E-Learning Virtual Reality Market Insights, Competitive Landscape and Research Future 2022-2027
E-Learning Virtual Reality Market Overview:
The global report, with a discussion of the e-learning virtual reality market, shows a 42% CAGR capacity during the forecast period of 2018 to 2023. Market Research Future (MRFR) predicts the possibility of crossing USD 339 million. Factors included in the market study are the rising demand for maintaining physical distance due to the COVID-19 crisis, the impact of technologies and digitalization, increasing scope for a reduction of time constraints, availability on remote locations, investment made by competitors to ensure better upgrade, and others.
However, the e-learning virtual reality industry may get affected by the lack of structure to support it. But growing collaborations among players can improve the scenario.
E-Learning Virtual Reality Market Segmentation:
The global market for e-learning virtual reality was studied by MRFR analysts on the basis of component, technology, and application.
By component, the global report containing details of the e-learning virtual reality market includes hardware, software, and services. The hardware segment includes computers, mobiles, consoles, and others. The software segment comprises SDK kits and cloud-based solutions. The services segment encompasses games for e-learning, mobile learning, virtual reality training, public speaking VR simulation, tailor mode e-learning, and e-learning tools.
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By technology, the global understanding of the e-learning virtual reality market includes a detailed study of the head mount, gesture control, and projectors.
By application, the e-learning virtual reality market studies specifics of corporate and academic. The academic segment is expected to make changes to make sure the market gets good traction.
E-Learning Virtual Reality Market Regional Analysis:
North America has substantial scope for taking the global market ahead as the structural support and investment capacity are expected to bolster the regional market. Europe would follow the same trend.
E-Learning Virtual Reality Market Competitive Landscape:
The global market for e-learning virtual reality is getting backed by strategic mechanisms adopted by companies like
- Immersive Vr Education (Ireland),
- Oculus Vr (U.S.),
- Nearpod (U.S.),
- Eon Reality Inc (U.S.),
- Schell Games (U.S.),
- Gamar (U.S.)
- Thing link (Finland)
- Google Inc. (U.S.),
- Zspace, Inc. (U.S.),
- Curiscope (U.K.)
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Industry News:
After the start of the COVID-19 pandemic, institutions took support from the online platform to maintain their flow of conducting classes, but the same was not easily doable with laboratories across the world. That is why Labster, a Copenhagen-based startup, started helping individuals in STEM lab scenarios by using virtual reality and the company is witnessing rapid growth. Its use has grown 15 times since March.
It has also teamed up with edtech startups, where it has already managed to score around $9 million in equity venture funding. This round was led by GGV, where existing investors Owl Ventures, Balderton and Northzone also took part.
In July 2020, PCI Tech Center, a well-known name for being a pioneering figure in education technology in the Philippines, announced that it is striving to provide Filipinos with better opportunities during the COVID-19 pandemic. This is an attempt to adjust with the “new normal” that has witnessed substantial changes in several industries.
In a bid to reach a wider audience, the company has now made its contents accessible on any available device, ranging from smartphones, tablets, and laptops to desktop computers. It could be played on various operating systems without compromising on the veracity and substance. The company is spending a substantial amount on improving its augmented reality and virtual reality to develop mobile applications, interactive and immersive videos, and games to increase engagement.
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TABLE OF CONTENTS
1 MARKET INTRODUCTION
1.1 INTRODUCTION
1.2 SCOPE OF STUDY
1.2.1 RESEARCH OBJECTIVE
1.2.2 ASSUMPTIONS
1.2.3 LIMITATIONS
1.3 MARKET STRUCTURE
2 RESEARCH METHODOLOGY
3 MARKET DYNAMICS
4 EXECUTIVE SUMMARY
5 MARKET FACTOR ANALYSIS
Continued…
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