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市場調查報告書
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1666029

教育虛擬實境市場規模、佔有率和成長分析(按類型、應用、最終用戶、設備類型和地區)- 2025-2032 年產業預測

Virtual Reality in Education Market Size, Share, and Growth Analysis, By Type (Hardware, Software), By Application (Classroom Training, Simulation and Training), By End User, By Device Type, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 203 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計2023年教育虛擬實境市場規模將達到781億美元,並從2024年的1002億美元成長到2032年的7,356.8億美元,預測期間(2025-2032年)的複合年成長率為28.3%。

虛擬實境 (VR) 透過耳機、手套和緊身衣等設備將使用者體驗沉浸在互動式 3D 環境中,徹底改變了使用者體驗。這項技術正在重塑遊戲和娛樂,同時也擴展到培訓工程師、飛行員和技術人員等重要領域,進一步推動市場成長。遠端業務的激增增加了對 VR 的需求,使企業能夠在虛擬平台上有效地舉行會議和製定策略。活動組織者透過提供身臨其境型虛擬體驗來提高與會者的參與度。在建築領域,VR 對於可視化城市設計和及早發現潛在問題至關重要,最終可以節省成本和時間。此外,房地產公司正在使用 VR 進行房地產參觀以增加銷售機會,展示了這種變革性技術的廣泛應用範圍。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

教育虛擬實境市場規模(按類型和複合年成長率) (2025-2032)

  • 市場概況
  • 硬體
  • 軟體
  • 內容和服務

虛擬實境教育市場規模(按應用分類)及複合年成長率(2025-2032)

  • 市場概況
  • 課堂培訓
  • 模擬與訓練
  • 實驗室實驗
  • 身臨其境型實地考察
  • 教育遊戲

教育領域虛擬實境市場規模(按最終用戶和複合年成長率分類)(2025-2032 年)

  • 市場概況
  • K-12 教育
  • 高等教育
  • 企業培訓
  • 政府和軍隊

教育虛擬實境市場規模(按設備類型和複合年成長率) (2025-2032)

  • 市場概況
  • 頭戴式顯示器 (HMD)
  • 行動虛擬實境 (VR) 耳機
  • 桌面虛擬實境系統來源

虛擬實境教育市場規模(按地區分類)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司詳細資訊
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Google LLC(USA)
  • Microsoft Corporation(USA)
  • Meta Platforms, Inc.(USA)
  • HTC Corporation(Taiwan)
  • Sony Group Corporation(Japan)
  • Samsung Electronics Co., Ltd.(South Korea)
  • zSpace, Inc.(USA)
  • ClassVR(Avantis Systems)(UK)
  • Immersive VR Education Ltd.(Ireland)
  • VictoryXR(USA)
  • Labster ApS(Denmark)
  • Nearpod(USA)
  • Veative Labs(Singapore)
  • EON Reality, Inc.(USA)
  • Osso VR, Inc.(USA)
  • Alchemy Immersive(UK)
  • Bodyswaps(UK)
  • Talespin(USA)
  • Motive.io(Canada)
  • VR Education Holdings PLC(Ireland)

結論和建議

簡介目錄
Product Code: SQMIG45E2307

Virtual Reality in Education Market size was valued at USD 78.1 billion in 2023 and is poised to grow from USD 100.2 billion in 2024 to USD 735.68 billion by 2032, growing at a CAGR of 28.3% during the forecast period (2025-2032).

Virtual reality (VR) is revolutionizing user experience by immersing them in interactive 3D environments through devices like headsets, gloves, and bodysuits. The technology is reshaping gaming and entertainment while expanding into essential sectors such as training for engineers, pilots, and technicians, thus fueling market growth. The surge in remote business operations has increased the demand for VR, enabling companies to host meetings and strategize effectively on virtual platforms. Event organizers are enhancing attendee engagement by offering immersive virtual experiences. In architecture, VR is becoming indispensable for visualizing urban designs and identifying potential issues early, ultimately saving costs and time. Additionally, real estate agencies are leveraging VR for property tours, enhancing sales opportunities, showcasing the broadening application of this transformative technology.

Top-down and bottom-up approaches were used to estimate and validate the size of the Virtual Reality In Education market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Virtual Reality In Education Market Segments Analysis

Global Virtual Reality in Education Market is segmented by Type, Application, End User, Device Type and region. Based on Type, the market is segmented into Hardware, Software and Content and Services. Based on Application, the market is segmented into Classroom Training, Simulation and Training, Lab Experiments, Immersive Field Trips and Educational Games. Based on End User, the market is segmented into K-12 Education, Higher Education, Corporate Training and Government and Military. Based on Device Type, the market is segmented into Head-mounted Displays (HMDs), Mobile Virtual Reality (VR) Headsets and Desktop Virtual Reality Systems Source. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Reality In Education Market

The Virtual Reality (VR) in Education market is being driven by the technology's capability to offer immersive learning experiences that greatly enhance student engagement. Traditional instructional methods often struggle to hold learners' attention, whereas VR introduces a hands-on approach that encourages active participation in the learning process. By creating interactive environments, VR not only captivates students' interest but also fosters better information retention by catering to various learning styles. This heightened engagement with VR is transforming the educational landscape, effectively connecting theoretical concepts with practical applications and paving the way for a more dynamic and participatory learning experience.

Restraints in the Virtual Reality In Education Market

The Virtual Reality in Education market faces significant obstacles due to the stringent technical requirements associated with implementing VR systems. These immersive experiences necessitate powerful computing resources to generate high-resolution graphics and ensure seamless frame rates, which are crucial for preventing motion sickness among users. Unfortunately, numerous educational institutions are lacking the essential infrastructure, such as high-performance computers and sophisticated networking capabilities, to meet these demanding specifications. Consequently, incorporating VR technology into current educational settings presents considerable logistical challenges, hindering widespread adoption and limiting the potential benefits of innovative VR applications in the learning process.

Market Trends of the Virtual Reality In Education Market

The Virtual Reality in Education market is experiencing a significant trend towards multisensory learning, which enhances student engagement and understanding. By integrating VR technology with multisensory approaches, educators are creating immersive environments that stimulate visual, auditory, and tactile senses simultaneously. This innovative method not only captivates students' attention but also fosters deeper comprehension and retention of complex subjects. As traditional teaching methods become increasingly inadequate, the adoption of multisensory VR experiences is reshaping educational landscapes, enabling learners to interact with content in realistic scenarios. The growing preference for such comprehensive and engaging educational tools is poised to drive market expansion significantly in the coming years.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Virtual Reality in Education Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Content and Services

Global Virtual Reality in Education Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Classroom Training
  • Simulation and Training
  • Lab Experiments
  • Immersive Field Trips
  • Educational Games

Global Virtual Reality in Education Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • K-12 Education
  • Higher Education
  • Corporate Training
  • Government and Military

Global Virtual Reality in Education Market Size by Device Type & CAGR (2025-2032)

  • Market Overview
  • Head-mounted Displays (HMDs)
  • Mobile Virtual Reality (VR) Headsets
  • Desktop Virtual Reality Systems Source

Global Virtual Reality in Education Market Size & CAGR (2025-2032)

  • North America (Type, Application, End User, Device Type)
    • US
    • Canada
  • Europe (Type, Application, End User, Device Type)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Application, End User, Device Type)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Application, End User, Device Type)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Application, End User, Device Type)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Google LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd. (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • zSpace, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ClassVR (Avantis Systems) (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immersive VR Education Ltd. (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VictoryXR (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster ApS (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nearpod (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Veative Labs (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Osso VR, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alchemy Immersive (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bodyswaps (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Talespin (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Motive.io (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VR Education Holdings PLC (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations