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(IT-NEWSWIRE.COM, November 27, 2018 ) This report studies the global VR in Education Sector market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global VR in Education Sector market by companies, region, type and end-use industry. United States, Europe, China, Japan, Southeast Asia, India
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. 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.
This report focuses on the global top players, covered 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
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Market segment by Type, the product can be split into VR Gear VR Software
Market segment by Application, split into Higher Education K-12
The study objectives of this report are: To study and forecast the market size of VR in Education Sector in global market. To analyze the global key players, SWOT analysis, value and global market share for top players. To define, describe and forecast the market by type, end use and region. To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World. To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks. To identify significant trends and factors driving or inhibiting the market growth. To analyze the opportunities in the market for stakeholders by identifying the high growth segments. To strategically analyze each submarket with respect to individual growth trend and their contribution to the market To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market To strategically profile the key players and comprehensively analyze their growth strategies.
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Table of Content
Global VR in Education Sector Market Size, Status and Forecast 2025 1 Industry Overview of VR in Education Sector
2 Global VR in Education Sector Competition Analysis by Players
3 Company (Top Players) Profiles 3.1 Oculus VR 3.1.1 Company Profile 3.1.2 Main Business/Business Overview 3.1.3 Products, Services and Solutions 3.1.4 VR in Education Sector Revenue (Million USD) (2013-2018) 3.2 Google 3.2.1 Company Profile 3.2.2 Main Business/Business Overview 3.2.3 Products, Services and Solutions 3.2.4 VR in Education Sector Revenue (Million USD) (2013-2018) 3.3 Alchemy VR 3.3.1 Company Profile 3.3.2 Main Business/Business Overview 3.3.3 Products, Services and Solutions 3.3.4 VR in Education Sector Revenue (Million USD) (2013-2018) 4 Global VR in Education Sector Market Size by Type and Application (2013-2018)
5 United States VR in Education Sector Development Status and Outlook
6 Europe VR in Education Sector Development Status and Outlook
7 China VR in Education Sector Development Status and Outlook
8 Japan VR in Education Sector Development Status and Outlook
9 Southeast Asia VR in Education Sector Development Status and Outlook
10 India VR in Education Sector Development Status and Outlook
11 Market Forecast by Regions, Type and Application (2018-2025)
12 VR in Education Sector Market Dynamics
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