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Global Visual Technologies in Education Market 2017-2021

Global Visual Technologies in Education Market 2017-2021

About Visual Technologies

A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives.Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and virtual reality (VR). Visual technology products such as 3-D printers, VR head gear, and software solutions for data analytics are discussed in the report.

Technavio’s analysts forecast the global visual technologies in education market to grow at a CAGR of 32.88% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global visual technologies in education market for 2017-2021. To calculate the market size, the report considers the revenues generated from services and products.The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Visual Technologies in Education 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
  • Alchemy VR
  • EON Reality
  • Magic Leap
  • Oculus
  • Qlik
  • Stratasys
  • VR
Other prominent vendors
  • DAQRI
  • QuiverVision
  • Gamooz
  • Discovery Communication
  • Google
  • Seiko EPSON
  • HTC Global Services
  • Zebronics
  • LG Electronics
  • Homido
  • Immersive VR Education
  • 3D Systems
  • Meta
  • ExOne
  • Blippar
  • InGage
Market driver
  • Surging investments in improving technology infrastructure
  • For a full, detailed list, view our report
Market challenge
  • High hardware price due to steep R&D expenditure
  • For a full, detailed list, view our report
Market trend
  • Rising popularity of IoT and wearable devices
  • 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 Visual Technologies in Education Market 2017-2021

Technavio recognizes the following companies as the key players in the global visual technologies in education market: Alchemy VR, EON Reality, Magic Leap, Oculus, Qlik, Stratasys, and VR.

Other Prominent Vendors in the market are: DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.

Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Rising popularity of IoT and wearable devices. The increasing popularity of the Internet of Things (IoT) is expected to boost the demand for visual technologies in the education market globally over the next few years. The ease of integration of smart devices with significant visual technologies such as AR and VR are also contributing to the growth of the market in focus. The increasing demand for wearable devices is also anticipated to augment the growth of the market in the coming years.”

According to the report, one of the major drivers for this market is Surging investments in improving technology infrastructure. Schools and colleges have increasingly started spending on developing infrastructure to provide digital solutions to students. Various institutions are replacing conventional classrooms with virtual classrooms. Globally, there are numerous universities investing considerably in strengthening their ICT set-ups. This process involves the continuous upgrading of computers, tablets, and other digital resources.

Further, the report states that one of the major factors hindering the growth of this market is High hardware price due to steep R&D expenditure. Since visual technologies involve intricacies and change dynamically, significant expenses are incurred in the R&D of these devices. This accentuates the overall costs, which eventually increases the selling price of these devices. Schools in advanced economies might still be able to bear the high costs of these technologies. However, they are still out of reach for schools and universities in the least developed countries (LDCs) and gradually emerging economies. As a result, the growth of the market is being impeded.

Companies Mentioned

Alchemy VR, EON Reality, Magic Leap, Oculus, Qlik, Stratasys, VR, DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Global education technology
      • Table Key educational technology developments: 2015-2022
  • Market landscape
    • Global visual technologies in education market
      • Table Global visual technologies in education market: Segmentation
      • Table Global visual technologies in education market 2016-2021($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Geographical segmentation
    • Global visual technologies in education market by geography
      • Table Global visual technologies in education market by geography 2016-2021 (%)
      • Table Global visual technologies in education market by geography 2016-2021 ($ millions)
    • Visual technologies in education market in North America
      • Table Visual technologies in education market in North America 2016-2021 ($ millions)
    • Visual technologies in education market in Europe
      • Table Visual technologies in education market in Europe 2016-2021 ($ millions)
    • Visual technologies in education market in APAC
      • Table Visual technologies in education market in APAC 2016-2021 ($ millions)
    • Visual technologies in education market in ROW
      • Table Visual technologies in education market in ROW 2016-2021 ($ millions)
  • Market segmentation by product
    • Global visual technologies in education market by product
      • Table Global visual technologies in education market by product 2016-2021 (%)
      • Table Global visual technologies in education market by product 2016-2021 ($ millions)
    • Global visual technologies in education market by 3-D printing
      • Table Global visual technologies in education market by 3-D printing 2016-2021 ($ millions)
    • Global visual technologies in education market by visual data analytics
      • Table Global visual technologies in education market by visual data analytics 2016-2021 ($ millions)
    • Global visual technologies in education market by AR
      • Table Global visual technologies in education market by AR 2016-2021 ($ millions)
    • Global visual technologies in education market by VR
      • Table Global visual technologies in education market by VR 2016-2021 ($ millions)
  • Market segmentation by end-user
    • Global visual technologies in education market by end-user
      • Table Global visual technologies in education market by end-user 2016-2021 (%)
      • Table Global visual technologies in education market by end-user 2016-2021 ($ millions)
    • Global visual technologies in education market by higher education
      • Table Global visual technologies in education market by higher education 2016-2021 ($ millions)
    • Global visual technologies in education market by K-12
      • Table Visual technologies in education market by K-12 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Rising popularity of IoT and wearable devices
    • Increasing adoption of maker spaces and learning commons
    • Inclusion of robotics in STEAM teaching
    • Paradigm shift toward mobile technology
    • Emergence of mixed reality
  • Vendor landscape
    • Competitive scenario
    • Competitive benchmarking
      • Table Vendor analysis
      • Table Key vendors: Strategy overview
  • Key vendor analysis
    • Stratasys
    • Qlik
    • Oculus VR
    • Alchemy VR
    • Magic Leap
    • EON Reality
  • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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