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教育用コンピューティングデバイス市場:製品タイプ別(スマートフォン、ノートパソコン、タブレット、その他)、エンドユーザー別(初等教育、中等教育、高等教育):2023-2032年の世界機会分析と産業予測


Education Computing Devices Market By Product Type (Smartphones, Laptops, Tablets, Others), By End-user (Primary, Secondary, Higher Secondary): Global Opportunity Analysis and Industry Forecast, 2023-2032

世界の教育用コンピューティングデバイス市場は、2023年から2032年までの年平均成長率(CAGR)14.1%で、2022年の1,013億ドルから成長し、2032年には3,681億ドルに達すると予測されている。 携帯電話、ノートパソ... もっと見る

 

 

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Allied Market Research
アライドマーケットリサーチ
2023年6月30日 US$5,730
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サマリー

世界の教育用コンピューティングデバイス市場は、2023年から2032年までの年平均成長率(CAGR)14.1%で、2022年の1,013億ドルから成長し、2032年には3,681億ドルに達すると予測されている。
携帯電話、ノートパソコン、PCは、屋内外を問わず効果的な教材として発展してきた。モバイル・コンピュータは、教育現場にも徐々に浸透している。モバイル技術の進歩により、ラップトップ、PDA(Personal Digital Assistant)、タブレット、PC(Personal Computer)、スマートフォン、電子書籍リーダーなど、優れた処理能力を持つ個人用小型コンピュータを携帯する人が大多数となっている。One-to-oneコンピューティングは、その高いコンピューティング能力と機動性、さらにワイヤレス接続やコンテキスト認識技術との組み合わせにより、正式な教室での学習にも、教室外での非公式な学習にも有効な学習ツールとなっている。

コンピューティングデバイスは、ゲーミフィケーションやインタラクティブな学習体験の機会を提供する。教育用ゲーム、シミュレーション、マルチメディア・コンテンツは、生徒の参加意欲とやる気を高める。インタラクティブでゲーミフィケーション的な学習アプローチをサポートするコンピューティングデバイスへの需要が、市場の成長に寄与している。ゲーミフィケーションは、ポイント、バッジ、リーダーボード、チャレンジ、報酬などのゲーム要素を、教育を含むゲーム以外の文脈に組み込むことを含む。ゲーミフィケーションは、競争、達成、エンゲージメントの感覚を導入し、学習者のモチベーションを高め、動機づけを行う。ゲーミフィケーションは学習をより楽しく魅力的なものにし、学習者の注意を引き、学習プロセスに積極的に参加するよう動機付ける。競争の要素や、報酬を得たい、より高い得点を獲得したいという欲求は、学習者がより多くの努力と時間を学習に費やす原動力となる。ゲーミフィケーションやコンピューティングデバイスによるインタラクティブな学習体験は、教育業界においてますます重要になってきている。こうしたアプローチをサポートする機器への需要が、教育用コンピューティング機器市場の成長を牽引している。

最先端のスマート・ソフトウェアや手順について教育を受けていない熟練教師の不足や、場所によっては標準以下の施設やインフラが、教育用コンピューティング・デバイス市場の成長にとって大きな障害となっている。スクリーン使用時間の増加、技術的な注意散漫、姿勢の悪さや眼精疲労、頭痛などによる学習中の長時間のコンピュータ使用により、全体的な健康が損なわれる可能性がある。特に新興国の教育分野では、機器やソフトウェアを導入するための初期投資コストが大きくなることが、市場拡大の主な課題になると予想される。

教育用コンピューティングデバイスの採用は、質の高い教育へのアクセス拡大にますます焦点が当てられている新興市場で急速に拡大している。企業は、手頃な価格のデバイス、ローカライズされたコンテンツ、これらの地域特有のニーズや課題に対応するテーラーメイドのソリューションを提供することで、これらの市場をターゲットにすることができる。新興市場は、良好な人口動態、都市化の進展、中流階級の人口増加などの要因により、大幅な経済成長の可能性を秘めている。これらの市場は、ビジネスが拡大し、新たな消費者市場を開拓する機会を提供する。

COVID-19の流行は、教育用コンピューティングデバイス市場に大きな影響を与えた。教育用コンピューティング・デバイスのニーズは、遠隔教育やバーチャル・コラボレーションの受け入れによって急速に拡大した。デジタル学習はすぐに教育システムに組み込まれた。e-ラーニングやe-ティーチング・プラットフォームを通じて、小学校や中学校の教師は生徒とコミュニケーションをとり、授業や試験を行うことができるようになった。そのため、パンデミックはeラーニングの採用による教育用コンピューティングデバイスの需要増加につながった。
本レポートで紹介する主なプレーヤーには、Acer Inc.、Apple Inc.、ASUSTeK Computer Inc.、Dell Technologies、Hewlett-Packard Development Company、Lenovo、OPPO、Samsung Electronics、Vivo Mobile Communication Co.市場プレーヤーは、提携や買収などの戦略を駆使して、この競争の激しい市場で支配的な地位を獲得しようと絶えず努力している。

ステークホルダーにとっての主なメリット
当レポートでは、2022年から2032年までの教育用コンピューティングデバイス市場分析の市場セグメント、現在の動向、予測、ダイナミクスを定量的に分析し、教育用コンピューティングデバイスの市場機会を特定します。
主要な促進要因、阻害要因、機会に関する情報とともに市場調査を提供します。
ポーターのファイブフォース分析により、バイヤーとサプライヤーの潜在力を明らかにし、ステークホルダーが利益重視のビジネス決定を行い、サプライヤーとバイヤーのネットワークを強化できるようにします。
教育用コンピューティングデバイス市場のセグメンテーションを詳細に分析することで、市場機会を見極めることができます。
各地域の主要国を世界市場への収益貢献度に応じてマッピングしています。
市場プレイヤーのポジショニングはベンチマーキングを容易にし、市場プレイヤーの現在のポジションを明確に理解することができます。
地域別および世界の教育用コンピューティングデバイス市場動向、主要企業、市場セグメント、応用分野、市場成長戦略の分析を含みます。

主要市場セグメント
製品タイプ別
スマートフォン
ノートパソコン
タブレット
その他
エンドユーザー別
プライマリー
中等教育
高等学校
地域別
北米
アメリカ
カナダ
メキシコ
ヨーロッパ
ドイツ
イギリス
フランス
スペイン
デンマーク
その他のヨーロッパ
アジア太平洋
中国
日本
インド
韓国
オーストラリア
その他のアジア太平洋地域
ラメア
ブラジル
UAE
サウジアラビア
南アフリカ
その他の地域
主な市場プレイヤー
日本エイサー
アップル
ASUSTeK Computer Inc.
デル・テクノロジーズ・インコーポレーテッド
ヒューレット・パッカード・ディベロップメント・カンパニーLP.
レノボ
OPPO
サムスン電子
ビボ・モバイル・コミュニケーションズ
シャオミ

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目次

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. COVID-19 Impact Analysis on the market
3.6. Average Selling Price
3.7. Market Share Analysis
3.8. Brand Share Analysis
3.9. Value Chain Analysis
3.10. Key Regulation Analysis
3.11. Patent Landscape
3.12. Regulatory Guidelines
3.13. Product Consumption
3.14. Trade Data Analysis
CHAPTER 4: EDUCATION COMPUTING DEVICES MARKET, BY PRODUCT TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Smartphones
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Laptops
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Tablets
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
4.5. Others
4.5.1. Key market trends, growth factors and opportunities
4.5.2. Market size and forecast, by region
4.5.3. Market share analysis by country
CHAPTER 5: EDUCATION COMPUTING DEVICES MARKET, BY END-USER
5.1. Overview
5.1.1. Market size and forecast
5.2. Primary
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Secondary
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Higher Secondary
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
CHAPTER 6: EDUCATION COMPUTING DEVICES MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Product Type
6.2.3. Market size and forecast, by End-user
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Product Type
6.2.4.1.3. Market size and forecast, by End-user
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Product Type
6.2.4.2.3. Market size and forecast, by End-user
6.2.4.3. Mexico
6.2.4.3.1. Key market trends, growth factors and opportunities
6.2.4.3.2. Market size and forecast, by Product Type
6.2.4.3.3. Market size and forecast, by End-user
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Product Type
6.3.3. Market size and forecast, by End-user
6.3.4. Market size and forecast, by country
6.3.4.1. Germany
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Product Type
6.3.4.1.3. Market size and forecast, by End-user
6.3.4.2. UK
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Product Type
6.3.4.2.3. Market size and forecast, by End-user
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Product Type
6.3.4.3.3. Market size and forecast, by End-user
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Product Type
6.3.4.4.3. Market size and forecast, by End-user
6.3.4.5. Denmark
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Product Type
6.3.4.5.3. Market size and forecast, by End-user
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Product Type
6.3.4.6.3. Market size and forecast, by End-user
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Product Type
6.4.3. Market size and forecast, by End-user
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Product Type
6.4.4.1.3. Market size and forecast, by End-user
6.4.4.2. Japan
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Product Type
6.4.4.2.3. Market size and forecast, by End-user
6.4.4.3. India
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Product Type
6.4.4.3.3. Market size and forecast, by End-user
6.4.4.4. South Korea
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Product Type
6.4.4.4.3. Market size and forecast, by End-user
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Product Type
6.4.4.5.3. Market size and forecast, by End-user
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Product Type
6.4.4.6.3. Market size and forecast, by End-user
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Product Type
6.5.3. Market size and forecast, by End-user
6.5.4. Market size and forecast, by country
6.5.4.1. Brazil
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Product Type
6.5.4.1.3. Market size and forecast, by End-user
6.5.4.2. UAE
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Product Type
6.5.4.2.3. Market size and forecast, by End-user
6.5.4.3. Saudi Arabia
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Product Type
6.5.4.3.3. Market size and forecast, by End-user
6.5.4.4. South Africa
6.5.4.4.1. Key market trends, growth factors and opportunities
6.5.4.4.2. Market size and forecast, by Product Type
6.5.4.4.3. Market size and forecast, by End-user
6.5.4.5. Rest of LAMEA
6.5.4.5.1. Key market trends, growth factors and opportunities
6.5.4.5.2. Market size and forecast, by Product Type
6.5.4.5.3. Market size and forecast, by End-user
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2022
CHAPTER 8: COMPANY PROFILES
8.1. Acer Inc.
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.2. Apple Inc.
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.3. ASUSTeK Computer Inc.
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.4. Dell Technologies Incorporated
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.5. Hewlett- Packard Development Company LP.
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.6. Lenovo
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.7. OPPO
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.8. Samsung Electronics Co Ltd
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot
8.9. Vivo Mobile Communications Co., Ltd
8.9.1. Company overview
8.9.2. Key Executives
8.9.3. Company snapshot
8.10. Xiaomi Corporation
8.10.1. Company overview
8.10.2. Key Executives
8.10.3. Company snapshot

 

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Summary

The global education computing devices market is anticipated to reach $368.1 billion by 2032, growing from $101.3 billion in 2022 at a CAGR of 14.1% from 2023 to 2032.
Mobile phones, laptops, and PCs have developed into effective teaching aids in both indoor and outdoor situations. Mobile computers have gradually entered educational settings. The majority of people carry their own personal small computers with impressive processing capabilities, such as laptops, personal digital assistants (PDAs), tablets, personal computers (PCs), smartphones, and e-book readers due to advancements in mobile technology. One-to-one computing is a potent learning tool for both formal classroom settings and informal learning outside of them because of its high level of computing power and mobility, as well as its combination with wireless connectivity and context-aware technology.

Computing devices provide opportunities for gamification and interactive learning experiences. Educational games, simulations, and multimedia content enhance student engagement and motivation. The demand for computing devices that support interactive and gamified learning approaches is contributing to the growth of the market. Gamification involves incorporating game elements, such as points, badges, leaderboards, challenges, and rewards, into non-game contexts, including education. It introduces a sense of competition, achievement, and engagement to motivate and incentivize learners. Gamification makes learning more enjoyable and engaging, capturing learners' attention and motivating them to actively participate in the learning process. The element of competition and the desire to earn rewards or achieve higher scores can drive learners to invest more effort and time in their studies. Gamification and interactive learning experiences enabled by computing devices are becoming increasingly important in the education industry. The demand for devices that support these approaches is driving the growth of the education computing devices market.

The lack of skilled teachers who are not educated about cutting-edge smart software and procedures, as well as substandard facilities and infrastructure in some places, are major obstacles for the growth of the education computing devices market. Overall health may suffer as a result of increased screen time, technological distractions, and prolonged computer use while learning because of bad posture, eye strain, and headaches. The greater initial investment costs for installing devices and software in the educational sectors, particularly in emerging nations, are expected to be the key challenge for the market expansion.

The adoption of education computing devices is growing rapidly in emerging markets, where there is an increasing focus on expanding access to quality education. Companies can target these markets by offering affordable devices, localized content, and tailored solutions that address the specific needs and challenges of these regions. Emerging markets have the potential for significant economic growth due to factors such as favorable demographics, increasing urbanization, and rising middle-class populations. These markets offer opportunities for businesses to expand and tap into new consumer markets.

The COVID-19 pandemic had a significant impact on the market for education computing devices. The need for education computing devices has rapidly expanded with the acceptance of remote education and virtual collaboration.. Digital learning was soon included in the educational system. Through e-learning and e-teaching platforms, elementary and secondary school teachers were able to communicate with the students and carry out lessons and exams. Therefore, the pandemic has led to an increase in demand for education computing devices due to adoption of eLearning.
The key players profiled in this report include Acer Inc., Apple Inc., ASUSTeK Computer Inc., Dell Technologies, Hewlett-Packard Development Company, Lenovo, OPPO, Samsung Electronics, Vivo Mobile Communication Co., Ltd., and Xiaomi Corporation. The market players are continuously striving to achieve a dominant position in this competitive market using strategies such as collaborations and acquisitions.

Key Benefits For Stakeholders
●This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the education computing devices market analysis from 2022 to 2032 to identify the prevailing education computing devices market opportunities.
●The market research is offered along with information related to key drivers, restraints, and opportunities.
●Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
●In-depth analysis of the education computing devices market segmentation assists to determine the prevailing market opportunities.
●Major countries in each region are mapped according to their revenue contribution to the global market.
●Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
●The report includes the analysis of the regional as well as global education computing devices market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments
By Product Type
● Smartphones
● Laptops
● Tablets
● Others
By End-user
● Primary
● Secondary
● Higher Secondary
By Region
● North America
○ U.S.
○ Canada
○ Mexico
● Europe
○ Germany
○ UK
○ France
○ Spain
○ Denmark
○ Rest of Europe
● Asia-Pacific
○ China
○ Japan
○ India
○ South Korea
○ Australia
○ Rest of Asia-Pacific
● LAMEA
○ Brazil
○ UAE
○ Saudi Arabia
○ South Africa
○ Rest of LAMEA
● Key Market Players
○ Acer Inc.
○ Apple Inc.
○ ASUSTeK Computer Inc.
○ Dell Technologies Incorporated
○ Hewlett- Packard Development Company LP.
○ Lenovo
○ OPPO
○ Samsung Electronics Co Ltd
○ Vivo Mobile Communications Co., Ltd
○ Xiaomi Corporation



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Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. COVID-19 Impact Analysis on the market
3.6. Average Selling Price
3.7. Market Share Analysis
3.8. Brand Share Analysis
3.9. Value Chain Analysis
3.10. Key Regulation Analysis
3.11. Patent Landscape
3.12. Regulatory Guidelines
3.13. Product Consumption
3.14. Trade Data Analysis
CHAPTER 4: EDUCATION COMPUTING DEVICES MARKET, BY PRODUCT TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Smartphones
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Laptops
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Tablets
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
4.5. Others
4.5.1. Key market trends, growth factors and opportunities
4.5.2. Market size and forecast, by region
4.5.3. Market share analysis by country
CHAPTER 5: EDUCATION COMPUTING DEVICES MARKET, BY END-USER
5.1. Overview
5.1.1. Market size and forecast
5.2. Primary
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Secondary
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Higher Secondary
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
CHAPTER 6: EDUCATION COMPUTING DEVICES MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Product Type
6.2.3. Market size and forecast, by End-user
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Product Type
6.2.4.1.3. Market size and forecast, by End-user
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Product Type
6.2.4.2.3. Market size and forecast, by End-user
6.2.4.3. Mexico
6.2.4.3.1. Key market trends, growth factors and opportunities
6.2.4.3.2. Market size and forecast, by Product Type
6.2.4.3.3. Market size and forecast, by End-user
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Product Type
6.3.3. Market size and forecast, by End-user
6.3.4. Market size and forecast, by country
6.3.4.1. Germany
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Product Type
6.3.4.1.3. Market size and forecast, by End-user
6.3.4.2. UK
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Product Type
6.3.4.2.3. Market size and forecast, by End-user
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Product Type
6.3.4.3.3. Market size and forecast, by End-user
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Product Type
6.3.4.4.3. Market size and forecast, by End-user
6.3.4.5. Denmark
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Product Type
6.3.4.5.3. Market size and forecast, by End-user
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Product Type
6.3.4.6.3. Market size and forecast, by End-user
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Product Type
6.4.3. Market size and forecast, by End-user
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Product Type
6.4.4.1.3. Market size and forecast, by End-user
6.4.4.2. Japan
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Product Type
6.4.4.2.3. Market size and forecast, by End-user
6.4.4.3. India
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Product Type
6.4.4.3.3. Market size and forecast, by End-user
6.4.4.4. South Korea
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Product Type
6.4.4.4.3. Market size and forecast, by End-user
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Product Type
6.4.4.5.3. Market size and forecast, by End-user
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Product Type
6.4.4.6.3. Market size and forecast, by End-user
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Product Type
6.5.3. Market size and forecast, by End-user
6.5.4. Market size and forecast, by country
6.5.4.1. Brazil
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Product Type
6.5.4.1.3. Market size and forecast, by End-user
6.5.4.2. UAE
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Product Type
6.5.4.2.3. Market size and forecast, by End-user
6.5.4.3. Saudi Arabia
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Product Type
6.5.4.3.3. Market size and forecast, by End-user
6.5.4.4. South Africa
6.5.4.4.1. Key market trends, growth factors and opportunities
6.5.4.4.2. Market size and forecast, by Product Type
6.5.4.4.3. Market size and forecast, by End-user
6.5.4.5. Rest of LAMEA
6.5.4.5.1. Key market trends, growth factors and opportunities
6.5.4.5.2. Market size and forecast, by Product Type
6.5.4.5.3. Market size and forecast, by End-user
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2022
CHAPTER 8: COMPANY PROFILES
8.1. Acer Inc.
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.2. Apple Inc.
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.3. ASUSTeK Computer Inc.
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.4. Dell Technologies Incorporated
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.5. Hewlett- Packard Development Company LP.
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.6. Lenovo
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.7. OPPO
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.8. Samsung Electronics Co Ltd
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot
8.9. Vivo Mobile Communications Co., Ltd
8.9.1. Company overview
8.9.2. Key Executives
8.9.3. Company snapshot
8.10. Xiaomi Corporation
8.10.1. Company overview
8.10.2. Key Executives
8.10.3. Company snapshot

 

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