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VR in Education Sector 2018 Global Market – Opportunities, Challenges, Strategies & Forecasts 2023

WiseGuyReports.Com Publish a New Market Research Report On –“ VR in Education Sector 2018 Global Market – Opportunities, Challenges, Strategies & Forecasts 2023”.
Published 31 August 2018
Description:-

Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.

Scope of the Report:

This report studies the VR in Education Sector market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the VR in Education Sector market by product type and applications/end industries.

During 2017, the VR gear segment dominated the VR in education sector market and is expected to continue its dominance over the next four years. The easy manufacturing techniques and lower costs of the VR gear are factors that will drive the growth of this segment in the coming years.

The higher education segment dominated the global VR in education sector market during 2017 and is foreseen to dominate the market during the forecast period as well. The major contributor to the segment’s growth is the rising penetration of VR technology in higher education systems in both the emerging and developed countries.
The global VR in Education Sector market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
 
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The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of VR in Education Sector.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers
Oculus VR
Google
Alchemy VR
Discovery Communications
Cinoptics
EPSON
HTC
Sony
FOVE
LG Electronics
Zebronics
Homido
Mattel
Samsung Electronics
ZEISS
EON Reality
Immersive VR Education
Unimersiv

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
VR Gear
VR Software

Market Segment by Applications, can be divided into
Higher Education
K-12
 
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Table Of Contents – Major Key Points

1 VR in Education Sector Market Overview
1.1 Product Overview and Scope of VR in Education Sector
1.2 Classification of VR in Education Sector by Types
1.2.1 Global VR in Education Sector Revenue Comparison by Types (2017-2023)
1.2.2 Global VR in Education Sector Revenue Market Share by Types in 2017
1.2.3 VR Gear
1.2.4 VR Software
1.3 Global VR in Education Sector Market by Application
1.3.1 Global VR in Education Sector Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Higher Education
1.3.3 K-12
1.4 Global VR in Education Sector Market by Regions
1.4.1 Global VR in Education Sector Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) VR in Education Sector Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) VR in Education Sector Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) VR in Education Sector Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) VR in Education Sector Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) VR in Education Sector Status and Prospect (2013-2023)
1.5 Global Market Size of VR in Education Sector (2013-2023)

2 Manufacturers Profiles
2.1 Oculus VR
2.1.1 Business Overview
2.1.2 VR in Education Sector Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Oculus VR VR in Education Sector Revenue, Gross Margin and Market Share (2016-2017)
2.2 Google
2.2.1 Business Overview
2.2.2 VR in Education Sector Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Google VR in Education Sector Revenue, Gross Margin and Market Share (2016-2017)
2.3 Alchemy VR
2.3.1 Business Overview
2.3.2 VR in Education Sector Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Alchemy VR VR in Education Sector Revenue, Gross Margin and Market Share (2016-2017)
2.4 Discovery Communications
2.4.1 Business Overview
2.4.2 VR in Education Sector Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Discovery Communications VR in Education Sector Revenue, Gross Margin and Market Share (2016-2017)
2.5 Cinoptics
2.5.1 Business Overview
2.5.2 VR in Education Sector Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Cinoptics VR in Education Sector Revenue, Gross Margin and Market Share (2016-2017)

Continued……

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