Virtual Reality in Education Market is set to Fly High Growth in Years to Come

Author : Adam Gill | Published On : 22 May 2024

MR Forecast has released a new report on the Virtual Reality in Education market, covering both global and regional scales. The report provides a comprehensive understanding of the current market landscape, development, outlook, and status until 2032. The growth of the Virtual Reality in Education market is fuelled by increasing demand in established regions, various types, technological advancements, and expanding end-user penetration. The report mainly focuses on the definition, types, applications, and major key players/manufacturers such as Google LLC (Alphabet,  Inc.) (U.S.), EON Reality (U.S.), Schell Games (U.S.), Avantis Systems Ltd. (U.K.), zSpace,  Inc. (U.S.), VRSim,  Inc. (U.S.), Veative Group (U.K.), Mursion (U.S.), Immersion VR (U.K.), Unimersiv (U.S.), Alchemy Immersive (U.S.), based on the Global Virtual Reality in Education industrial and supply chain.

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The Virtual Reality in Education Marketsize was valued at USD 4.40 USD Billion in 2023 and is projected to reach USD 25.46 USD Billion by 2032, exhibiting a CAGR of 28.5 % during the forecast period.

The latest edition of this report you will be entitled to receive additional chapter / commentary on latest scenario, economic slowdown and COVID-19 impact on overall industry. Further it will also provide qualitative information about when industry could come back on track and what possible measures industry players are taking to deal with current situation. Each of the segment analysis table for forecast period also high % impact on growth.

This research is categorized differently considering the various aspects of this market. It also evaluates the upcoming situation by considering project pipelines of company, long term agreements to derive growth estimates. The forecast is analyzed based on the volume and revenue of this market. The tools used for analyzing the Global Virtual Reality in Education Market research report include SWOT analysis.

April 2023: EON Reality Inc. partnered with Holistic EHS to develop its business consulting offerings. With EON Reality's AI-powered XR solutions, Holistic EHS can offer improved and new services to its consulting clients in various XR areas. The EON Reality suite's new spatial AI-based capabilities enable Holistic EHS and its customers to develop better safety tools, training, and other procedural and immersive software.,

April 2023: The Center of Technical Excellence and EON Reality have announced an expanded partnership to launch Malaysia's first spatial AI-based collaboration to enhance Sarawak's digital talent development pathways and training programs. With its AI-powered XR solution from EON Reality, CENTEXS aims to help local students and developing workforce members learn and upskill more efficiently.,

March 2023: Google Cloud has announced a partnership with AI Azhar University, an Egypt-based educational institution. The collaboration includes the introduction of Google Workspace for Education (GWFE) as a certified learning and productive platform to convert the learning experience for international and local students digitally.,

October 2022: VRSim, Inc. and Lincoln Tech University announced the launch of SimSpray at six Lincoln Tech locations across the U.S. Consistent with Lincoln Tech's innovative teaching approach, SimSpray removes barriers to the learning experience by providing hands-on training without traditional materials to start a coating project. The introduction of this platform benefits students nationwide from training for careers in accident repair.,

April 2022: VRSim, Inc. announced the launch of VRNA, an immersive virtual reality training system for users to prepare for face-to-face clinical training and the Certified Nursing Assistant CNA national exam. The launch of this platform benefits students working on lab content while providing a self-directed and active learning experience to practice patient care skills in a risk-free environment.

Influencing Trend:

  • Innovations in VR-based Assessment Evaluation and Personalized Learning Experiences to Enhance the Demand for VR in Education

Market Growth Drivers:

  • Increasing Demand for Experiential Learning Platforms and Access to Remote Locations across the Globe to Enhance VR Market in Educational Sector


The Global Virtual Reality in Education segments and Market Data Break Down are illuminated below:
Component: Hardware, Software, Content,Application: K-12, Higher Education, Vocational Training


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The regional analysis of Global Virtual Reality in Education Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading region across the world. Whereas, owing to rising no. of research activities in countries such as China, India, and Japan, Asia Pacific region is also expected to exhibit higher growth rate the forecast period 2024-2032.

Highlights of the report:

  • A complete backdrop analysis, which includes an assessment of the parent market
  • Important changes in market dynamics
  • Market segmentation up to the second or third level
  • Historical, current, and projected size of the market from the standpoint of both value and volume
  • Reporting and evaluation of recent industry developments
  • Market shares and strategies of key players
  • Emerging niche segments and regional markets
  • An objective assessment of the trajectory of the market
  • Recommendations to companies for strengthening their foothold in the market


Strategic Points Covered in Table of Content of Global Virtual Reality in Education Market:

Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Virtual Reality in Education market

Chapter 2: Exclusive Summary – the basic information of the Virtual Reality in Education Market.

Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges & Opportunities of the Virtual Reality in Education

Chapter 4: Presenting the Virtual Reality in Education Market Factor Analysis, Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.

Chapter 5: Displaying the by Type, End User and Region/Country 2015-2020

Chapter 6: Evaluating the leading manufacturers of the Virtual Reality in Education market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile

Chapter 7: To evaluate the market by segments, by countries and by Manufacturers/Company with revenue share and sales by key countries in these various regions (2024-2032)

Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source

Finally, Virtual Reality in Education Market is a valuable source of guidance for individuals and companies.

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Key questions answered

  • Who are the Leading key players and what are their Key Business plans in the Global Virtual Reality in Education market?
  • What are the key concerns of the five forces analysis of the Global Virtual Reality in Education market?
  • What are different prospects and threats faced by the dealers in the Global Virtual Reality in Education market?
  • What are the strengths and weaknesses of the key vendors?


Definitively, this report will give you an unmistakable perspective on every single reality of the market without a need to allude to some other research report or an information source. Our report will give all of you the realities about the past, present, and eventual fate of the concerned Market.

Thanks for reading this article, we can also provide customized report as per company’s specific needs. You can also get separate chapter wise or region wise report versions including North America, Europe or Asia.

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