Market Research Logo

Global VR in Education Sector Market 2017-2021

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:

  • APAC
  • EUROPE
  • North America
  • ROW
Technavio's report, Global VR in Education Sector Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Oculus VR
  • Google
  • Alchemy VR
  • Discovery Communications
Other prominent vendors
  • Cinoptics
  • EPSON
  • HTC
  • Sony
  • FOVE
  • LG Electronics
  • Zebronics
  • Homido
  • Mattel
  • Samsung Electronics
  • ZEISS
  • EON Reality
  • Immersive VR Education
  • Unimersiv
Market driver
  • Upgrades the learning process
  • For a full, detailed list, view our report
Market challenge
  • Lack of content
  • For a full, detailed list, view our report
Market trend
  • Incorporation of SLAM technology
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

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.

Companies Mentioned

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.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Key market highlights
  • Market landscape
    • Table Overview of VR technology
    • Table Global VR in education market 2016-2021 ($ millions)
    • Five forces analysis
      • Table Five forces analysis - VR gear
      • Table Five forces analysis - VR content
  • Market segmentation by product
    • Table Global VR in education market by product 2016-2021 (% share)
    • Global VR gear in education market
      • Table Global VR gear in education market 2016-2021 ($ millions)
    • Global VR content in education market
      • Table Global VR content in education market 2016-2021 ($ millions)
  • Market segmentation by end-user
    • Global VR in education market by end-users
      • Table Global VR in education market by end-users 2016-2021 (% share)
    • Global VR in higher education market
      • Table Global VR in higher education market 2016-2021 ($ millions)
    • Global VR in K-12 education market
      • Table Global VR in K-12 education market 2016-2021 ($ millions)
  • Geographical segmentation
    • Global VR in education market by geography
      • Table Global VR in education market by geography 2016-2021 (% share)
    • VR in education market in North America
      • Table VR in education market in North America 2016-2021 ($ millions)
    • VR in education market in Europe
      • Table VR in education market in Europe 2016-2021 ($ millions)
    • VR in education market in APAC
      • Table VR in education market in APAC 2016-2021 ($ millions)
    • VR in education market in ROW
      • Table VR in education market in ROW 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Impact of drivers on key customer segments
      • Table Impact of drivers
    • Market challenges
    • Impact of challenges on key customer segments
      • Table Impact of challenges
  • Market trends
    • Incorporation of SLAM technology
    • Increasing use of VR in medical training
    • VR facilitates collaborative learning
    • Open source virtual reality
  • Vendor landscape
    • Competitive landscape
  • Key vendor analysis
  • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook

Share this report