Virtual Reality in Education Market Report from Market Research Forecast highlights deep analysis on market characteristics, sizing, estimates and growth by segmentation, regional breakdowns & country along with competitive landscape, player’s market shares, and strategies that are key in the market. The exploration provides a 360° view and insights, highlighting major outcomes of the industry. These insights help the business decision-makers to formulate better business plans and make informed decisions to improved profitability. In addition, the study helps venture or private players in understanding the companies in more detail to make better informed decisions.
Major Players in This Report Include,
Google LLC (Alphabet, Inc.) (U.S.), EON Reality (U.S.), Schell Games (U.S.), Avantis Systems Ltd. (U.K.), zSpace, Inc. (U.S.), VRSim, Inc. (U.S.), Veative Group (U.K.), Mursion (U.S.), Immersion VR (U.K.), Unimersiv (U.S.), Alchemy Immersive (U.S.)
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The Virtual Reality in Education Market size was valued at USD 4.40 USD Billion in 2023 and is projected to reach USD 25.46 USD Billion by 2032, exhibiting a CAGR of 28.5 % during the forecast period. VR based education provides a possibility to make conventional learning methods more intriguing and interactive by embodying students into living, engaging spheres. With all the magic that this virtual realm holds, the history is not intangible anymore, sciences get done in a practical manner and complex theories are meshed into everyday lives. Rather than traditional classrooms, with VR headsets learners can travel beyond ordinary, learn about unknown lands, or go down into microscopic cells, or even go into imaginary worlds in extremely clear way. The learning process is individualized via this advanced technology that previously catered to only learners that love visual, auditory, and kinesthetic learning styles. Involving students in the learning aligns with the logic of learning – by experiencing educational sessions, students will generate the interest themselves and will deepen their understanding via experiencing.
Emerging Trends in Virtual Reality in Education Market:
• Metaverse for education: VR is used to create immersive virtual worlds where students can interact and learn together.
• Personalized VR learning: AI and ML algorithms tailor VR experiences to individual student needs and learning styles.
• XR adoption in K-12 education: Extended reality (XR) is being increasingly implemented in primary and secondary schools to enhance learning.
Driving Forces: What’s Propelling the Virtual Reality in Education Market
• Increasing Demand for Experiential Learning Platforms and Access to Remote Locations across the Globe to Enhance VR Market in Educational Sector
Challenges and Restraints in Virtual Reality in Education Market:
• Cost of VR hardware: VR devices can be expensive for educational institutions and students.
• Motion sickness: Some users may experience motion sickness when using VR headsets.
• Technical challenges: VR systems require reliable internet connections and adequate computing power.
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In this research study, the prime factors that are impelling the growth of the Global Virtual Reality in Education market report have been studied thoroughly in a bid to estimate the overall value and the size of this market by the end of the forecast period. The impact of the driving forces, limitations, challenges, and opportunities has been examined extensively. The key trends that manage the interest of the customers have also been interpreted accurately for the benefit of the readers.
The Virtual Reality in Education market study is being classified Component: Hardware, Software, Content, Application: K-12, Higher Education, Vocational Training
Significant Developments in Virtual Reality in Education Sector:
• April 2023: EON Reality Inc. partnered with Holistic EHS to develop its business consulting offerings. With EON Reality’s AI-powered XR solutions, Holistic EHS can offer improved and new services to its consulting clients in various XR areas. The EON Reality suite’s new spatial AI-based capabilities enable Holistic EHS and its customers to develop better safety tools, training, and other procedural and immersive software.,
• April 2023: The Center of Technical Excellence and EON Reality have announced an expanded partnership to launch Malaysia’s first spatial AI-based collaboration to enhance Sarawak’s digital talent development pathways and training programs. With its AI-powered XR solution from EON Reality, CENTEXS aims to help local students and developing workforce members learn and upskill more efficiently.,
• March 2023: Google Cloud has announced a partnership with AI Azhar University, an Egypt-based educational institution. The collaboration includes the introduction of Google Workspace for Education (GWFE) as a certified learning and productive platform to convert the learning experience for international and local students digitally.,
• October 2022: VRSim, Inc. and Lincoln Tech University announced the launch of SimSpray at six Lincoln Tech locations across the U.S. Consistent with Lincoln Tech’s innovative teaching approach, SimSpray removes barriers to the learning experience by providing hands-on training without traditional materials to start a coating project. The introduction of this platform benefits students nationwide from training for careers in accident repair.,
• April 2022: VRSim, Inc. announced the launch of VRNA, an immersive virtual reality training system for users to prepare for face-to-face clinical training and the Certified Nursing Assistant CNA national exam. The launch of this platform benefits students working on lab content while providing a self-directed and active learning experience to practice patient care skills in a risk-free environment.
The report concludes with in-depth details on the business operations and financial structure of leading vendors in the Global Virtual Reality in Education market report, Overview of Key trends in the past and present are in reports that are reported to be beneficial for companies looking for venture businesses in this market. Information about the various marketing channels and well-known distributors in this market was also provided here. This study serves as a rich guide for established players and new players in this market.
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Extracts from Table of Contents
Virtual Reality in Education Market Research Report
Chapter 1 Virtual Reality in Education Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Revenue (Value, Volume*) by Region
Chapter 5 Global Supplies (Production), Consumption, Export, Import by Regions
Chapter 6 Global Revenue (Value, Volume*), Price* Trend by Type
Chapter 7 Global Market Analysis by Application
………………….continued
This report also analyzes the regulatory framework of the Global Markets Virtual Reality in Education Market Report to inform stakeholders about the various norms, regulations, this can have an impact. It also collects in-depth information from the detailed primary and secondary research techniques analyzed using the most efficient analysis tools. Based on the statistics gained from this systematic study, market research provides estimates for market participants and readers.
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