The Virtual Reality In Education Global Market Report 2023 by The Business Research Company, provides virtual reality in education market overview across 60+ geographies in the seven regions – Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa for the 27 major global industries. The report covers a ten-year historic period – 2010-2021, and a ten-year forecast period – 2023-2032.
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According to The Business Research Company’s Virtual Reality In Education Global Market Report 2023, the global virtual reality in education market size will grow from $8.67 billion in 2022 to $11.95 billion in 2023 at a compound annual growth rate (CAGR) of 37.9%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The market size of the virtual reality in education is expected to grow to $46.14 billion in 2027 at a CAGR of 40.2%.
The increasing internet penetration will drive the growth of virtual reality in the education market during the forecast period. The internet plays a crucial role in people’s lives today as a large portion of the population’s lives are immersed in digital technology. The internet has become an effective platform for conducting virtual courses due to its consistent interface, lower connection cost, and universal appeal.
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The virtual reality in education market is segmented:
1) By Component: Hardware, Solutions and Software
2) By Deployment: Cloud, On-Premises
3) By Application: Residential, Academic And Training Institutions, Other Applications
The development of Augmented Reality (AR) applications by leveraging the upcoming 5G technology is shaping virtual reality in the education market. With its high-speed network, 5G provides hands-on experience and helps access apps easily, whereas 4G technology struggles with the use of Virtual or Augmented Reality in educational applications. These robot applications help children to solve learning issues, allowing them to get an education from the comfort of their own homes while also allowing them to access cloud-based material more quickly. For instance, in March 2021, Fisk University, HTC VIVE, T-Mobile, and VictoryXR partnered to launch the first-ever interactive 5 G-enabled VR human cadaver lab for learning delivery to pre-med and biology-related majors.
The virtual reality in education market report table of contents includes:
- Executive Summary
- Market Characteristics
- Market Trends And Strategies
- Impact Of COVID-19
- Market Size And Growth
- Segmentation
- Regional And Country Analysis
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- Competitive Landscape And Company Profiles
- Key Mergers And Acquisitions
- Future Outlook and Potential Analysis
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