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市場調查報告書

教育部門的虛擬實境(VR)的全球市場:2020年∼2024年

Virtual Reality Market in Education Sector 2020-2024

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 607181
出版日期 內容資訊 英文 120 Pages
訂單完成後即時交付
價格
教育部門的虛擬實境(VR)的全球市場:2020年∼2024年 Virtual Reality Market in Education Sector 2020-2024
出版日期: 2020年03月13日內容資訊: 英文 120 Pages
簡介

全球教育部門的虛擬實境(VR)市場在2020年∼2024年的預測期間內,預計將以59%的年複合成長率增長,達到63億4,000萬美元的規模。VR齒輪的合理價格成為主要的市場成長要素。此外使用和酸的內容作成平台,可望進一步促進市場的成長。

本報告提供全球教育部門的虛擬實境(VR)市場相關調查分析,提供市場規模及成長率,市場趨勢,推動市場要素,課題,市場機會驗證,再加上主要供應商等相關的系統性資訊。

目錄

摘要整理

市場形勢

市場規模

  • 市場定義
  • 市場區隔分析
  • 市場規模:2019年
  • 市場預測:2019-2024年的預測

波特的五力分析

各產品市場區隔

  • 市場區隔
  • 各產品比較:市場規模與預測2019-2024
  • VR用硬體設備
  • VR用內容
  • 各產品的市場機會

各終端用戶市場區隔

  • 市場區隔
  • 各終端用戶比較:市場規模與預測2019-2024
  • 高等教育
  • K-12
  • 各終端用戶市場機會

客戶形勢

  • 概要

各地區形勢

  • 各地區市場區隔
  • 各地區比較:市場規模與預測2019-2024
  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲地區
  • 主要國家
  • 地區的市場機會

成長要素,課題,及趨勢

  • 市場成長要素
  • 交易量的成長要素-需求主導型成長
  • 交易量的成長要素-供給主導型成長
  • 交易量的成長要素-外部要素
  • 交易量的成長要素-需求轉移到鄰近市場
  • 價格上升要素-通貨膨脹
  • 價格成長要素-從低價格單位轉變到高價格單位
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 業者情勢
  • 形勢的創新

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • Alchemy VR Ltd.
  • Alphabet Inc.
  • Avantis Systems Ltd.
  • EON Reality, Inc.
  • Facebook Inc.
  • HTC Corp.
  • Lenovo Group Ltd.
  • Microsoft Corp.
  • SONY
  • Virtalis Holdings Ltd.

附錄

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目錄
Product Code: IRTNTR40435

Global Virtual Reality Market In Education Sector 2020-2024

Technavio has been monitoring the global virtual reality market in education sector 2020-2024 and it is poised to grow by USD 6.34 bn during 2020-2024, progressing at a CAGR of 59% during the forecast period. Our reports on global virtual reality market in education sector 2020-2024 provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by affordability of vr gear. In addition, easy to use content creation platform is anticipated to boost the growth of the global virtual reality market in education sector 2020-2024 as well.

Market Segmentation

Technavio's ‘ global virtual reality market in education sector 2020-2024 ’ is segmented as below:

Product:

  • VR Hardware
  • VR Content

End-user:

  • Higher Education
  • K-12

Geographic segmentation

  • APAC
  • Europe
  • MEA
  • North America
  • South America

Key Trends for global virtual reality market in education sector 2020-2024 growth

This study identifies easy to use content creation platform as the prime reasons driving the global virtual reality market in education sector 2020-2024 growth during the next few years.

Prominent vendors in global virtual reality market in education sector 2020-2024

We provide a detailed analysis of around 25 vendors operating in the global virtual reality market in education sector 2020-2024, including some of the vendors such as Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp. and Virtalis Holdings Ltd. .

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.

Table of Contents

Executive Summary

  • Market Overview

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five Forces Summary
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Product

  • Market segments
  • Comparison by Product placement
  • VR Hardware - Market size and forecast 2019-2024
  • VR Content - Market size and forecast 2019-2024
  • Market opportunity by Product

Market Segmentation by End-user

  • Market segments
  • Comparison by End user placement
  • Higher education - Market size and forecast 2019-2024
  • K-12 - Market size and forecast 2019-2024
  • Market opportunity by End user

Customer landscape

  • Overview

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • APAC - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography

Drivers, Challenges, and Trends

  • Market drivers
  • Volume driver - Demand led growth
  • Volume driver - Supply led growth
  • Volume driver - External factors
  • Volume driver - Demand shift in adjacent markets
  • Price driver - Inflation
  • Price driver - Shift from lower to higher-priced units
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Alchemy VR Ltd.
  • Alphabet Inc.
  • Avantis Systems Ltd.
  • EON Reality, Inc.
  • Facebook Inc.
  • HTC Corp.
  • Lenovo Group Ltd.
  • Microsoft Corp.
  • Sony Corp.
  • Virtalis Holdings Ltd.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

List of Exhibits:

  • 1.Key Finding 1
  • 2.Key Finding 2
  • 3.Key Finding 3
  • 4.Key Finding 4
  • 5.Key Finding 5
  • 6.Key Finding 6
  • 7.Key Finding 7
  • 8.Key Finding 8
  • 9.Market in focus
  • 10.Parent market
  • 11.Market characteristics
  • 12.Product / Service portfolio of key vendors included in the market definition
  • 13.Market segments
  • 14.Global - Market size and forecast 2019 - 2024 ($ million)
  • 15.Global market: Year-over-year growth 2019 - 2024 (%)
  • 16.Five forces analysis 2019 & 2024
  • 17.Bargaining power of buyers
  • 18.Bargaining power of suppliers
  • 19.Threat of new entrants
  • 20.Threat of substitutes
  • 21.Threat of rivalry
  • 22.Market condition - Five forces 2019
  • 23.Product placement - Market share 2019-2024 (%)
  • 24.Comparison by Product placement
  • 25.VR Hardware - Market size and forecast 2019-2024 ($ million)
  • 26.VR Hardware - Year-over-year growth 2019-2024 (%)
  • 27.VR Content - Market size and forecast 2019-2024 ($ million)
  • 28.VR Content - Year-over-year growth 2019-2024 (%)
  • 29. Market opportunity by Product
  • 30.End user placement - Market share 2019-2024 (%)
  • 31.Comparison by End user placement
  • 32.Higher education - Market size and forecast 2019-2024 ($ million)
  • 33.Higher education - Year-over-year growth 2019-2024 (%)
  • 34.K-12 - Market size and forecast 2019-2024 ($ million)
  • 35.K-12 - Year-over-year growth 2019-2024 (%)
  • 36. Market opportunity by End user
  • 37.Customer landscape
  • 38.Market share by geography 2019-2024 (%)
  • 39.Geographic comparison
  • 40.North America - Market size and forecast 2019-2024 ($ million)
  • 41.North America - Year-over-year growth 2019-2024 (%)
  • 42.Europe - Market size and forecast 2019-2024 ($ million)
  • 43.Europe - Year-over-year growth 2019-2024 (%)
  • 44.APAC - Market size and forecast 2019-2024 ($ million)
  • 45.APAC - Year-over-year growth 2019-2024 (%)
  • 46.South America - Market size and forecast 2019-2024 ($ million)
  • 47.South America - Year-over-year growth 2019-2024 (%)
  • 48.MEA - Market size and forecast 2019-2024 ($ million)
  • 49.MEA - Year-over-year growth 2019-2024 (%)
  • 50.Key leading countries
  • 51.Market opportunity by geography ($ million)
  • 52.Impact of drivers
  • 53.Impact of challenges
  • 54.Landscape disruption
  • 55.Industry risks
  • 56.Vendors covered
  • 57.Market positioning of vendors
  • 58.Alchemy VR Ltd. - Overview (1/3)
  • 59.Alchemy VR Ltd. - Overview (2/3)
  • 60.Alchemy VR Ltd. - Overview (3/3)
  • 61.Alchemy VR Ltd. - Business segments
  • 62.Alchemy VR Ltd. - Key offerings
  • 63.Alchemy VR Ltd. - Key customers
  • 64.Alchemy VR Ltd. - Segment focus
  • 65.Alphabet Inc. - Overview (1/3)
  • 66.Alphabet Inc. - Overview (2/3)
  • 67.Alphabet Inc. - Overview (3/3)
  • 68.Alphabet Inc. - Business segments
  • 69.Alphabet Inc. - Key offerings
  • 70.Alphabet Inc. - Key customers
  • 71.Alphabet Inc. - Segment focus
  • 72.Avantis Systems Ltd. - Overview (1/3)
  • 73.Avantis Systems Ltd. - Overview (2/3)
  • 74.Avantis Systems Ltd. - Overview (3/3)
  • 75.Avantis Systems Ltd. - Product and service
  • 76.Avantis Systems Ltd. - Key offerings
  • 77.Avantis Systems Ltd. - Key customers
  • 78.Avantis Systems Ltd. - Segment focus
  • 79.EON Reality Inc. - Overview (1/3)
  • 80.EON Reality Inc. - Overview (2/3)
  • 81.EON Reality Inc. - Overview (3/3)
  • 82.EON Reality Inc. - Product and service
  • 83.EON Reality Inc. - Key offerings
  • 84.EON Reality Inc. - Key customers
  • 85.EON Reality Inc. - Segment focus
  • 86.Facebook Inc. - Overview (1/3)
  • 87.Facebook Inc. - Overview (2/3)
  • 88.Facebook Inc. - Overview (3/3)
  • 89.Facebook Inc. - Product and service
  • 90.Facebook Inc. - Key offerings
  • 91.Facebook Inc. - Key customers
  • 92.Facebook Inc. - Segment focus
  • 93.HTC Corp. - Overview (1/3)
  • 94.HTC Corp. - Overview (2/3)
  • 95.HTC Corp. - Overview (3/3)
  • 96.HTC Corp. - Business segments
  • 97.HTC Corp. - Key offerings
  • 98.HTC Corp. - Key customers
  • 99.HTC Corp. - Segment focus
  • 100.Lenovo Group Ltd. - Overview (1/3)
  • 101.Lenovo Group Ltd. - Overview (2/3)
  • 102.Lenovo Group Ltd. - Overview (3/3)
  • 103.Lenovo Group Ltd. - Business segments
  • 104.Lenovo Group Ltd. - Key offerings
  • 105.Lenovo Group Ltd. - Key customers
  • 106.Lenovo Group Ltd. - Segment focus
  • 107.Microsoft Corp. - Overview (1/3)
  • 108.Microsoft Corp. - Overview (2/3)
  • 109.Microsoft Corp. - Overview (3/3)
  • 110.Microsoft Corp. - Business segments
  • 111.Microsoft Corp. - Key offerings
  • 112.Microsoft Corp. - Key customers
  • 113.Microsoft Corp. - Segment focus
  • 114.Sony Corp. - Overview (1/3)
  • 115.Sony Corp. - Overview (2/3)
  • 116.Sony Corp. - Overview (3/3)
  • 117.Sony Corp. - Business segments
  • 118.Sony Corp. - Key offerings
  • 119.Sony Corp. - Key customers
  • 120.Sony Corp. - Segment focus
  • 121.Virtalis Holdings Ltd. - Overview (1/3)
  • 122.Virtalis Holdings Ltd. - Overview (2/3)
  • 123.Virtalis Holdings Ltd. - Overview (3/3)
  • 124.Virtalis Holdings Ltd. - Business segments
  • 125.Virtalis Holdings Ltd. - Key offerings
  • 126.Virtalis Holdings Ltd. - Key customers
  • 127.Virtalis Holdings Ltd. - Segment focus
  • 128.Currency conversion rates for US$
  • 129.Research Methodology
  • 130.Validation techniques employed for market sizing
  • 131.Information sources
  • 132.List of abbreviations