The virtual reality market in education sector size value is poised to grow by USD 6.34 bn during 2020-2024. The market is expected to progressing at a CAGR of over 59%. In addition, the report offers a detailed analysis of the current market scenario, which is majorly focused on the COVID-19 impact. Furthermore, our research expects have extensively covered the latest trends, challenges, and drivers and vendor strategies to overcome growth obstacles.
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Virtual Reality Market in Education Sector Trends & Drivers
The virtual reality market in education sector research report has a detailed analysis on the key drivers, trends, and challenges, which will help vendors in making important business decisions and modifications to cater to the changing consumer demand. While it is essential to capitalize on key drivers such as affordability of vr gear, it is also crucial to understand the challenges that will impede sales during the forecast period. Identifying and addressing market growth challenges will create additional opportunities for the existing and new market players.
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The virtual reality market in education sector has also explored key trends such as easy availability of content creation platform, which will have a significant positive impact on the market growth over the forecast period. A thorough study of the market trends will enable vendors to understand demographics effectively, which can be used to further product and service innovation.
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Virtual Reality Market In Education Sector: Segmentation Analysis
This market research report segments the virtual reality market in education sector by Product (VR Hardware and VR Content), End-user (higher education and K-12), and Geographic Landscape (APAC, Europe, MEA, North America, and South America).
The North America region led the virtual reality market in education sector in 2020, followed by Europe, APAC, South America, and MEA respectively. During the forecast period, the North America region is expected to register the highest incremental growth due to factors such as the increased emphasis on the applicability of VR in the education market, along with the emergence of low-cost affordable VR gear.
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A few of the key topics covered in the report include:
- Vendors covered
- Vendor classification
- Market positioning of vendors
- Competitive scenario