In 2018 North America generated a revenue of USD 263.9 million and is projected to generate a notable market share till 2026.Organizations in North America such as Google, Facebook are aiming towards developing educational games based on the VR technology including 360 Degree Educational Video Viewing and other trainings.
The proliferation of smartphones and increasing internet penetration will contribute to expand the market size across the region. What are the key virtual reality in education market drivers?
Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The possibilities of virtual reality in education, focusing on apps and research-backed effective uses of virtual reality in the classroom.
Asia pacific is estimated to witness a significant growth rate during the forecast period. The possibilities of virtual reality in education, focusing on apps and research-backed effective uses of virtual reality in the classroom. North America is expected to augment the virtual reality in education market during the forecast period.
Developments in the VR headsets and sufficient affordability of headsets such as Oculus Rift, HTC Vive, Google Cardboard, and others are expected to contribute to generate a significant market revenue.
The VR Museum of Fine Art is a must-download VR education app for those of you out there who has an appetite for the art-lovers out there. Virtual reality offers you an immersive environment to explore things out of the classroom. In the virtual Reality in education market, component and applications are the leading segments. Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. “Increasing Adoption of Virtual Learning Environment and Advancements in the VR Headsets will Boost Growth ”, The era of digitization and the growing adoption of online education has caused a major change in the education industry.
The key players in the virtual reality market provide several VR software such as Science VR, History VR, Astronomy VR, and others. The report covered all the points and was very detailed. Sorry, your blog cannot share posts by email. VR simulations provide an in-depth understanding of the concept of its applications in real life. Thank you Fortune Business Insights for your efforts and prompt response”, “I had a great experience working with Fortune Business Insights. "Smart Strategies, Giving Speed to your Growth Trajectory", Region : Global | Format: PDF | Report ID: FBI101696. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field. It looks quite comprehensive and the data is exactly what I was looking for.
There is huge demand for advanced education system from the countries such as India, China and japan due to their tremendous population. For instance, SpinVR, in partnership with SpinVFX has developed BrioVR which is an unlicensed VR software platform. In recent years’ digital media has created many opportunities in terms of the access to dynamic content. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. VR possesses much potential and its application in education has seen much research interest lately. Developments in highly developed graphics, new software platforms, and advanced standards available in android, iOS, windows are expected to drive the growth of European VR in education market.
We use cookies to enhance your experience. VR content is expected to grow at a remarkable CAGR between 2019 to 2026.
By application higher education is expected to show high adoption of virtual reality in the education sector. Moreover, students can experience the events that happened in history. What was the size of the global virtual reality in education market in 2018?
Global Virtual Reality in Education Market Share, By Application, 2018. As per our study, the market is projected to reach USD 13,098.2 million by 2026. Virtual reality has the potential to bring the information in the books to life using the VR features.
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