市場調查報告書

教育增長中的虛擬現實(VR)市場,趨勢,預測(2020-2025)

Virtual Reality (VR) Market in Education - Growth, Trends, and Forecasts(2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 946377
出版日期 內容資訊 英文 120 Pages
商品交期: 2-3個工作天內
價格
教育增長中的虛擬現實(VR)市場,趨勢,預測(2020-2025) Virtual Reality (VR) Market in Education - Growth, Trends, and Forecasts(2020 - 2025)
出版日期: 2020年06月01日內容資訊: 英文 120 Pages
簡介

在2020年至2025年的預測期內,教育中的虛擬現實(VR)市場預計將達到42.5%的複合年增長率。在過去的幾年中,VR技術已得到廣泛認可和使用。

  • 已經確認市場上的現有公司將採取強有力的競爭策略,例如收購,合夥活動,研發和創新活動。與AR市場相比,VR有相對較多的公司。但是,較短的產品開發週期和相對較高的進入壁壘是影響該市場公司的一些因素。
  • VR產品的低成本和高可用性對AR/MR市場構成了重大威脅。但是,它限制了現實世界的使用,尤其是商業增長,並減輕了AR/MR市場替代產品的威脅。 美國銀行表示,2018年全球獨立頭戴式顯示器(HMD)的出貨量為400萬,但預計到2020年將達到1450萬。我會。預計HMD出貨量的增長將在預測期內擴大市場。
  • 全世界許多行業感到困惑,因為與Covid-19病毒中斷相關的鎖定已完全關閉了整個行業的業務。在鎖定期間,對AR/VR/MR等技術的需求很高,因為它們可以使用這些沉浸式平台進行購物,對話和交互。這些技術價格適中且易於獲得。儘管軟件行業需求旺盛,但由於供應鏈中斷導致原材料不可用,硬件行業仍在苦苦掙扎。但是,由於Covid-19有義務與社會保持距離,因此公司,系統和其他職能發生了變化。結果,長期需求可能增加。

該報告調查了教育領域的虛擬現實(VR)市場,市場概況,市場增長因素和障礙因素分析,市場規模趨勢以及按類型,最終用戶和地區,競爭情況做出的預測它提供有關情況,關鍵公司概況,市場機會等的全面信息。

內容

第1章簡介

第2章調查方法

第3章執行摘要

第4章市場動態

  • 市場概況
  • 產業價值鏈分析
  • 波特的五力分析
  • 工業生態系統分析
    • 硬件
    • 軟件和應用開發
    • 內容創建者
    • 服務提供商
    • 最終用戶(學校和公司)
    • 網絡提供商
  • 市場增長因素
    • 對交互式個性化學習體驗的需求不斷增長
    • 利益相關者將接受高水平的參與和廣泛的混合學習技術
    • VR技術得益於在教育和企業領域的首創
    • 隨著數字參與度和引人入勝的內容的增長,公司間教育和培訓的作用已經改變。
  • 市場約束因素
    • 內容有限,對於消費類應用而言具有成本效益
    • 依靠帶寬和網絡等外部因素來確保最佳體驗
  • 市場機會
    • 增加預算撥款,用於教育機構和公司的交互式學習
    • 先進的技術,使內容可以被更廣泛的受眾訪問
  • 在教育領域中VR應用的發行和定價模型分析
  • 關鍵用例和實施案例研究
    • 中國在教室中實施VR
    • 企業部門為服務標準化進行VR培訓的努力
    • 實施Google提供的虛擬實地考察
  • Covid-19的行業影響

第5章市場細分

  • 按類型
    • 硬件(HMD等)
    • 軟件
    • 服務(培訓和諮詢|託管服務)
  • 按最終用戶
    • 學術機構
    • 公司培訓
  • 按地區
    • 北美
    • 歐洲
    • 亞太地區
    • 其他地區

第6章競爭情況

  • 公司簡介
    • Hardware
    • Content
    • Others (Software and End to End solutions Providers)

第7章 投資分析

第8章 市場機會及未來動向

目錄
Product Code: 70019

The Virtual Reality (VR) market in Education is expected to reach a CAGR of 42.5% over the forecast period of 2020 - 2025. VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises.

  • The market incumbents have been identified to adopt powerful competitive strategies, characterized by acquisitions, partnerships activities, a strong emphasis on R&D, and innovative activities. There are relatively higher numbers of firms in VR as compared to AR market space. Therefore, firm concentration is high. However, short product development cycles and relatively high barriers to entry are some of the factors affecting firms in this market.
  • In the current scenario, the low cost and higher availability of VR products have made it a significant threat to the AR & MR market. However, the limitations of its applications in the real world have restricted the market growth, particularly in commercial applications, which has reduced its threat of substitution to the market.
  • According to Bank of America, standalone Head-Mounted Displays (HMD) shipment across the globe is forecasted to be 14.5 million units in 2020, while in 2018, it was only 4 million units. Such an exponential increase in shipment of HMD is expected to augment the market during the forecast period.
  • The spread of the Covid-19 virus has disrupted many industries across the globe as lockdown has caused the total shutdown of businesses across industries. During the times of lockdown, technologies like AR/VR/MR are increasing in demand as they allow people to shop, talk, and socialize using these immersive platforms. These technologies are affordable and readily available. The software segment is witnessing an increase in demand, whereas the hardware segment is still suffering due to the unavailability of raw materials owing to the disrupted supply chain. However, Covid-19 is causing a shift in the way businesses, institutions, and others function due to mandates over social distancing, and hence the demand might increase in the long term.

Key Market Trends

Demand for interactive & personalized learning experience to Drive the Market Growth

  • Growing adoption of online education and the benefits of virtual learning environment such as flexible schedule, more individual accountability, mobility, student-centered learning, and others are driving the growth of the market. VR has the potential to replace paper physical models, posters, textbooks, printed manuals. It offers less expensive, and portable learning materials aiding education becomes more accessible and mobile.
  • In K-12 learning, Virtual and augmented reality help teachers engage students in content to assist them in retaining knowledge. By using a web-based portal, teachers can control and manage the headsets, plan lessons, and monitor student progress. Teachers can set points of interest on students' headsets to direct them to certain parts of the teaching and may view thumbnail images of what each student is seeing.
  • Canada's Queens University and SimforHealth have partnered with HTC to open a VR training facility for medical students to help them get the experience of real-time operations in an immersive VR environment. HTC Vive offers stimulation of a wide range of clinical situations in a VR environment.
  • Even though the VR market has witnessed robust demand from consumers, given its availability through devices such as HTC Vive, Oculus Rift, Sony PlayStation VR, and Samsung Gear VR, it has moved beyond being a niche market. To strengthen its position in the mainstream market, the VR players need to incorporate two essential features - convenience and control.

North America is Expected to Hold Major Share

  • The North American segment of the market studied is expected to grow significantly over the forecast period, owing to the presence of a large number of vendors, who are also investing hugely in market innovation, coupled with the dominance of the United States in the global software market.​
  • Globally, it is expected that the United States will be one of the highly innovative VR markets. Most of the companies advancing in this technology are based in the United States. High technology exposure and ease of availability of smart devices have created a strong VR market in the region. Microsoft researchers developed a new virtual reality system called DreamWalker, which allows users to walk through the real world while fully immersed in a virtual one. The system uses a mobile VR headset and an array of sensors to detect obstacles and adapt the digital scene to the surrounding environment as they go.
  • According to GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest in the world. Increased device penetration will have a positive impact on the virtual reality market in the region.
  • The telecom companies in the region are aggressively making efforts to attract customers for using their 5G network. Hence, these regional vendors are investing and innovating the software and platform for the development of AR applications by leveraging the upcoming 5G technology. Events such as these will boost the growth of the market in the region.

Competitive Landscape

The virtual reality market in education is moderately competitive. Furthermore, research and development initiatives aimed at improving the quality, performance, and effectiveness of immersive virtual environments are projected to propel market demand in the years to come, which in return will increase the competition among the key vendors.

  • In February 2020, HTC introduced the complete VIVE Cosmos Series -with three new products and three new modular faceplates that expand the functionality of VIVE Cosmos. Vive Cosmos is an adaptable premium PC-based VR system that can grow with customers over time by changing the front faceplate of the headset, all while delivering impressive visuals and comfort across the entire VIVE Cosmos line-up.
  • In September 2019, the virtual reality unit of Facebook called Oculus announced Facebook Horizon, described as "an ever-expanding VR world" where people can interact with others as digital avatars. Users will be able to add features and elements to the world, which Facebook said will be "constantly growing with extraordinary creations made by Horizon citizens."

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Consumers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Industry Ecosystem Analysis
    • 4.4.1 Hardware
    • 4.4.2 Software and App Development
    • 4.4.3 Content Creators
    • 4.4.4 Service Providers
    • 4.4.5 End Users (Scools and Corporates)
    • 4.4.6 Network Providers
  • 4.5 Market Drivers
    • 4.5.1 Growing demand for interactive & personalized learning experience
    • 4.5.2 Higher acceptance among stakeholders owing to higher engagement and scope for blended learning technology
    • 4.5.3 VR-based technology benefits from being the first entrant in the education & corporate category
    • 4.5.4 The role of education and training among corporates has transformed with the growth in digital engagement and compelling content
  • 4.6 Market Restraints
    • 4.6.1 Limited content, cost efficiency of consumer-grade applications
    • 4.6.2 Dependence on external factors such as bandwidth and network for ensuring optimal experience
  • 4.7 Market Opportunities
    • 4.7.1 Growth in budget allocation on interactive learning by education bodies and corporate sector
    • 4.7.2 Technological advancements to make content accessible to a wider audience
  • 4.8 VR App Distribution and Pricing Model Analysis in the Education Sector
  • 4.9 Key-use cases & Implementation case studies
    • 4.9.1 China's implementation of VR in classrooms
    • 4.9.2 Corporate sector initiatives towards VR training for service standardization
    • 4.9.3 Implementation of virtual field trips through Google's offering
  • 4.10 Assessment of Impact of Covid-19 on the Industry

5 MARKET SEGMENTATION

  • 5.1 Type
    • 5.1.1 Hardware (HMD's etc.)
    • 5.1.2 Software
    • 5.1.3 Services (Training & Consulting| Managed Services)
  • 5.2 End User
    • 5.2.1 Academic Institutions
      • 5.2.1.1 K-12 Learning
      • 5.2.1.2 Higher Education
    • 5.2.2 Corporate Training
      • 5.2.2.1 IT & Telecom
      • 5.2.2.2 Healthcare?
      • 5.2.2.3 Retail & E-commerce
      • 5.2.2.4 Other End-users
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia Pacific
    • 5.3.4 Rest of the World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Hardware
      • 6.1.1.1 HTC Corporation
      • 6.1.1.2 Lenovo Group Limited
      • 6.1.1.3 Samsung
      • 6.1.1.4 Microsoft
      • 6.1.1.5 Facebook Technologies LLC
    • 6.1.2 Content
      • 6.1.2.1 Unity Teach
      • 6.1.2.2 VR Education Holdings
      • 6.1.2.3 Alchemy VR Limited
      • 6.1.2.4 EON Reality
    • 6.1.3 Others (Software and End to End solutions Providers)
      • 6.1.3.1 Avantis Systems Limited
      • 6.1.3.2 Nearpod Inc
      • 6.1.3.3 Veative Labs
      • 6.1.3.4 zSpace, Inc.
      • 6.1.3.5 Virtalis Holdings Limited

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS