VR in Education Market- Increasing Demand with Industry Professionals | Google, Alchemy VR, Discovery, Cinoptics

August 02 11:22 2019
VR in Education Comprehensive Study by Application (Schools, Institutes, Business Organization), Devices (Smartboard, Projector, Laptop, Mobile Phones), Virtual Reality (Window on World, Immersive System, Telepresence, Mixed Reality) Players and Region – Global Market Outlook to 2024

AMA recently published a detailed study of over 180+ pages in its database on ‘VR in Education’ market  covering interesting aspects of market with supporting development scenario ranging from 2013-2025. The study not just provides market size break-up by revenue and volume* for  potential countries and important business segments but also commentary on trending factors, growth drivers. Profiled players in study from the coverage used under bottom-up approach are Oculus VR (United States),Google (United States),Alchemy VR (United Kingdom),Discovery Communications (United States),Cinoptics (The Netherlands),EPSON (Japan),HTC (Taiwan),Sony (Japan),FOVE (United States),LG Electronics (South Korea),Homido (France),Samsung Electronics (South Korea),ZEISS (Germany).

 

Virtual Reality uses environments and scenes which are completely computer-generated based on realistic scenarios. In today’s education system Virtual reality add-on the ability with more fun and engaging. Artificial Intelligence continuously expands in education application development. Virtual Reality offers new and innovative ways to train new and existing employees in an organization. This immersive, interactive and user-friendly technology has implemented across organizations as executives realize the potential of the technology to enhance the training and learning initiatives. For instance, in 2000 the total enrolment of higher education institutions worldwide was around 100 million, more than the global enrolment as recorded at the beginning of the 20th century.

 

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Market Segmentation

by  Application (Schools, Institutes, Business Organization), Devices (Smartboard, Projector, Laptop, Mobile Phones), Virtual Reality (Window on World, Immersive System, Telepresence, Mixed Reality)

 

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What’s Trending in Market:

Advances in Information Technology

Innovation Technologies in Multimedia/Hypermedia

 

Growth Drivers: Rapid Change in the Education Sector

Growing Number of Students

The eruption of Literature on Teaching, Learning, and Assessment in Higher Education

Increasing Adoption of E-Learning

 

Restraints: High Adoption of Alternative Teaching and Learning Approaches in Developing Countries Such As Online Education

 

View Detailed Table of Content @ https://www.advancemarketanalytics.com/reports/8755-global-vr-in-education-market

 

Country level Break-up includes:

North America (United States, Canada and Mexico)

Europe (Germany, France, United Kingdom, Spain, Italy, Netherlands, Switzerland, Nordic, Others)

Asia-Pacific (Japan, China, Australia, India, Taiwan, South Korea, Middle East & Africa, Others)

 

Fundamentals of Table of Content:

1 Report Overview

1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered

1.4 Market Analysis by Type

1.5 Market by Application

1.6 Study Objectives

1.7 Years Considered

2 Global Growth Trends

2.1 Global VR in Education Market Size

2.2 VR in Education Growth Trends by Regions

2.3 Industry Trends

3 Market Share by Key Players

3.1 Global VR in Education Market Size by Manufacturers

3.2 Global VR in Education Key Players Head office and Area Served

3.3 Key Players Product/Solution/Service

3.4 Enter barriers in VR in Education Market

3.5 Mergers, Acquisitions, Expansion Plans

4 VR in Education Market by Product

4.1 Global VR in Education Sales by Product

4.2 Global VR in Education Revenue by Product

4.3 Global VR in Education Price by Product

5 VR in Education Market by End User

5.1 Overview

5.2 VR in Education by End User

 

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