Uncategorized VR in Education Market Next Big Thing | Major Giants Cinoptics, Oculus VR, Alchemy VR – Digital Journal
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Advance Market Analytics published a new research publication on “Global VR in Education Market Insights, to 2027” with 232 pages and enriched with self-explained Tables and charts in presentable format. In the Study you will find new evolving Trends, Drivers, Restraints, Opportunities generated by targeting market associated stakeholders. The growth of the VR in Education market was mainly driven by the increasing R&D spending across the world.
Some of the key players profiled in the study are:
Oculus VR (United States),Google (United States),Alchemy VR (United Kingdom),Discovery Communications (United States),Cinoptics (The Netherlands),EPSON (Japan),HTC (Taiwan),Sony (Japan),FOVE (United States),LG Electronics (South Korea),Homido (France),Samsung Electronics (South Korea),ZEISS (Germany),
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Scope of the Report of VR in Education
Virtual Reality uses environments and scenes which are completely computer-generated based on realistic scenarios. In todayâ€s education system Virtual reality add-on the ability with more fun and engaging. Artificial Intelligence continuously expands in education application development. According to an AMA study, near about USD 6 billion estimated spending annually on augmented and virtual reality technologies by FY 2023. Along with that Virtual Reality offers new and innovative ways to train new and existing employees in an organization. This mesmerizing, interactive and user-friendly technology has implemented across organisations as executives realize the potential of the technology to enhance the training and learning initiatives. For instance, in 2000 the total enrolment of higher education institutions worldwide was around 100 million, more than the global enrolment as recorded at the beginning of the 20th century. As in market situation of COVID 19 traditional learning method is highly affected and demands virtual education at a higher rate. As before this coronavirus outbreak the United States home school market was near around USD 2.5 million. And at this social distancing state, the global VR in education market is going to boom at the high growth level across the globe. Apart from that many companies have announced the launch of various virtual reality applications for hand hygiene education.
The titled segments and sub-section of the market are illuminated below:
by Type (Voice Picking Software, Vision-guided Picking Software), Application (Food and Beverages, Consumer Goods, Retail and E-Commerce, Others (Manufacturing, Healthcare, etc.)), Organization Size (Large Enterprises, Small & Medium Enterprises (SMEs)), Deployment Type (Cloud-Based, On-Premise), Pricing Methods (Monthly, Annual, Quarterly, Permanent Subscription), Platform (Android, Windows, IOS), Device Used (Mobile, Desktop, Tablet, Others)
Market Trend:
Innovation Technologies in Multimedia/Hypermedia
Rising education efficacy, retention, and increasing engagement among education centers and technology providers
Market Drivers:
Rapid Change in the Education Sector
Rising social distancing
The Outburst of Literature on Education, Learning, and Valuation in Higher Education
Increasing Adoption of E-Learning
Market Opportunities:
Strong Opportunity in Developing Nations, Such as Kenya, Have Greatly Experienced an Increase in Demand for Higher Education
Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa
Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.
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Strategic Points Covered in Table of Content of Global VR in Education Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the VR in Education market
Chapter 2: Exclusive Summary – the basic information of the VR in Education Market.
Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges & Opportunities of the VR in Education
Chapter 4: Presenting the VR in Education Market Factor Analysis, Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying the by Type, End User and Region/Country 2016-2021
Chapter 6: Evaluating the leading manufacturers of the VR in Education market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by Manufacturers/Company with revenue share and sales by key countries in these various regions (2022-2027)
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source
finally, VR in Education Market is a valuable source of guidance for individuals and companies.
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