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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

 

 

出版社 出版年月 電子版価格 ページ数 図表数 言語
MarketsandMarkets
マーケッツアンドマーケッツ
2023年7月28日 US$4,950
シングルユーザライセンス
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231 253 英語

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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。

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目次

1 INTRODUCTION 33
1.1 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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Summary

The 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.

The software segment is expected to grow at the highest CAGR during the forecast period
The software segment is expected to grow at a highest CAGR during the forecast period. The AR and VR industry is constantly evolving, with new technologies being developed all the time. This is leading to new and innovative ways to use AR and VR, which is driving the demand for software. Also, the development and availability of more powerful and affordable hardware have propelled the growth of AR and VR software. Innovations in display technology, sensors, and computing power have made AR and VR experiences more immersive, realistic, and accessible.

Projectors & Displays segment to register growth at the highest CAGR during the forecast period
The projectors & displays segment is expected to grow at a highest CAGR during the forecast period. Projectors and display devices play a crucial role in delivering immersive and interactive AR and VR experiences, enhancing visual quality, field of view, and overall user experience.

The professional services segment is likely to grow at a higher CAGR during the forecast period
The professional services segment is expected to grow at a higher CAGR during the forecast period. Professional services in AR and VR encompass a range of specialized offerings including consulting, development, design, integration, implementation, training, and support. They provide the necessary expertise in areas such as software development, 3D modeling, user experience design, hardware selection, content creation, and system integration. Their expertise helps organizations navigate the complexities of AR and VR implementation, ensuring successful outcomes. These factors propel the growth of the segment.

The cloud segment is likely to grow at a higher CAGR during the forecast period
The cloud deployment segment is expected to grow at a higher CAGR during the forecast period. Cloud-based deployment offers educational institutions cost-effective, accessible, and manageable solutions for integrating AR and VR into their teaching and learning practices, supporting the growth and adoption of AR and VR in the education sector.

The AR HMD device segment is likely to grow at the highest CAGR during the forecast period
The Augmented Reality Head-Mounted Display (AR HMD) device segment is expected to grow at a highest CAGR during the forecast period. AR HMD devices in AR and VR for education is driven by factors such as enhanced immersion and interaction, real-world contextual learning, hands-on experiences, personalized and adaptive learning, collaboration and shared experiences, portability and flexibility, cost reduction and accessibility, evolving technology and innovation, industry collaboration, content development, and positive educational outcomes from research studies. The integration of AR HMD devices in educational settings empowers students with transformative learning experiences, promoting active engagement and a deeper understanding of academic concepts.

Breakdown of primaries
The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

• By Company Type - Tier 1 – 35%, Tier 2 – 45%, Tier 3 – 20%
• By Designation— C-level Executives - 40%, Marketing Directors - 30%, Others - 30%
• By Region—North America - 20%, Europe - 40%, Asia Pacific - 30%, RoW - 10%

The AR and VR in education market is dominated by a few globally established players such as Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), and Microsoft (US). The study includes an in-depth competitive analysis of these key players in the AR and VR in education market, with their company profiles, recent developments, and key market strategies.

Research Coverage:
The report segments the AR and VR in education market and forecasts its size by offering type, device type, deployment, application, end-user, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions—North America, Europe, Asia Pacific, and RoW. Supply chain analysis has been included in the report, along with the key players and their competitive analysis in the AR and VR in education ecosystem.

Key Benefits to Buy the Report:
• Analysis of key drivers (Transforming corporate training through immersive augmented and virtual reality technologies, advancing education through ongoing innovation and expansion in AR & VR technology, the emergence of advancing personalized learning experience, and Real-World Application and Career Readiness). Restraint ( standardization and interoperability in AR and VR implementation and technical limitations in AR and VR for enhanced education experiences). Opportunity (Immersive Collaboration and Communication, enhancing engagement and interactivity in AR & VR education, transforming education through AI integration, augmented Collaboration in AR and VR Education, immersive data visualization and analytics). Challenges (Inadequate infrastructure and technical support, lack of standardized content and curriculum integration, high adoption cost of AR and VR, ethical and safety considerations)
• Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches in the AR and VR in education market.
• Market Development: Comprehensive information about lucrative markets – the report analyses the AR and VR in education market across varied regions
• Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the AR and VR in education market.
• Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Lenovo (Hong Kong), Anthology Inc. (US) among others in the AR and VR in education market.



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Table of Contents

1 INTRODUCTION 33
1.1 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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