教育分野における拡張現実とバーチャルリアリティ市場:提供タイプ(ソフトウェア、ハードウェア、サービス)、デバイスタイプ、展開(オンプレミス、クラウド)、用途、エンドユーザー(教育機関、企業)、地域別 - 2028年までの世界予測Augmented and Virtual Reality in Education Market by offering type (software, hardware, services), device type, deployment (on-premise, cloud), application, end user (academic institutions, corporates) and Region - Global Forecast to 2028 教育におけるARとVRの世界市場は、2022年に29億米ドルと評価され、2028年には142億米ドルに達すると予測され、予測期間中に29.6%のCAGRを記録すると予測されている。没入型AR(拡張現実)・VR(仮想現実)技術に... もっと見る
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サマリー教育におけるARとVRの世界市場は、2022年に29億米ドルと評価され、2028年には142億米ドルに達すると予測され、予測期間中に29.6%のCAGRを記録すると予測されている。没入型AR(拡張現実)・VR(仮想現実)技術による企業研修の変革、AR・VR技術の継続的な革新・拡大による教育の高度化、パーソナライズされた学習体験の高度化の出現、実社会への応用とキャリアの即応性が、教育におけるAR・VR市場の成長を促進している。一方、ARとVRの実装における標準化と相互運用性、教育体験を強化するためのARとVRの技術的限界が、教育におけるARとVR市場の成長を抑制している。ソフトウェア分野は予測期間中に最も高いCAGRで成長する見込み ソフトウェア分野は予測期間中、最も高いCAGRで成長すると予想される。ARおよびVR業界は常に進化しており、常に新しい技術が開発されている。このため、ARとVRの新しい革新的な利用方法が生まれており、これがソフトウェアの需要を促進している。また、より強力で手頃な価格のハードウェアが開発され、利用できるようになったことも、AR・VRソフトウェアの成長を後押ししている。ディスプレイ技術、センサー、コンピューティングパワーの革新により、ARとVRの体験はより没入感があり、リアルで、アクセスしやすくなっている。 プロジェクター&ディスプレイ分野は予測期間中に最も高いCAGRで成長を記録する プロジェクター&ディスプレイ分野は、予測期間中に最も高いCAGRで成長すると予想される。プロジェクターとディスプレイデバイスは、没入型でインタラクティブなARとVR体験を提供し、視覚品質、視野、全体的なユーザー体験を向上させる上で重要な役割を果たす。 プロフェッショナルサービス分野は予測期間中に高いCAGRで成長する見込み プロフェッショナルサービス分野は、予測期間中、より高いCAGRで成長する見込みである。ARとVRのプロフェッショナルサービスは、コンサルティング、開発、設計、統合、実装、トレーニング、サポートなど、さまざまな専門的サービスを包含する。彼らは、ソフトウェア開発、3Dモデリング、ユーザーエクスペリエンス設計、ハードウェアの選択、コンテンツ作成、システム統合などの分野で必要な専門知識を提供する。彼らの専門知識は、組織がARとVRの実装の複雑さをナビゲートし、成功の成果を保証するのに役立ちます。これらの要因が、このセグメントの成長を後押ししている。 クラウドセグメントは予測期間中に高いCAGRで成長する可能性が高い クラウド展開セグメントは予測期間中、より高いCAGRで成長する見込みである。クラウドベースの導入は、教育機関がARとVRを教育や学習の実践に統合するための、費用対効果が高く、アクセスしやすく、管理しやすいソリューションを提供し、教育分野におけるARとVRの成長と採用をサポートする。 AR HMDデバイス分野は、予測期間中に最も高いCAGRで成長しそうである。 拡張現実ヘッドマウントディスプレイ(AR HMD)デバイスセグメントは、予測期間中に最も高いCAGRで成長する見込みである。教育用ARおよびVRにおけるAR HMDデバイスは、没入感やインタラクションの強化、実世界の文脈に即した学習、体験型学習、パーソナライズされた適応型学習、コラボレーションと共有体験、可搬性と柔軟性、コスト削減とアクセシビリティ、進化する技術とイノベーション、業界コラボレーション、コンテンツ開発、調査研究による肯定的な教育成果などの要因によって推進される。教育現場におけるAR HMDデバイスの統合は、学生に変革的な学習体験を提供し、積極的な取り組みと学術的概念のより深い理解を促します。 主な内訳 この調査には、部品サプライヤーからティア1企業、OEMに至るまで、様々な業界専門家の洞察が含まれている。主な内訳は以下の通りである: - 企業タイプ別:ティア1 35%、ティア2 45%、ティア3 20 - 役職別 - Cレベル幹部 - 40%、マーケティング部長 - 30%、その他 - 30 - 地域別-北米20%、欧州40%、アジア太平洋地域30%、アジア太平洋地域10 教育分野におけるARおよびVR市場は、ソニーグループ(日本)、HTC Corporation(台湾)、Meta(米国)、Google(米国)、Microsoft(米国)など、世界的に確立された少数のプレーヤーによって支配されている。本調査では、教育分野におけるARおよびVR市場におけるこれら主要プレイヤーの会社概要、最近の動向、主要市場戦略など、詳細な競合分析を掲載している。 調査対象範囲 当レポートでは、教育分野におけるARおよびVR市場をセグメント化し、提供タイプ、デバイスタイプ、展開、用途、エンドユーザー、地域別に市場規模を予測しています。また、市場に関連する促進要因、阻害要因、機会、課題についても論じています。北米、欧州、アジア太平洋地域、アジア太平洋地域(RoW)の4つの主要地域における市場の詳細な見解を示しています。サプライチェーン分析は、教育におけるARとVRのエコシステムにおける主要プレーヤーとその競争分析とともに、レポートに含まれています。 レポート購入の主なメリット - 主な推進要因の分析(没入型拡張現実と仮想現実技術による企業トレーニングの変革、AR&VR技術の継続的な革新と拡大による教育の進歩、パーソナライズされた学習体験の進歩の出現、実社会への応用とキャリアの準備)。制約(ARとVRの導入における標準化と相互運用性、教育体験を強化するためのARとVRの技術的限界)。機会(没入型コラボレーションとコミュニケーション、AR・VR教育におけるエンゲージメントと双方向性の強化、AI統合による教育の変革、AR・VR教育における拡張コラボレーション、没入型データの可視化と分析)。課題(不十分なインフラと技術サポート、標準化されたコンテンツとカリキュラムの統合の欠如、ARとVRの高い導入コスト、倫理と安全性への配慮) - 製品開発/イノベーション:教育市場におけるARおよびVRの今後の技術、研究開発活動、新製品発売に関する詳細な洞察。 - 市場開発:有利な市場に関する包括的な情報 - 当レポートでは、様々な地域の教育分野におけるARおよびVR市場を分析しています。 - 市場の多様化:教育分野におけるARおよびVR市場における新製品&サービス、未開拓の地域、最近の開発、投資に関する網羅的な情報。 - 競合評価:ソニーグループ株式会社(日本)、HTC Corporation(台湾)、Meta(米国)、Google(米国)、Microsoft(米国)、パナソニックホールディングス株式会社(日本)、Vuzix(米国)、Cornerstone OnDemand, Inc.(米国)、Lenovo(香港)、Anthology Inc.(米国)など、教育分野におけるARおよびVR市場における主要企業の市場シェア、成長戦略、サービス内容を詳細に評価。 目次1 INTRODUCTION 331.1 STUDY OBJECTIVES 33 1.2 MARKET DEFINITION 33 1.2.1 INCLUSIONS AND EXCLUSIONS 34 1.3 STUDY SCOPE 35 1.3.1 MARKETS COVERED 35 FIGURE 1 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SEGMENTATION 35 1.3.2 REGIONAL SCOPE 35 1.3.3 YEARS CONSIDERED 36 1.4 CURRENCY CONSIDERED 36 1.5 UNITS CONSIDERED 36 1.6 STAKEHOLDERS 36 1.7 IMPACT OF RECESSION 37 2 RESEARCH METHODOLOGY 38 2.1 RESEARCH DATA 38 FIGURE 2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: RESEARCH DESIGN 39 2.1.1 SECONDARY AND PRIMARY RESEARCH 40 2.1.2 SECONDARY DATA 41 2.1.2.1 Key secondary sources 41 2.1.2.2 Key data from secondary sources 41 2.1.3 PRIMARY DATA 42 2.1.3.1 Major primary interview participants 42 2.1.3.2 Breakdown of primaries 42 FIGURE 3 BREAKDOWN OF PRIMARIES 42 2.1.3.3 Key data from primary sources 43 2.1.3.4 Key industry insights 43 2.2 FACTOR ANALYSIS 44 2.2.1 SUPPLY-SIDE ANALYSIS 44 FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY-SIDE ANALYSIS)—REVENUE GENERATED BY COMPANIES FROM SALE OF PRODUCTS OFFERED IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 44 FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (TOP-DOWN, SUPPLY-SIDE)—ILLUSTRATION OF REVENUE ESTIMATION FOR ONE COMPANY IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 45 2.3 MARKET SIZE ESTIMATION 45 FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS 46 2.3.1 BOTTOM-UP APPROACH 46 2.3.1.1 Approach to obtain market share using bottom-up analysis (demand side) 46 FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 47 2.3.2 TOP-DOWN APPROACH 47 2.3.2.1 Approach to obtain market share using top-down analysis (supply side) 47 FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 48 2.3.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS 48 TABLE 1 MARKET GROWTH ASSUMPTIONS 48 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 49 FIGURE 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DATA TRIANGULATION 49 2.5 RESEARCH ASSUMPTIONS 50 TABLE 2 KEY ASSUMPTIONS: MACRO- AND MICRO-ECONOMIC ENVIRONMENT 50 2.6 RESEARCH LIMITATIONS 51 2.7 RISK ASSESSMENT 51 TABLE 3 RISK ASSESSMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 51 2.7.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 51 TABLE 4 RECESSION ANALYSIS 51 3 EXECUTIVE SUMMARY 52 FIGURE 10 E-LEARNING APPLICATION SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 52 FIGURE 11 SOFTWARE OFFERING SEGMENT TO RECORD FASTEST GROWTH FROM 2023 TO 2028 53 FIGURE 12 AR HMDS DEVICE TYPE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 53 FIGURE 13 NORTH AMERICA LED AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, IN TERMS OF VALUE, IN 2022 54 3.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 55 FIGURE 14 PRE- AND POST-RECESSION IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2028 55 4 PREMIUM INSIGHTS 56 4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 56 FIGURE 15 EMERGENCE OF ADVANCING PERSONALIZED LEARNING EXPERIENCES TO DRIVE AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 56 4.2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER 56 FIGURE 16 CORPORATES END USER SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD 56 4.3 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE OFFERING 57 FIGURE 17 CAMERAS SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 57 4.4 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY CORPORATE END USER 57 FIGURE 18 HEALTHCARE AND LIFESCIENCES SEGMENT TO EXHIBIT HIGHEST CAGR AMONG CORPORATE END USERS DURING FORECAST PERIOD 57 4.5 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY ACADEMIC INSTITUTION END USER 58 FIGURE 19 K-12 INSTITUTIONS END USER SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 58 4.6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION 58 FIGURE 20 NORTH AMERICA TO HOLD LARGEST MARKET SHARE, IN TERMS OF VALUE, IN 2028 58 4.7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY 59 FIGURE 21 INDIA TO RECORD HIGHEST CAGR GLOBALLY DURING FORECAST PERIOD 59 5 MARKET OVERVIEW 60 5.1 INTRODUCTION 60 5.2 MARKET DYNAMICS 60 FIGURE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 60 5.2.1 DRIVERS 61 5.2.1.1 Enhanced understanding of complex concepts through visualization 61 5.2.1.2 Transformation of corporate training through immersive AR and VR technologies 61 5.2.1.3 Advancements in education through ongoing innovation and expansion in AR and VR technology 61 5.2.1.4 Emergence of advanced personalized learning experiences 62 5.2.1.5 Real-world applications and career readiness 62 FIGURE 23 DRIVERS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 63 5.2.2 RESTRAINTS 63 5.2.2.1 Standardization and interoperability in AR and VR implementation 63 5.2.2.2 Technical limitations of AR and VR for enhanced educational experiences 64 FIGURE 24 RESTRAINTS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 64 5.2.3 OPPORTUNITIES 64 5.2.3.1 Immersive collaboration and communication among students 64 5.2.3.2 Enhancing engagement and interactivity in AR and VR education 65 5.2.3.3 Transforming education through AI integration 65 5.2.3.4 Augmented collaboration in AR and VR education 65 5.2.3.5 Immersive data visualization and analytics 66 FIGURE 25 OPPORTUNITIES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 67 5.2.4 CHALLENGES 67 5.2.4.1 Inadequate infrastructure and technical support 67 5.2.4.2 Lack of standardized content and curriculum integration 68 5.2.4.3 High adoption cost of AR and VR 68 5.2.4.4 Ethical and safety considerations 69 FIGURE 26 CHALLENGES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 69 5.3 VALUE CHAIN ANALYSIS 70 FIGURE 27 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 70 5.3.1 RESEARCH AND DEVELOPMENT 70 5.3.2 SOLUTION PROVIDERS 70 5.3.3 SYSTEM INTEGRATORS 70 5.3.4 END USERS 71 5.3.5 MARKETING AND SALES 71 5.4 PORTER’S FIVE FORCES ANALYSIS 71 FIGURE 28 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: PORTER’S FIVE FORCES ANALYSIS 71 TABLE 5 PORTER’S FIVE FORCES ANALYSIS WITH THEIR IMPACT 72 5.4.1 INTENSITY OF COMPETITIVE RIVALRY 72 5.4.2 THREAT OF NEW ENTRANTS 72 5.4.3 THREAT OF SUBSTITUTES 72 5.4.4 BARGAINING POWER OF BUYERS 72 5.4.5 BARGAINING POWER OF SUPPLIERS 72 5.5 PRICING ANALYSIS 73 FIGURE 29 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE 73 TABLE 6 AVERAGE SELLING PRICE OF TOP THREE KEY PLAYERS (USD) 73 FIGURE 30 AVERAGE SELLING PRICE TREND FOR TOP FOUR DEVICE TYPES 73 5.6 KEY STAKEHOLDERS AND BUYING CRITERIA 74 5.6.1 KEY STAKEHOLDERS IN BUYING PROCESS 74 FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS 74 TABLE 7 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS (%) 74 5.6.2 KEY BUYING CRITERIA 74 TABLE 8 KEY BUYING CRITERIA FOR TOP THREE END USERS 74 5.7 PATENT ANALYSIS 75 FIGURE 32 NUMBER OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2013–2022 75 FIGURE 33 REGIONAL ANALYSIS OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2022 75 TABLE 9 LIST OF PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2021–2023 76 5.8 TECHNOLOGICAL ANALYSIS 77 5.8.1 BLOCKCHAIN AND METAVERSE 77 5.8.2 EXTENDED REALITY IN EDUCATION 78 5.8.3 INTEGRATION OF AI, MACHINE LEARNING, AR, AND VR TECHNOLOGIES 79 5.9 TRADE DATA ANALYSIS 79 5.9.1 EXPORT SCENARIO 79 TABLE 10 EXPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND) 80 5.9.2 IMPORT SCENARIO 80 TABLE 11 IMPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND) 80 5.10 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 81 FIGURE 34 REVENUE SHIFT AND NEW REVENUE POCKETS FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 82 5.11 MARKET ECOSYSTEM 82 TABLE 12 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: ECOSYSTEM 82 FIGURE 35 KEY PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 83 5.12 CASE STUDIES 84 5.12.1 ITHACA COLLEGE PROVIDES IMMERSIVE TRAINING ON TEACHING, LEARNING, AND CREATING IN VR 84 TABLE 13 LENOVO'S VR CLASSROOM SOLUTION REVOLUTIONIZES HIGHER EDUCATION AT ITHACA COLLEGE 84 5.12.2 IFM IMPLEMENTS UHD VR STUDIO TO PRODUCE AND BROADCAST CONTENT 84 TABLE 14 IFM DEPLOYED PANASONIC’S PRO PTZ REMOTE CAMERAS ON VIRTUAL STUDIO SETS 84 5.13 KEY CONFERENCES AND EVENTS IN 2023–2024 85 TABLE 15 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF CONFERENCES AND EVENTS 85 5.14 REGULATORY FRAMEWORK 86 5.14.1 STANDARDS AND REGULATIONS RELATED TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 86 TABLE 16 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: REGULATORY FRAMEWORK 86 5.14.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 87 TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 87 TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 88 TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 88 TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 89 6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING 90 6.1 INTRODUCTION 91 FIGURE 36 SOFTWARE OFFERING SEGMENT TO HOLD LARGEST MARKET SHARE IN 2028 91 TABLE 21 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 91 TABLE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 92 6.2 SOFTWARE 92 6.2.1 GROWING DEMAND FOR REMOTE ACCESSIBILITY TO DRIVE MARKET 92 TABLE 23 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 93 TABLE 24 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 93 FIGURE 37 ACADEMIC INSTITUTIONS SEGMENT TO DOMINATE MARKET FOR SOFTWARE OFFERINGS IN 2028 94 TABLE 25 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 94 TABLE 26 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 94 TABLE 27 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 94 TABLE 28 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 95 6.3 HARDWARE 95 TABLE 29 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 95 TABLE 30 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 95 6.3.1 SENSORS 96 6.3.1.1 Increasing deployment in various devices to detect motion, acceleration, magnetic field, and object presence to drive segment 96 6.3.2 CONTROLLERS 96 6.3.2.1 Use in handling complex calculations to support segment growth 96 6.3.3 CAMERAS 96 6.3.3.1 Utilization for depth and amplitude measurement of objects to fuel segment growth 96 6.3.4 PROJECTORS AND DISPLAYS 97 6.3.4.1 Use of small, high-resolution microdisplays for dynamic or static image display to propel segment 97 6.3.5 OTHERS 97 TABLE 31 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 97 TABLE 32 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 98 FIGURE 38 ACADEMIC INSTITUTIONS END USER SEGMENT IN HARDWARE OFFERING TO LEAD MARKET IN 2028 98 TABLE 33 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 98 TABLE 34 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 99 6.4 SERVICES 99 TABLE 35 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 99 TABLE 36 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 99 6.4.1 MANAGED SERVICES 100 6.4.1.1 Growing demand for managed services to reduce operating costs in educational institutes and corporates to drive market 100 6.4.2 PROFESSIONAL SERVICES 100 6.4.2.1 Need to integrate legacy infrastructure with modern technological solutions to boost market 100 TABLE 37 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 100 TABLE 38 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 101 FIGURE 39 ACADEMIC INSTITUTIONS END USER SEGMENT TO CAPTURE LARGEST MARKET SHARE FOR SERVICE OFFERINGS IN 2028 101 TABLE 39 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 101 TABLE 40 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 102 TABLE 41 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 102 TABLE 42 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 102 7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE 103 7.1 INTRODUCTION 104 FIGURE 40 VR DEVICES SEGMENT TO LEAD MARKET IN 2028 104 TABLE 43 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION) 104 TABLE 44 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION) 105 TABLE 45 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019–2022 (THOUSAND UNITS) 105 TABLE 46 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023–2028 (THOUSAND UNITS) 105 7.2 AR HMDS 106 7.2.1 GROWING ADOPTION OF AR HMDS FOR HIGHLY IMMERSIVE LEARNING EXPERIENCE TO PROPEL MARKET 106 TABLE 47 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 106 TABLE 48 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 106 FIGURE 41 NORTH AMERICA TO DOMINATE MARKET FOR AR HMDS IN 2028 107 TABLE 49 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 107 TABLE 50 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 107 TABLE 51 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 108 TABLE 52 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 108 7.3 VR DEVICES 108 TABLE 53 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 109 TABLE 54 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 109 FIGURE 42 ASIA PACIFIC TO LEAD MARKET FOR VR DEVICES IN 2028 109 TABLE 55 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 110 TABLE 56 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 110 TABLE 57 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 110 TABLE 58 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 111 7.3.1 HMDS 111 7.3.1.1 Demand for HMDs in interactive learning environments to boost segment 111 7.3.2 GESTURE-TRACKING DEVICES 111 7.3.2.1 Utilization in medical training and simulation to drive segment 111 7.4 MOBILE COMPUTING DEVICES 112 7.4.1 INCREASING DEMAND FOR POWERFUL PROCESSORS TO HANDLE DEMANDING GRAPHICS REQUIREMENTS OF AR AND VR TO BOOST SEGMENT 112 TABLE 59 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 112 TABLE 60 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 112 FIGURE 43 ASIA PACIFIC TO HOLD LARGEST MARKET SHARE FOR MOBILE COMPUTING DEVICES IN 2028 113 TABLE 61 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 113 TABLE 62 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 113 TABLE 63 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 114 TABLE 64 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 114 7.5 PROJECTORS & DISPLAY WALLS 114 7.5.1 RISING NEED FOR DYNAMIC AND IMMERSIVE LEARNING ENVIRONMENTS TO FUEL SEGMENT GROWTH 114 TABLE 65 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 115 TABLE 66 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 115 FIGURE 44 ASIA PACIFIC TO LEAD MARKET FOR PROJECTORS & DISPLAY WALLS IN 2028 115 TABLE 67 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 116 TABLE 68 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 116 TABLE 69 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 116 TABLE 70 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 117 7.6 OTHERS 117 TABLE 71 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 117 TABLE 72 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 118 FIGURE 45 NORTH AMERICA TO DOMINATE MARKET FOR OTHERS IN 2028 118 TABLE 73 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 118 TABLE 74 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 119 TABLE 75 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 119 TABLE 76 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 119 8 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT 120 8.1 INTRODUCTION 121 FIGURE 46 CLOUD DEPLOYMENT SEGMENT TO LEAD MARKET IN 2028 121 TABLE 77 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 121 TABLE 78 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 122 8.2 CLOUD 122 8.2.1 LOWER COST AND INCREASED SECURITY TO DRIVE SEGMENT 122 TABLE 79 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 122 TABLE 80 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 123 8.3 ON PREMISES 123 8.3.1 HIGHER DATA SECURITY WITH CENTRALIZED STORAGE INFRASTRUCTURE TO SUPPORT MARKET 123 TABLE 81 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 123 TABLE 82 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 124 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION 125 9.1 INTRODUCTION 126 FIGURE 47 E-LEARNING APPLICATION SEGMENT TO CAPTURE LARGEST MARKET SHARE IN 2028 126 TABLE 83 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 126 TABLE 84 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 127 9.2 CLASSROOM LEARNING 127 9.2.1 GROWING TREND FOR SMART EDUCATION TO FUEL AR VR ADOPTION 127 TABLE 85 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 128 TABLE 86 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 128 TABLE 87 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 129 TABLE 88 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 129 9.3 CORPORATE LEARNING MANAGEMENT 129 9.3.1 BOOST IN CORPORATE TRAINING ROI TO DRIVE DEPLOYMENT OF AR VR 129 TABLE 89 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 130 TABLE 90 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 130 TABLE 91 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 130 TABLE 92 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 130 9.4 CERTIFICATIONS 131 9.4.1 RISING DEMAND FOR PERSONALIZED CERTIFICATIONS TO PROPEL MARKET 131 TABLE 93 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 131 TABLE 94 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 131 TABLE 95 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 132 TABLE 96 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 132 9.5 E-LEARNING 132 9.5.1 NEED FOR ENHANCED LEARNING AND ENGAGEMENT TO PROPEL DEMAND FOR AR VR 132 TABLE 97 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 133 TABLE 98 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 133 TABLE 99 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 134 TABLE 100 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 134 9.6 VIRTUAL FIELD TRIPS 134 9.6.1 REQUIREMENT FOR MORE IMMERSIVE AND ENGAGING VIRTUAL FIELD TRIPS TO BOOST MARKET 134 TABLE 101 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 135 TABLE 102 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 135 TABLE 103 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 135 TABLE 104 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 135 9.7 STUDENT RECRUITMENT 136 9.7.1 NEED TO MAKE CAMPUS TOURS COST-EFFECTIVE TO DRIVE ADOPTION OF AR AND VR 136 TABLE 105 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 136 TABLE 106 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 136 TABLE 107 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 137 TABLE 108 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 137 9.8 OTHERS 137 TABLE 109 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 137 TABLE 110 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 138 TABLE 111 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 138 TABLE 112 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 138 10 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER 139 10.1 INTRODUCTION 140 FIGURE 48 ACADEMIC INSTITUTIONS END USER SEGMENT TO LEAD MARKET IN 2028 140 TABLE 113 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 140 TABLE 114 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 140 10.2 ACADEMIC INSTITUTIONS 141 TABLE 115 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 141 TABLE 116 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 141 TABLE 117 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019–2022 (USD MILLION) 142 TABLE 118 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023–2028 (USD MILLION) 142 10.2.1 K-12 INSTITUTIONS 142 10.2.1.1 Potential to improve quality of education, increase productivity, and lower costs to drive adoption of AR and VR in education 142 10.2.2 HIGHER EDUCATION ORGANIZATIONS 143 10.2.2.1 Positive impact on quality of education and intellectually stimulating learning experiences to propel market 143 10.3 CORPORATES 143 TABLE 119 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 143 TABLE 120 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 144 TABLE 121 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019–2022 (USD MILLION) 144 TABLE 122 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023–2028 (USD MILLION) 144 10.3.1 HEALTHCARE AND LIFE SCIENCES 145 10.3.1.1 Adoption of AR/VR technologies to enhance medical training and therapy procedures to boost market 145 10.3.2 RETAIL AND ECOMMERCE 145 10.3.2.1 Efficient handling of customer problems via simulated training and development programs for salespersons to propel market 145 10.3.3 TELECOMMUNICATIONS AND IT 145 10.3.3.1 Improved employee onboarding and training processes to fuel market growth 145 10.3.4 BANKING, FINANCIAL SERVICES, AND INSURANCE 146 10.3.4.1 Rising cybercrimes resulting in training BFSI employees to improve security to drive market 146 10.3.5 MANUFACTURING 146 10.3.5.1 Equipping engineers to test scenarios and designs before product manufacture and enhanced rapid prototyping to drive market 146 10.3.6 GOVERNMENT AND PUBLIC SECTORS 147 10.3.6.1 Requirement to increase situational awareness of first responders using real-life simulations to support market growth 147 10.3.7 OTHERS 147 11 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION 148 11.1 INTRODUCTION 149 FIGURE 49 NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2028 149 TABLE 123 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 149 TABLE 124 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 150 11.2 NORTH AMERICA 150 FIGURE 50 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 151 TABLE 125 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 151 TABLE 126 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 152 TABLE 127 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 152 TABLE 128 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 152 11.2.1 US 153 11.2.1.1 Strong presence of AR and VR companies to foster market growth 153 11.2.2 CANADA 153 11.2.2.1 Rising awareness among students on interactive and blended learning to boost market 153 11.2.3 MEXICO 153 11.2.3.1 AR and VR deployment by universities to support market growth 153 11.2.4 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN NORTH AMERICA 154 11.3 EUROPE 154 FIGURE 51 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 155 TABLE 129 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 155 TABLE 130 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 156 TABLE 131 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 156 TABLE 132 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 156 11.3.1 UK 157 11.3.1.1 Supportive government strategies to improve education to boost market 157 11.3.2 GERMANY 157 11.3.2.1 Government funding to adopt AR and VR in education to propel market 157 11.3.3 FRANCE 157 11.3.3.1 Growing use of realistic simulations of medical procedures for training purposes in healthcare sector to fuel market growth 157 11.3.4 REST OF EUROPE 158 11.3.5 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN EUROPE 158 11.4 ASIA PACIFIC 159 FIGURE 52 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 159 TABLE 133 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 160 TABLE 134 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 160 TABLE 135 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 160 TABLE 136 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 161 11.4.1 CHINA 161 11.4.1.1 Government initiatives to deploy AR and VR to boost market 161 11.4.2 INDIA 161 11.4.2.1 Government initiatives to include AR/VR in various courses to fuel market growth 161 11.4.3 JAPAN 162 11.4.3.1 Implementation of AR and VR for virtual schooling to drive market 162 11.4.4 SOUTH KOREA 162 11.4.4.1 Increasing government investments for metaverse ecosystem to propel market 162 11.4.5 REST OF ASIA PACIFIC 163 11.4.6 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ASIA PACIFIC 163 11.5 ROW 164 TABLE 137 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 164 TABLE 138 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 164 TABLE 139 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 164 TABLE 140 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 165 11.5.1 MIDDLE EAST & AFRICA 165 11.5.1.1 Increasing investments in e-learning initiatives to boost use of AR and VR technologies 165 11.5.2 SOUTH AMERICA 166 11.5.2.1 Demand for smart and virtual education to boost market 166 11.5.3 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ROW 166 12 COMPETITIVE LANDSCAPE 167 12.1 OVERVIEW 167 12.2 MARKET EVALUATION FRAMEWORK 167 TABLE 141 OVERVIEW OF STRATEGIES DEPLOYED BY KEY AR AND VR PROVIDERS 167 12.2.1 PRODUCT PORTFOLIO 168 12.2.2 REGIONAL FOCUS 168 12.2.3 MANUFACTURING FOOTPRINT 168 12.2.4 ORGANIC/INORGANIC STRATEGIES 168 12.3 MARKET SHARE ANALYSIS, 2022 169 TABLE 142 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DEGREE OF COMPETITION, 2022 169 12.4 FIVE-YEAR COMPANY REVENUE ANALYSIS 170 FIGURE 53 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2018–2022 170 12.5 KEY COMPANY EVALUATION MATRIX, 2022 171 12.5.1 STARS 171 12.5.2 EMERGING LEADERS 171 12.5.3 PERVASIVE PLAYERS 171 12.5.4 PARTICIPANTS 171 FIGURE 54 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: KEY COMPANY EVALUATION MATRIX, 2022 172 12.6 STARTUPS/SMES EVALUATION MATRIX, 2022 173 TABLE 143 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF KEY STARTUPS/SMES 173 TABLE 144 DETAILS ON STARTUPS/SMES IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 173 TABLE 145 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY OFFERING) 175 TABLE 146 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY END USER) 175 TABLE 147 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY REGION) 175 12.6.1 PROGRESSIVE COMPANIES 176 12.6.2 RESPONSIVE COMPANIES 176 12.6.3 DYNAMIC COMPANIES 176 12.6.4 STARTING BLOCKS 176 FIGURE 55 STARTUPS/SMES EVALUATION MATRIX, 2022 177 12.7 COMPANY FOOTPRINT 178 TABLE 148 OVERALL COMPANY FOOTPRINT 178 TABLE 149 COMPANY FOOTPRINT, BY END USER 179 TABLE 150 COMPANY FOOTPRINT, BY OFFERING 180 TABLE 151 COMPANY FOOTPRINT, BY REGION 181 12.8 COMPETITIVE SCENARIOS AND TRENDS 182 12.8.1 PRODUCT LAUNCHES 182 TABLE 152 PRODUCT LAUNCHES, FEBRUARY 2019–JULY 2023 182 12.8.2 DEALS 184 TABLE 153 DEALS, FEBRUARY 2019–JULY 2023 184
SummaryThe global AR and VR in education market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period. Transforming corporate training through immersive augmented & virtual reality technologies, advancing education through ongoing innovation & expansion in AR & VR technology, the emergence of advancing personalized learning experiences, and Real-World Application and Career Readiness are driving the growth of the AR and VR in education market. Whereas standardization and interoperability in AR & VR implementation and technical limitations in AR and VR for enhanced education experiences are restraining the growth of AR and VR in education market. Table of Contents1 INTRODUCTION 331.1 STUDY OBJECTIVES 33 1.2 MARKET DEFINITION 33 1.2.1 INCLUSIONS AND EXCLUSIONS 34 1.3 STUDY SCOPE 35 1.3.1 MARKETS COVERED 35 FIGURE 1 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SEGMENTATION 35 1.3.2 REGIONAL SCOPE 35 1.3.3 YEARS CONSIDERED 36 1.4 CURRENCY CONSIDERED 36 1.5 UNITS CONSIDERED 36 1.6 STAKEHOLDERS 36 1.7 IMPACT OF RECESSION 37 2 RESEARCH METHODOLOGY 38 2.1 RESEARCH DATA 38 FIGURE 2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: RESEARCH DESIGN 39 2.1.1 SECONDARY AND PRIMARY RESEARCH 40 2.1.2 SECONDARY DATA 41 2.1.2.1 Key secondary sources 41 2.1.2.2 Key data from secondary sources 41 2.1.3 PRIMARY DATA 42 2.1.3.1 Major primary interview participants 42 2.1.3.2 Breakdown of primaries 42 FIGURE 3 BREAKDOWN OF PRIMARIES 42 2.1.3.3 Key data from primary sources 43 2.1.3.4 Key industry insights 43 2.2 FACTOR ANALYSIS 44 2.2.1 SUPPLY-SIDE ANALYSIS 44 FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY-SIDE ANALYSIS)—REVENUE GENERATED BY COMPANIES FROM SALE OF PRODUCTS OFFERED IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 44 FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (TOP-DOWN, SUPPLY-SIDE)—ILLUSTRATION OF REVENUE ESTIMATION FOR ONE COMPANY IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 45 2.3 MARKET SIZE ESTIMATION 45 FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS 46 2.3.1 BOTTOM-UP APPROACH 46 2.3.1.1 Approach to obtain market share using bottom-up analysis (demand side) 46 FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 47 2.3.2 TOP-DOWN APPROACH 47 2.3.2.1 Approach to obtain market share using top-down analysis (supply side) 47 FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 48 2.3.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS 48 TABLE 1 MARKET GROWTH ASSUMPTIONS 48 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 49 FIGURE 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DATA TRIANGULATION 49 2.5 RESEARCH ASSUMPTIONS 50 TABLE 2 KEY ASSUMPTIONS: MACRO- AND MICRO-ECONOMIC ENVIRONMENT 50 2.6 RESEARCH LIMITATIONS 51 2.7 RISK ASSESSMENT 51 TABLE 3 RISK ASSESSMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 51 2.7.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 51 TABLE 4 RECESSION ANALYSIS 51 3 EXECUTIVE SUMMARY 52 FIGURE 10 E-LEARNING APPLICATION SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 52 FIGURE 11 SOFTWARE OFFERING SEGMENT TO RECORD FASTEST GROWTH FROM 2023 TO 2028 53 FIGURE 12 AR HMDS DEVICE TYPE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 53 FIGURE 13 NORTH AMERICA LED AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, IN TERMS OF VALUE, IN 2022 54 3.1 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 55 FIGURE 14 PRE- AND POST-RECESSION IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2028 55 4 PREMIUM INSIGHTS 56 4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 56 FIGURE 15 EMERGENCE OF ADVANCING PERSONALIZED LEARNING EXPERIENCES TO DRIVE AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 56 4.2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER 56 FIGURE 16 CORPORATES END USER SEGMENT TO RECORD HIGHER CAGR DURING FORECAST PERIOD 56 4.3 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE OFFERING 57 FIGURE 17 CAMERAS SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 57 4.4 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY CORPORATE END USER 57 FIGURE 18 HEALTHCARE AND LIFESCIENCES SEGMENT TO EXHIBIT HIGHEST CAGR AMONG CORPORATE END USERS DURING FORECAST PERIOD 57 4.5 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY ACADEMIC INSTITUTION END USER 58 FIGURE 19 K-12 INSTITUTIONS END USER SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 58 4.6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION 58 FIGURE 20 NORTH AMERICA TO HOLD LARGEST MARKET SHARE, IN TERMS OF VALUE, IN 2028 58 4.7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY 59 FIGURE 21 INDIA TO RECORD HIGHEST CAGR GLOBALLY DURING FORECAST PERIOD 59 5 MARKET OVERVIEW 60 5.1 INTRODUCTION 60 5.2 MARKET DYNAMICS 60 FIGURE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 60 5.2.1 DRIVERS 61 5.2.1.1 Enhanced understanding of complex concepts through visualization 61 5.2.1.2 Transformation of corporate training through immersive AR and VR technologies 61 5.2.1.3 Advancements in education through ongoing innovation and expansion in AR and VR technology 61 5.2.1.4 Emergence of advanced personalized learning experiences 62 5.2.1.5 Real-world applications and career readiness 62 FIGURE 23 DRIVERS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 63 5.2.2 RESTRAINTS 63 5.2.2.1 Standardization and interoperability in AR and VR implementation 63 5.2.2.2 Technical limitations of AR and VR for enhanced educational experiences 64 FIGURE 24 RESTRAINTS AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 64 5.2.3 OPPORTUNITIES 64 5.2.3.1 Immersive collaboration and communication among students 64 5.2.3.2 Enhancing engagement and interactivity in AR and VR education 65 5.2.3.3 Transforming education through AI integration 65 5.2.3.4 Augmented collaboration in AR and VR education 65 5.2.3.5 Immersive data visualization and analytics 66 FIGURE 25 OPPORTUNITIES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 67 5.2.4 CHALLENGES 67 5.2.4.1 Inadequate infrastructure and technical support 67 5.2.4.2 Lack of standardized content and curriculum integration 68 5.2.4.3 High adoption cost of AR and VR 68 5.2.4.4 Ethical and safety considerations 69 FIGURE 26 CHALLENGES AND THEIR IMPACT ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 69 5.3 VALUE CHAIN ANALYSIS 70 FIGURE 27 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 70 5.3.1 RESEARCH AND DEVELOPMENT 70 5.3.2 SOLUTION PROVIDERS 70 5.3.3 SYSTEM INTEGRATORS 70 5.3.4 END USERS 71 5.3.5 MARKETING AND SALES 71 5.4 PORTER’S FIVE FORCES ANALYSIS 71 FIGURE 28 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: PORTER’S FIVE FORCES ANALYSIS 71 TABLE 5 PORTER’S FIVE FORCES ANALYSIS WITH THEIR IMPACT 72 5.4.1 INTENSITY OF COMPETITIVE RIVALRY 72 5.4.2 THREAT OF NEW ENTRANTS 72 5.4.3 THREAT OF SUBSTITUTES 72 5.4.4 BARGAINING POWER OF BUYERS 72 5.4.5 BARGAINING POWER OF SUPPLIERS 72 5.5 PRICING ANALYSIS 73 FIGURE 29 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE 73 TABLE 6 AVERAGE SELLING PRICE OF TOP THREE KEY PLAYERS (USD) 73 FIGURE 30 AVERAGE SELLING PRICE TREND FOR TOP FOUR DEVICE TYPES 73 5.6 KEY STAKEHOLDERS AND BUYING CRITERIA 74 5.6.1 KEY STAKEHOLDERS IN BUYING PROCESS 74 FIGURE 31 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS 74 TABLE 7 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE END USERS (%) 74 5.6.2 KEY BUYING CRITERIA 74 TABLE 8 KEY BUYING CRITERIA FOR TOP THREE END USERS 74 5.7 PATENT ANALYSIS 75 FIGURE 32 NUMBER OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2013–2022 75 FIGURE 33 REGIONAL ANALYSIS OF PATENTS GRANTED FOR AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2022 75 TABLE 9 LIST OF PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2021–2023 76 5.8 TECHNOLOGICAL ANALYSIS 77 5.8.1 BLOCKCHAIN AND METAVERSE 77 5.8.2 EXTENDED REALITY IN EDUCATION 78 5.8.3 INTEGRATION OF AI, MACHINE LEARNING, AR, AND VR TECHNOLOGIES 79 5.9 TRADE DATA ANALYSIS 79 5.9.1 EXPORT SCENARIO 79 TABLE 10 EXPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND) 80 5.9.2 IMPORT SCENARIO 80 TABLE 11 IMPORT SCENARIO FOR HS CODE: 8528-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND) 80 5.10 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 81 FIGURE 34 REVENUE SHIFT AND NEW REVENUE POCKETS FOR PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 82 5.11 MARKET ECOSYSTEM 82 TABLE 12 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: ECOSYSTEM 82 FIGURE 35 KEY PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 83 5.12 CASE STUDIES 84 5.12.1 ITHACA COLLEGE PROVIDES IMMERSIVE TRAINING ON TEACHING, LEARNING, AND CREATING IN VR 84 TABLE 13 LENOVO'S VR CLASSROOM SOLUTION REVOLUTIONIZES HIGHER EDUCATION AT ITHACA COLLEGE 84 5.12.2 IFM IMPLEMENTS UHD VR STUDIO TO PRODUCE AND BROADCAST CONTENT 84 TABLE 14 IFM DEPLOYED PANASONIC’S PRO PTZ REMOTE CAMERAS ON VIRTUAL STUDIO SETS 84 5.13 KEY CONFERENCES AND EVENTS IN 2023–2024 85 TABLE 15 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF CONFERENCES AND EVENTS 85 5.14 REGULATORY FRAMEWORK 86 5.14.1 STANDARDS AND REGULATIONS RELATED TO AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 86 TABLE 16 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: REGULATORY FRAMEWORK 86 5.14.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 87 TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 87 TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 88 TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 88 TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 89 6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING 90 6.1 INTRODUCTION 91 FIGURE 36 SOFTWARE OFFERING SEGMENT TO HOLD LARGEST MARKET SHARE IN 2028 91 TABLE 21 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 91 TABLE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 92 6.2 SOFTWARE 92 6.2.1 GROWING DEMAND FOR REMOTE ACCESSIBILITY TO DRIVE MARKET 92 TABLE 23 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 93 TABLE 24 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 93 FIGURE 37 ACADEMIC INSTITUTIONS SEGMENT TO DOMINATE MARKET FOR SOFTWARE OFFERINGS IN 2028 94 TABLE 25 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 94 TABLE 26 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 94 TABLE 27 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 94 TABLE 28 SOFTWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 95 6.3 HARDWARE 95 TABLE 29 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 95 TABLE 30 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 95 6.3.1 SENSORS 96 6.3.1.1 Increasing deployment in various devices to detect motion, acceleration, magnetic field, and object presence to drive segment 96 6.3.2 CONTROLLERS 96 6.3.2.1 Use in handling complex calculations to support segment growth 96 6.3.3 CAMERAS 96 6.3.3.1 Utilization for depth and amplitude measurement of objects to fuel segment growth 96 6.3.4 PROJECTORS AND DISPLAYS 97 6.3.4.1 Use of small, high-resolution microdisplays for dynamic or static image display to propel segment 97 6.3.5 OTHERS 97 TABLE 31 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 97 TABLE 32 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 98 FIGURE 38 ACADEMIC INSTITUTIONS END USER SEGMENT IN HARDWARE OFFERING TO LEAD MARKET IN 2028 98 TABLE 33 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 98 TABLE 34 HARDWARE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 99 6.4 SERVICES 99 TABLE 35 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 99 TABLE 36 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 99 6.4.1 MANAGED SERVICES 100 6.4.1.1 Growing demand for managed services to reduce operating costs in educational institutes and corporates to drive market 100 6.4.2 PROFESSIONAL SERVICES 100 6.4.2.1 Need to integrate legacy infrastructure with modern technological solutions to boost market 100 TABLE 37 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 100 TABLE 38 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 101 FIGURE 39 ACADEMIC INSTITUTIONS END USER SEGMENT TO CAPTURE LARGEST MARKET SHARE FOR SERVICE OFFERINGS IN 2028 101 TABLE 39 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 101 TABLE 40 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 102 TABLE 41 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 102 TABLE 42 SERVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 102 7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE 103 7.1 INTRODUCTION 104 FIGURE 40 VR DEVICES SEGMENT TO LEAD MARKET IN 2028 104 TABLE 43 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION) 104 TABLE 44 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION) 105 TABLE 45 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2019–2022 (THOUSAND UNITS) 105 TABLE 46 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEVICE TYPE, 2023–2028 (THOUSAND UNITS) 105 7.2 AR HMDS 106 7.2.1 GROWING ADOPTION OF AR HMDS FOR HIGHLY IMMERSIVE LEARNING EXPERIENCE TO PROPEL MARKET 106 TABLE 47 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 106 TABLE 48 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 106 FIGURE 41 NORTH AMERICA TO DOMINATE MARKET FOR AR HMDS IN 2028 107 TABLE 49 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 107 TABLE 50 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 107 TABLE 51 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 108 TABLE 52 AR HMDS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 108 7.3 VR DEVICES 108 TABLE 53 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 109 TABLE 54 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 109 FIGURE 42 ASIA PACIFIC TO LEAD MARKET FOR VR DEVICES IN 2028 109 TABLE 55 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 110 TABLE 56 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 110 TABLE 57 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 110 TABLE 58 VR DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 111 7.3.1 HMDS 111 7.3.1.1 Demand for HMDs in interactive learning environments to boost segment 111 7.3.2 GESTURE-TRACKING DEVICES 111 7.3.2.1 Utilization in medical training and simulation to drive segment 111 7.4 MOBILE COMPUTING DEVICES 112 7.4.1 INCREASING DEMAND FOR POWERFUL PROCESSORS TO HANDLE DEMANDING GRAPHICS REQUIREMENTS OF AR AND VR TO BOOST SEGMENT 112 TABLE 59 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 112 TABLE 60 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 112 FIGURE 43 ASIA PACIFIC TO HOLD LARGEST MARKET SHARE FOR MOBILE COMPUTING DEVICES IN 2028 113 TABLE 61 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 113 TABLE 62 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 113 TABLE 63 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 114 TABLE 64 MOBILE COMPUTING DEVICES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 114 7.5 PROJECTORS & DISPLAY WALLS 114 7.5.1 RISING NEED FOR DYNAMIC AND IMMERSIVE LEARNING ENVIRONMENTS TO FUEL SEGMENT GROWTH 114 TABLE 65 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 115 TABLE 66 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 115 FIGURE 44 ASIA PACIFIC TO LEAD MARKET FOR PROJECTORS & DISPLAY WALLS IN 2028 115 TABLE 67 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 116 TABLE 68 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 116 TABLE 69 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 116 TABLE 70 PROJECTORS & DISPLAY WALLS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 117 7.6 OTHERS 117 TABLE 71 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 117 TABLE 72 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 118 FIGURE 45 NORTH AMERICA TO DOMINATE MARKET FOR OTHERS IN 2028 118 TABLE 73 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 118 TABLE 74 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 119 TABLE 75 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 119 TABLE 76 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 119 8 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT 120 8.1 INTRODUCTION 121 FIGURE 46 CLOUD DEPLOYMENT SEGMENT TO LEAD MARKET IN 2028 121 TABLE 77 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2019–2022 (USD MILLION) 121 TABLE 78 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT, 2023–2028 (USD MILLION) 122 8.2 CLOUD 122 8.2.1 LOWER COST AND INCREASED SECURITY TO DRIVE SEGMENT 122 TABLE 79 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 122 TABLE 80 CLOUD: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 123 8.3 ON PREMISES 123 8.3.1 HIGHER DATA SECURITY WITH CENTRALIZED STORAGE INFRASTRUCTURE TO SUPPORT MARKET 123 TABLE 81 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2019–2022 (USD MILLION) 123 TABLE 82 ON PREMISES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2023–2028 (USD MILLION) 124 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION 125 9.1 INTRODUCTION 126 FIGURE 47 E-LEARNING APPLICATION SEGMENT TO CAPTURE LARGEST MARKET SHARE IN 2028 126 TABLE 83 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 126 TABLE 84 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 127 9.2 CLASSROOM LEARNING 127 9.2.1 GROWING TREND FOR SMART EDUCATION TO FUEL AR VR ADOPTION 127 TABLE 85 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 128 TABLE 86 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 128 TABLE 87 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 129 TABLE 88 CLASSROOM LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 129 9.3 CORPORATE LEARNING MANAGEMENT 129 9.3.1 BOOST IN CORPORATE TRAINING ROI TO DRIVE DEPLOYMENT OF AR VR 129 TABLE 89 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 130 TABLE 90 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 130 TABLE 91 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 130 TABLE 92 CORPORATE LEARNING MANAGEMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 130 9.4 CERTIFICATIONS 131 9.4.1 RISING DEMAND FOR PERSONALIZED CERTIFICATIONS TO PROPEL MARKET 131 TABLE 93 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 131 TABLE 94 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 131 TABLE 95 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 132 TABLE 96 CERTIFICATIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 132 9.5 E-LEARNING 132 9.5.1 NEED FOR ENHANCED LEARNING AND ENGAGEMENT TO PROPEL DEMAND FOR AR VR 132 TABLE 97 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 133 TABLE 98 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 133 TABLE 99 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 134 TABLE 100 E-LEARNING: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 134 9.6 VIRTUAL FIELD TRIPS 134 9.6.1 REQUIREMENT FOR MORE IMMERSIVE AND ENGAGING VIRTUAL FIELD TRIPS TO BOOST MARKET 134 TABLE 101 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 135 TABLE 102 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 135 TABLE 103 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 135 TABLE 104 VIRTUAL FIELD TRIPS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 135 9.7 STUDENT RECRUITMENT 136 9.7.1 NEED TO MAKE CAMPUS TOURS COST-EFFECTIVE TO DRIVE ADOPTION OF AR AND VR 136 TABLE 105 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 136 TABLE 106 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 136 TABLE 107 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 137 TABLE 108 STUDENT RECRUITMENT: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 137 9.8 OTHERS 137 TABLE 109 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 137 TABLE 110 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 138 TABLE 111 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 138 TABLE 112 OTHERS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 138 10 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER 139 10.1 INTRODUCTION 140 FIGURE 48 ACADEMIC INSTITUTIONS END USER SEGMENT TO LEAD MARKET IN 2028 140 TABLE 113 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2019–2022 (USD MILLION) 140 TABLE 114 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY END USER, 2023–2028 (USD MILLION) 140 10.2 ACADEMIC INSTITUTIONS 141 TABLE 115 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 141 TABLE 116 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 141 TABLE 117 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019–2022 (USD MILLION) 142 TABLE 118 ACADEMIC INSTITUTIONS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023–2028 (USD MILLION) 142 10.2.1 K-12 INSTITUTIONS 142 10.2.1.1 Potential to improve quality of education, increase productivity, and lower costs to drive adoption of AR and VR in education 142 10.2.2 HIGHER EDUCATION ORGANIZATIONS 143 10.2.2.1 Positive impact on quality of education and intellectually stimulating learning experiences to propel market 143 10.3 CORPORATES 143 TABLE 119 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2019–2022 (USD MILLION) 143 TABLE 120 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY OFFERING, 2023–2028 (USD MILLION) 144 TABLE 121 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2019–2022 (USD MILLION) 144 TABLE 122 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY TYPE, 2023–2028 (USD MILLION) 144 10.3.1 HEALTHCARE AND LIFE SCIENCES 145 10.3.1.1 Adoption of AR/VR technologies to enhance medical training and therapy procedures to boost market 145 10.3.2 RETAIL AND ECOMMERCE 145 10.3.2.1 Efficient handling of customer problems via simulated training and development programs for salespersons to propel market 145 10.3.3 TELECOMMUNICATIONS AND IT 145 10.3.3.1 Improved employee onboarding and training processes to fuel market growth 145 10.3.4 BANKING, FINANCIAL SERVICES, AND INSURANCE 146 10.3.4.1 Rising cybercrimes resulting in training BFSI employees to improve security to drive market 146 10.3.5 MANUFACTURING 146 10.3.5.1 Equipping engineers to test scenarios and designs before product manufacture and enhanced rapid prototyping to drive market 146 10.3.6 GOVERNMENT AND PUBLIC SECTORS 147 10.3.6.1 Requirement to increase situational awareness of first responders using real-life simulations to support market growth 147 10.3.7 OTHERS 147 11 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION 148 11.1 INTRODUCTION 149 FIGURE 49 NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2028 149 TABLE 123 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 149 TABLE 124 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 150 11.2 NORTH AMERICA 150 FIGURE 50 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 151 TABLE 125 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 151 TABLE 126 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 152 TABLE 127 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 152 TABLE 128 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 152 11.2.1 US 153 11.2.1.1 Strong presence of AR and VR companies to foster market growth 153 11.2.2 CANADA 153 11.2.2.1 Rising awareness among students on interactive and blended learning to boost market 153 11.2.3 MEXICO 153 11.2.3.1 AR and VR deployment by universities to support market growth 153 11.2.4 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN NORTH AMERICA 154 11.3 EUROPE 154 FIGURE 51 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 155 TABLE 129 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 155 TABLE 130 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 156 TABLE 131 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 156 TABLE 132 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 156 11.3.1 UK 157 11.3.1.1 Supportive government strategies to improve education to boost market 157 11.3.2 GERMANY 157 11.3.2.1 Government funding to adopt AR and VR in education to propel market 157 11.3.3 FRANCE 157 11.3.3.1 Growing use of realistic simulations of medical procedures for training purposes in healthcare sector to fuel market growth 157 11.3.4 REST OF EUROPE 158 11.3.5 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN EUROPE 158 11.4 ASIA PACIFIC 159 FIGURE 52 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SNAPSHOT 159 TABLE 133 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 160 TABLE 134 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 160 TABLE 135 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 160 TABLE 136 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 161 11.4.1 CHINA 161 11.4.1.1 Government initiatives to deploy AR and VR to boost market 161 11.4.2 INDIA 161 11.4.2.1 Government initiatives to include AR/VR in various courses to fuel market growth 161 11.4.3 JAPAN 162 11.4.3.1 Implementation of AR and VR for virtual schooling to drive market 162 11.4.4 SOUTH KOREA 162 11.4.4.1 Increasing government investments for metaverse ecosystem to propel market 162 11.4.5 REST OF ASIA PACIFIC 163 11.4.6 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ASIA PACIFIC 163 11.5 ROW 164 TABLE 137 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2019–2022 (USD MILLION) 164 TABLE 138 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION, 2023–2028 (USD MILLION) 164 TABLE 139 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 164 TABLE 140 ROW: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 165 11.5.1 MIDDLE EAST & AFRICA 165 11.5.1.1 Increasing investments in e-learning initiatives to boost use of AR and VR technologies 165 11.5.2 SOUTH AMERICA 166 11.5.2.1 Demand for smart and virtual education to boost market 166 11.5.3 IMPACT OF RECESSION ON AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET IN ROW 166 12 COMPETITIVE LANDSCAPE 167 12.1 OVERVIEW 167 12.2 MARKET EVALUATION FRAMEWORK 167 TABLE 141 OVERVIEW OF STRATEGIES DEPLOYED BY KEY AR AND VR PROVIDERS 167 12.2.1 PRODUCT PORTFOLIO 168 12.2.2 REGIONAL FOCUS 168 12.2.3 MANUFACTURING FOOTPRINT 168 12.2.4 ORGANIC/INORGANIC STRATEGIES 168 12.3 MARKET SHARE ANALYSIS, 2022 169 TABLE 142 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DEGREE OF COMPETITION, 2022 169 12.4 FIVE-YEAR COMPANY REVENUE ANALYSIS 170 FIGURE 53 FIVE-YEAR REVENUE ANALYSIS OF TOP FIVE PLAYERS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, 2018–2022 170 12.5 KEY COMPANY EVALUATION MATRIX, 2022 171 12.5.1 STARS 171 12.5.2 EMERGING LEADERS 171 12.5.3 PERVASIVE PLAYERS 171 12.5.4 PARTICIPANTS 171 FIGURE 54 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: KEY COMPANY EVALUATION MATRIX, 2022 172 12.6 STARTUPS/SMES EVALUATION MATRIX, 2022 173 TABLE 143 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: LIST OF KEY STARTUPS/SMES 173 TABLE 144 DETAILS ON STARTUPS/SMES IN AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET 173 TABLE 145 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY OFFERING) 175 TABLE 146 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY END USER) 175 TABLE 147 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES (BY REGION) 175 12.6.1 PROGRESSIVE COMPANIES 176 12.6.2 RESPONSIVE COMPANIES 176 12.6.3 DYNAMIC COMPANIES 176 12.6.4 STARTING BLOCKS 176 FIGURE 55 STARTUPS/SMES EVALUATION MATRIX, 2022 177 12.7 COMPANY FOOTPRINT 178 TABLE 148 OVERALL COMPANY FOOTPRINT 178 TABLE 149 COMPANY FOOTPRINT, BY END USER 179 TABLE 150 COMPANY FOOTPRINT, BY OFFERING 180 TABLE 151 COMPANY FOOTPRINT, BY REGION 181 12.8 COMPETITIVE SCENARIOS AND TRENDS 182 12.8.1 PRODUCT LAUNCHES 182 TABLE 152 PRODUCT LAUNCHES, FEBRUARY 2019–JULY 2023 182 12.8.2 DEALS 184 TABLE 153 DEALS, FEBRUARY 2019–JULY 2023 184
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