and situations that mirror real-life experiences that are mostly inaccessible to learners in traditional school settings.
  • Many companies are making learning interactive and more engaging through VR technologies by adding gaming elements to textbook material. For instance, Curiscope's Virtuali-tee is a t-shirt and app that lets users learn about the human body. One person puts on the t-shirt while the other uses a virtual reality app on a smartphone to virtually reveal and explore the various layers inside the body.
  • Further, VR is finding extensive applications in biology, with universities and colleges worldwide using virtual reality headsets for immersive learning. For instance, last year, students at Arizona State University were learning biology in a unique virtual reality experience, hurtling through space to interact with creatures in an intergalactic wildlife sanctuary the size of a small city and to solve the mystery of why the animals are dying.
  • During the COVID-19 lockdown, technologies like AR, VR, and MR witnessed significant demand as they allowed people to shop, talk, and socialize using these immersive platforms. The COVID-19 pandemic moved learners and young students out of the classroom and into the virtual world of remote education. Many universities and schools are now taking advantage of virtual reality technology to improve access to education, both in terms of helping pupils with learning difficulties or disabilities and making learning less location-dependent.

Virtual Reality (VR) in Education Market Trends

Increasing Demand For Interactive and Personalized Learning Experience

  • Increasing adoption of online education and the benefits of a virtual learning environment, such as flexible schedules, more individual accountability, mobility, student-centered learning, and others, are driving the market's growth. VR can replace physical paper models, posters, textbooks, and printed manuals. It offers less expensive and portable learning materials, making education more accessible and mobile.
  • Over the past few years, the cost of deploying VR has plunged, and the technology has expanded into more general use at almost Fortune 500 corporations, where employees working in retail, logistics, and customer service are practicing with VR headsets to get better at their jobs.
  • Various businesses worldwide use VR technology to provide their employees with a personalized learning experience, thus driving the market's growth. For instance, across the U.S., Walmart is training its employees to improve their skills using STRIVR technology, which has also worked for companies like Visa, Bank of America, BMW, Google, ABC, and more. The training simulators place the employee in a realistic setting, which tests their ability to handle different situations at the workplace.
  • 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 lesson and may view thumbnail images of what each student is seeing.

Further, as the prices of VR systems drop and more people become interested in this new technology, adoption in the education sector is expected to grow. For instance, a Perkins Coie and XR Association survey of over 160 professionals found that 63% of respondents strongly agreed that immersive technology will significantly advance education over the next five years.

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 heavily 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 most innovative VR markets. Most of the companies advancing this technology are based in the United States. High technology exposure and the ease of availability of smart devices have created a strong VR market in the region.
  • Further, the region has the highest number of emerging startups focusing on bringing innovative VR technologies to various industries. According to data from Tracxn Technologies, as of September 2022, there were approximately 1,348 Virtual Reality startups in the United States.
  • According to the 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 positively impact the region's virtual reality market for education.

The telecom companies in the region are aggressively making efforts to attract customers to use their 5G network. Hence, these regional vendors are investing in and innovating the software and platform for the development of VR applications by leveraging the upcoming 5G technology. Such events are expected to boost the growth of the market in the region.

Virtual Reality (VR) in Education Industry Overview

The virtual reality market in education is moderately competitive. Furthermore, research and development initiatives aimed at improving immersive virtual environments' quality, performance, and effectiveness are projected to propel market demand in the coming years, increasing competition among the key vendors.

India in January 2022, had the Central Board of Secondary Education (CBSE) collaborate with the tech giant, Meta, to train 10 lakh teachers and one crore students in Virtual Reality (VR) and Augmented Reality (AR) for the next three years. As part of this partnership, Meta provided a curriculum on digital safety, online well-being, VR, and AR.

Additional Benefits:

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

5 MARKET SEGMENTATION

  • 5.1 Type
    • 5.1.1 Hardware
    • 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 HTC Corporation
    • 6.1.2 Lenovo Group Limited
    • 6.1.3 Samsung Electronics Co. Ltd
    • 6.1.4 Microsoft Corporation
    • 6.1.5 Meta Platforms, Inc.
    • 6.1.6 Avantis Systems Limited
    • 6.1.7 Unity Teach
    • 6.1.8 Nearpod Inc
    • 6.1.9 zSpace Inc
    • 6.1.10 Virtalis Holdings Limited
    • 6.1.11 EON Reality
    • 6.1.12 Veative Labs
    • 6.1.13 Alchemy VR Limited
    • 6.1.14 VR Education Holdings

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS