Virtual Reality in Education Sector 2017 Global Market Expected to Grow at CAGR 55.42% and Forecast to 2021

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The analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.

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.

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Covered in this report

The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.

The market is divided into the following segments based on geography:
• APAC
• EUROPE
• North America
• ROW

The report, Global VR in Education Sector Market 2017-2021, 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
• Oculus VR
• Google
• Alchemy VR
• Discovery Communications

Other prominent vendors
• Cinoptics
• EPSON
• HTC
• Sony
• FOVE
• LG Electronics
• Zebronics
• Homido
• Mattel
• Samsung Electronics
• ZEISS
• EON Reality
• Immersive VR Education
• Unimersiv

Market driver
• Upgrades the learning process
• For a full, detailed list, view our report

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

Market trend
• Incorporation of SLAM technology
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2021 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?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

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Table Of Contents – Major Key Points

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Five forces analysis

PART 06: Market segmentation by product
• Global VR gear in education market
• Global VR content in education market

PART 07: Market segmentation by end-user
• Global VR in education market by end-users
• Global VR in higher education market
• Global VR in K-12 education market

PART 08: Geographical segmentation
• Global VR in education market by geography
• VR in education market in North America
• VR in education market in Europe
• VR in education market in APAC
• VR in education market in ROW

PART 09: Decision framework

PART 10: Drivers and challenges
• Market drivers
• Impact of drivers on key customer segments
• Market challenges
• Impact of challenges on key customer segments

Continued…….

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Release ID: 195485