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Global Virtual Reality Market in Education Sector 2018-2022

Global Virtual Reality Market in Education Sector 2018-2022

About Virtual Reality in Education Sector

Virtual reality is the use of computer technology to create a simulated environment isolating the user from the physical environment and enabling him/her to enter an alternate reality.

Technavio’s analysts forecast the global virtual reality market in education sector to grow at a CAGR of 59.14% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global virtual reality market in education sector for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Virtual Reality Market in Education Sector 2018-2022, 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
  • Alchemy VR
  • Avantis Education
  • EON Reality
  • Google
  • Oculus VR
  • Virtalis
Market driver
  • Increased affordability of VR gear
  • For a full, detailed list, view our report
Market challenge
  • Lack of content
  • For a full, detailed list, view our report
Market trend
  • Increasing number of social VR spaces
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2022 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?


Press Release

Technavio Announces the Publication of its Research Report – Global Virtual Reality Market in Education Sector 2018-2022

Technavio recognizes the following companies as the key players in the global virtual reality market in education sector: Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR, and Virtalis.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is increasing number of social VR spaces. In a virtual environment, the users are isolated with the real physical world, and they are subjected to a virtual environment. This might bring down the quality of learning as collaborative learning plays an effective role in effective and efficient learning. To overcome this challenge, many VR vendors are providing platforms that enable collaborative learning in the VR environment.”

According to the report, one driver in the market is increased affordability of VR gear. One of the most significant drivers in the VR market in the education sector is the increasing affordability of VR gear. Initially, VR hardware products were extremely expensive to purchase, which was a big barrier to the expansion of the market. However, owing to the recent developments in technology and the economies of scale possessed by major companies, the cost of VR gear has reduced by a significant figure.

Further, the report states that one challenge in the market is lack of content. Though there is massive availability of VR gear and VR hardware, the VR industry lacks the availability of VR content. This is primarily due to the lack of VR developers in the market. With VR headsets now being sold at an increasingly attractive price, there is increased pressure on the content makers for immersive and diversified content, which will remain in the mainstay for mass consumption.

Companies Mentioned

Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR, and Virtalis.

  • Executive summary
  • Scope of the report
  • Research methodology
  • Market landscape
    • Global education technology market
    • Market ecosystem
      • Table Global education technology market
      • Table Global education technology market
    • Market characteristics
      • Table Market characteristics
    • Market segmentation analysis
      • Table Market segments
  • Market sizing
    • Market definition
      • Table Market definition - Inclusions and exclusions checklist
      • Table Market size 2017
      • Table Validation techniques employed for market sizing 2017
    • Market size and forecast 2017-2022
      • Table Global VR market in education sector- Market size and forecast 2017-2022 ($ mn)
      • Table Global VR market in education sector- Year over year growth 2018-2022 (%)
  • Five forces analysis
    • Table Five forces analysis 2017
    • Table Five forces analysis 2022
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2017
  • Market segmentation by product
    • Segmentation by product
      • Table Global VR market in education sector by product - Market share 2017-2022 (%)
    • Comparison by product
      • Table Comparison by product
    • Global virtual reality hardware market in education sector - Market size and forecast 2017-2022
      • Table Global virtual reality hardware market in education sector - Market size and forecast 2017-2022 ($ mn)
      • Table Global virtual reality hardware market in education sector - Year-over-year growth 2018-2022 (%)
    • Global virtual reality content market in education sector - Market size and forecast 2017-2022
      • Table Global virtual reality content market in education sector - Market size and forecast 2017-2022 ($ mn)
      • Table Global virtual reality content market in education sector - Year-over-year growth 2018-2022 (%)
    • Market opportunity by product
      • Table Market opportunity by product
  • Customer landscape
    • Table Customer landscape
  • Market segmentation by end-user
    • Segmentation by end-user
      • Table Global VR market in education sector by end-user - Market share 2017-2022 (%)
    • Comparison by end-user
      • Table Comparison by end-user
    • Global VR market in higher education sector - Market size and forecast 2017-2022
      • Table Global VR market in higher education sector - Market size and forecast 2017-2022 ($ mn)
      • Table Global VR market in higher education sector - Year-over-year growth 2018-2022 (%)
    • Global VR market in K-12 sector - Market size and forecast 2017-2022
      • Table Global VR market in K-12 sector - Market size and forecast 2017-2022 ($ mn)
      • Table Global VR market in K-12 sector - Year-over-year growth 2018-2022 (%)
    • Market opportunity by end-user
      • Table Market opportunity by end-user
  • Regional landscape
    • Segmentation by geography
      • Table Global VR market - Market share by geography 2017-2022 (%)
    • Regional comparison
      • Table Regional comparison
    • Americas - Market size and forecast 2017-2022
      • Table Americas - Market size and forecast 2017-2022 ($ mn)
      • Table Americas - Year-over-year growth 2018-2022 (%)
    • EMEA - Market size and forecast 2017-2022
      • Table EMEA - Market size and forecast 2017-2022 ($ mn)
      • Table EMEA - Year-over-year growth 2018-2022 (%)
    • APAC - Market size and forecast 2017-2022
      • Table APAC - Market size and forecast 2017-2022 ($ mn)
      • Table APAC - Year-over-year growth 2018-2022 (%)
    • Key leading countries
      • Table Key leading countries
    • US
    • UK
    • Germany
    • China
    • Australia
    • Market opportunity
      • Table Market opportunity
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Increasing number of social VR spaces
    • 360-degree videos
    • Increasing emphasis on foveated rendering
  • Vendor landscape
    • Overview
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
  • Vendor analysis
    • Vendors covered
      • Table Vendors covered
    • Vendor classification
      • Table Vendor classification
    • Market positioning of vendors
      • Table Market positioning of vendors
    • Alchemy VR
      • Table Vendor overview
      • Table Alchemy VR - Business segments
      • Table Alchemy VR - Organizational developments
      • Table Alchemy VR - Geographic focus
      • Table Alchemy VR - Segment focus
      • Table Alchemy VR - Key offerings
    • Avantis Education
      • Table Vendor overview
      • Table Avantis Education - Business segments
      • Table Avantis Education - Organizational developments
      • Table Avantis Education - Geographic focus
      • Table Avantis Education - Segment focus
      • Table Avantis Education - Key offerings
    • EON Reality
      • Table Vendor overview
      • Table EON Reality - Business segments
      • Table EON Reality - Organizational developments
      • Table EON Reality - Geographic focus
      • Table EON Reality - Segment focus
      • Table EON Reality - Key offerings
    • Google
      • Table Vendor overview
      • Table Google - Business segments
      • Table Google - Organizational developments
      • Table Google - Geographic focus
      • Table Google- Segment focus
      • Table Google - Key offerings
    • Oculus VR
      • Table Vendor overview
      • Table Oculus VR- Business segments
      • Table Oculus VR - Organizational developments
      • Table Oculus VR - Geographic focus
      • Table Oculus VR - Segment focus
      • Table Oculus VR - Key offerings
    • Virtalis
      • Table Vendor overview
      • Table Virtalis - Business segments
      • Table Virtalis - Organizational developments
      • Table Virtalis - Geographic focus
      • Table Virtalis - Segment focus
      • Table Virtalis - Key offerings
  • Appendix
    • List of abbreviations
  • Explore Technavio

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