Global VR in Education Sector Market 2017-2021
About VR in education sector
Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.
Technavio’s analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global VR in Education Sector Market 2017-2021
Technavio recognizes the following companies as the key players in the global VR in education sector: Oculus VR, Google, Alchemy VR, and Discovery Communications.
Other Prominent Vendors in the market are: Cinoptics, EPSON, HTC, Sony, FOVE, LG Electronics, Zebronics, Homido, Mattel, Samsung Electronics, ZEISS, EON Reality, Immersive VR Education, and Unimersiv.
Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is incorporation of SLAM technology. Simultaneous localization and mapping (SLAM) is a popular and important autonomous mapping and navigation technique in mobile robotics. This technology was mainly used in NASA robots for creation of unknown environments maps. In addition, given its high accuracy feature, it is used in their positioning devices. 13th Lab, a Swedish company implemented the first SLAM for consumer devices and continues to be the unchallenged leader in this field.”
According to the report, one of the major drivers for this market is upgrades the learning process. Like other technologies that have improved collaboration and social learning, VR also plays a vital role in meeting students' learning needs. As the technology is personalized, it provides a platform to students to apply their knowledge and learn effectively without the fear of being discriminated. Further, faculty can create virtual content and ensure an immersive learning experience to students, who can manage their practical learning based on their level of understanding of the subject.
Further, the report states that one of the major factors hindering the growth of this market is lack of content. Lack of content is a primary concern for the VR market in education, and has a negative impact on the adoption of VR gear. With VR headsets now being sold at an increasingly attractive price, there is an increased pressure on the content makers for immersive and diversified content, which will remain in the mainstay for mass consumption. Digitization has mandated many institutions globally to converge both traditional and digital content.
Oculus VR, Google, Alchemy VR, Discovery Communications, Cinoptics, EPSON, HTC, Sony, FOVE, LG Electronics, Zebronics, Homido, Mattel, Samsung Electronics, ZEISS, EON Reality, Immersive VR Education, and Unimersiv.