Global Virtual Reality Market in Education Sector 2018-2022

◆상품코드 : IRTNTR20252
◆발행일 : 2018년 2월
◆페이지수 : 121
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◆발행회사(조사회사) : Technavio
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[조사보고서 개요]

About Virtual Reality in Education Sector

Virtual reality is the use of computer technology to create a simulated environment isolating the user from the physical environment and enabling him/her to enter an alternate reality.

Technavio’s analysts forecast the global virtual reality market in education sector to grow at a CAGR of 59.14% during the period 2018-2022.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global virtual reality market in education sector for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, Global Virtual Reality Market in Education Sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• Alchemy VR
• Avantis Education
• EON Reality
• Google
• Oculus VR
• Virtalis

[Market driver]
• Increased affordability of VR gear
• For a full, detailed list, view our report

[Market challenge]
• Lack of content
• For a full, detailed list, view our report

[Market trend]
• Increasing number of social VR spaces
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?

*** You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

[조사보고서 목차]

Table of Contents
PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
• Global education technology market
• Market ecosystem
• Market characteristics
• Market segmentation analysis

PART 05: MARKET SIZING
• Market definition
• Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition

PART 07: MARKET SEGMENTATION BY PRODUCT
• Segmentation by product
• Comparison by product
• Global virtual reality hardware market in education sector – Market size and forecast 2017-2022
• Global virtual reality content market in education sector – Market size and forecast 2017-2022
• Market opportunity by product

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY END-USER
• Segmentation by end-user
• Comparison by end-user
• Global VR market in higher education sector – Market size and forecast 2017-2022
• Global VR market in K-12 sector – Market size and forecast 2017-2022
• Market opportunity by end-user

PART 10: REGIONAL LANDSCAPE
• Segmentation by geography
• Regional comparison
• Americas – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• APAC – Market size and forecast 2017-2022
• Key leading countries
• US
• UK
• Germany
• China
• Australia
• Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges

PART 13: MARKET TRENDS
• Increasing number of social VR spaces
• 360-degree videos
• Increasing emphasis on foveated rendering

PART 14: VENDOR LANDSCAPE
• Overview
• Landscape disruption

PART 15: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Alchemy VR
• Avantis Education
• EON Reality
• Google
• Oculus VR
• Virtalis

PART 16: APPENDIX
• List of abbreviations

[List of Exhibits] Exhibit 01: Global education technology market
Exhibit 02: Global education technology market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global VR market in education sector– Market size and forecast 2017-2022 ($ mn)
Exhibit 09: Global VR market in education sector– Year over year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition – Five forces 2017
Exhibit 18: Global VR market in education sector by product – Market share 2017-2022 (%)
Exhibit 19: Comparison by product
Exhibit 20: Global virtual reality hardware market in education sector – Market size and forecast 2017-2022 ($ mn)
Exhibit 21: Global virtual reality hardware market in education sector – Year-over-year growth 2018-2022 (%)
Exhibit 22: Global virtual reality content market in education sector – Market size and forecast 2017-2022 ($ mn)
Exhibit 23: Global virtual reality content market in education sector – Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by product
Exhibit 25: Customer landscape
Exhibit 26: Global VR market in education sector by end-user – Market share 2017-2022 (%)
Exhibit 27: Comparison by end-user
Exhibit 28: Global VR market in higher education sector – Market size and forecast 2017-2022 ($ mn)
Exhibit 29: Global VR market in higher education sector – Year-over-year growth 2018-2022 (%)
Exhibit 30: Global VR market in K-12 sector – Market size and forecast 2017-2022 ($ mn)
Exhibit 31: Global VR market in K-12 sector – Year-over-year growth 2018-2022 (%)
Exhibit 32: Market opportunity by end-user
Exhibit 33: Global VR market – Market share by geography 2017-2022 (%)
Exhibit 34: Regional comparison
Exhibit 35: Americas – Market size and forecast 2017-2022 ($ mn)
Exhibit 36: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 37: EMEA – Market size and forecast 2017-2022 ($ mn)
Exhibit 38: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 39: APAC – Market size and forecast 2017-2022 ($ mn)
Exhibit 40: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 41: Key leading countries
Exhibit 42: Market opportunity
Exhibit 43: Vendor landscape
Exhibit 44: Landscape disruption
Exhibit 45: Vendors covered
Exhibit 46: Vendor classification
Exhibit 47: Market positioning of vendors
Exhibit 48: Vendor overview
Exhibit 49: Alchemy VR – Business segments
Exhibit 50: Alchemy VR – Organizational developments
Exhibit 51: Alchemy VR – Geographic focus
Exhibit 52: Alchemy VR – Segment focus
Exhibit 53: Alchemy VR – Key offerings
Exhibit 54: Vendor overview
Exhibit 55: Avantis Education – Business segments
Exhibit 56: Avantis Education – Organizational developments
Exhibit 57: Avantis Education – Geographic focus
Exhibit 58: Avantis Education – Segment focus
Exhibit 59: Avantis Education – Key offerings
Exhibit 60: Vendor overview
Exhibit 61: EON Reality – Business segments
Exhibit 62: EON Reality – Organizational developments
Exhibit 63: EON Reality – Geographic focus
Exhibit 64: EON Reality – Segment focus
Exhibit 65: EON Reality – Key offerings
Exhibit 66: Vendor overview
Exhibit 67: Google – Business segments
Exhibit 68: Google – Organizational developments
Exhibit 69: Google – Geographic focus
Exhibit 70: Google– Segment focus
Exhibit 71: Google – Key offerings
Exhibit 72: Vendor overvie
Exhibit 73: Oculus VR– Business segments
Exhibit 74: Oculus VR – Organizational developments
Exhibit 75: Oculus VR – Geographic focus
Exhibit 76: Oculus VR – Segment focus
Exhibit 77: Oculus VR – Key offerings
Exhibit 78: Vendor overview
Exhibit 79: Virtalis – Business segments
Exhibit 80: Virtalis – Organizational developments
Exhibit 81: Virtalis – Geographic focus
Exhibit 82: Virtalis – Segment focus
Exhibit 83: Virtalis – Key offerings



[조사보고서에 언급된 기업]
Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR, and Virtalis.

[보고서에 포함된 내용]
세계시장규모, 세그멘트별 시장규모, 시장동향, 시장예측, 관련 기업정보 등

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