Harrisburg, NC -- (SBWIRE) -- 08/07/2018 -- "Global Virtual Reality In Education Sector Market 2018-2022" presents an in-depth assessment of the Virtual Reality In Education Sector including enabling technologies, key trends, market drivers, challenges, standardization, regulatory landscape, deployment models, operator case studies, opportunities, future roadmap, value chain, ecosystem player profiles and strategies. The report also presents forecasts for Virtual Reality In Education Sector investments from 2018 till 2022.
Our analysts forecast the global virtual reality market in education sector to grow at a CAGR of 59.14% during the period 2018-2022.
This report provides a detailed analysis of the Virtual Reality In Education Sector market with description of market sizing and growth, segmentation of market by products & services and major markets, top market players etc. The report recapitulates the factors that will be responsible for the growth in the market in the forecasted period.
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Essential points covered in Global Virtual Reality In Education Sector Market 2018 Research are:-
- What will the market size and the growth rate be in 2022?
- What are the key factors driving the Global Virtual Reality In Education Sector market?
- What are the key market trends impacting the growth of the Global Virtual Reality In Education Sector market?
- What are the challenges to market growth?
- Who are the key vendors in the Global Virtual Reality In Education Sector market?
- What are the market opportunities and threats faced by the vendors in the Global Virtual Reality In Education Sector market?
- What are the key outcomes of the five forces analysis of the Global Virtual Reality In Education Sector market?
This independent 121 pages report guarantees you will remain better informed than your competition. With over 100 tables and figures examining the Virtual Reality In Education Sector market, the report gives you a visual, one-stop breakdown of the leading products, submarkets and market leader's market revenue forecasts as well as analysis to 2022.
Furthermore, the report provides a detailed analysis of the Global Virtual Reality In Education Sector market with analysis of market size by value and volume. Along with this, an analysis of penetration rate and the average revenue generated per user (ARPU) in the market has also been done.
The market is divided into the following segments based on geography: Americas, APAC, EMEA.
Companies Mentioned are: Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR, and Virtalis.
Browse Full Report at: https://www.marketinsightsreports.com/reports/0227267679/global-virtual-reality-market-in-education-sector-2018-2022?source=releasewire&Mode=07
MIR Announces the Publication of its Research Report: Global Virtual Reality In Education Sector Market 2018-2022
Commenting on the report, an analyst from MIR's team said: One trend in the market is increasing number of social VR spaces. In a virtual environment, the users are isolated with the real physical world, and they are subjected to a virtual environment. This might bring down the quality of learning as collaborative learning plays an effective role in effective and efficient learning. To overcome this challenge, many VR vendors are providing platforms that enable collaborative learning in the VR environment.
According to the report, one driver in the market is increased affordability of VR gear. One of the most significant drivers in the VR market in the education sector is the increasing affordability of VR gear. Initially, VR hardware products were extremely expensive to purchase, which was a big barrier to the expansion of the market. However, owing to the recent developments in technology and the economies of scale possessed by major companies, the cost of VR gear has reduced by a significant figure.
Further, the report states that one challenge in the market is lack of content. Though there is massive availability of VR gear and VR hardware, the VR industry lacks the availability of VR content. This is primarily due to the lack of VR developers in the market. With VR headsets now being sold at an increasingly attractive price, there is increased pressure on the content makers for immersive and diversified content, which will remain in the mainstay for mass consumption.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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