Augmented and Virtual Reality in Education Market by Solution (Content Management, Device Management, UCC, and Security), Hardware (Mobile Computing Devices and VR Devices), Service, Deployment Mode, User Type, and Region Global Forecast to 2023

Abstract
Apex Market Research has published a new report titled ”Global Augmented and Virtual Reality in Education Market share, forecast data, In-Depth Analysis, and Forecast, 2020-2027”. According to the report, The global Augmented and Virtual Reality in Education market is estimated to grow from USD 9.3 billion in 2018 to USD 19.6 billion by 2023, at a CAGR of 16.2%. The report offers in-depth insights, revenue details, and other vital information regarding the global Augmented and Virtual Reality in Education market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2027.

Attractive Opportunities in the Augmented and Virtual Reality in Education market

The report covers an in depth description, competitive scenario, wide product portfolio of key vendors and business strategy adopted by competitors along with their SWOT analysis, revenue, sales and Porter's Five Forces Analysis.
Global Augmented and Virtual Reality in Education market report offers in-depth insights, revenue details, and other vital information regarding the global Augmented and Virtual Reality in Education market, and the various trends, drivers, restraints, opportunities, and threats in the target market till year 2027. Hence, it covers the impact of these drivers and restraints on demand for this market during the forecast period.
It provides historical data along with future forecast as well as detailed analysis of market on a global, regional and country level. Important market data of this market is projected in the form of tables, graphics, and pictures. On a regional basis, the market is categorized into five regions that include North America, Europe, Asia Pacific, Latin America, and Middle & East Africa. It analyzes complete scenario of each and every region along with highest shareholder of Augmented and Virtual Reality in Education market. The major players operating into Augmented and Virtual Reality in Education Market include: Sony (Japan)
Samsung Electronics (South Korea)
HTC (Taiwan)
Google (US)
Microsoft (US)
Panasonic (Japan)
Hitachi (Japan)
Barco (Belgium)
LG Electronics (South Korea)
Veative Labs (Singapore)
Cisco (US)
Blackboard (US)
Dell (US)
IBM (US)
Saba Software (US)
Oracle (US)
Edvance360 (US)
Electa Communications (US)
BrainCert (US)
SKYPREP (Canada)
Impero Software (UK)
WizIQ (India)
BigBlueButton (US)
Digital Samba (Spain)
and TutorRoom (Taipei). Scope Of the Report
Report Parameters Details of Parameter
Market Size 2020-2027
Based Year 2019
Forecast Period Covered 2020-2027
Units for value Value (USD)
Covered Segments Components (solutions, hardware, and services), deployment modes, user types, and regions
Region Covered North America (the United States, Canada, and Mexico)
Europe (Germany, UK, France, Italy, and Russia, etc.)
Asia-Pacific (China, Japan, ASEAN, India, and Korea)
The Middle East and Africa (UAE, Egypt, South Africa, Saudi Arabia)
South America (Brazil, Chile, Peru, and Argentina)
This research report categorizes the Augmented and Virtual Reality in Education market to forecast revenues and analyze trends in each of the following submarkets:

On the basis of components, the augmented and virtual reality in education market has been segmented as follows:

  • Solutions
  • Hardware
  • Services

On the basis of solutions, the augmented and virtual reality in education market has been segmented as follows:

  • Content Management
  • Device Management
  • Unified Communications and Collaboration (UCC)
  • Security
  • Analytics and Data Visualization

On the basis of hardware, the augmented and virtual reality in education market has been segmented as follows:

  • Interactive Whiteboards
  • Mobile Computing Devices
  • Virtual Reality Devices
    • Head-Mounted Gear
    • Gesture-Tracking Device
  • Displays and Projectors
  • Security and Video Cameras
  • Others (Attendance Tracking Systems, 3D Printers, and Smart ID Cards)

On the basis of services, the augmented and virtual reality in education market has been segmented as follows:

  • Professional Services
    • Training and Consulting
    • Deployment and Integration
    • Support and Maintenance
  • Managed Services

On the basis of deployment modes, the augmented and virtual reality in education market has been segmented as follows:

  • Cloud
  • On-premises

On the basis of user types, the augmented and virtual reality in education market has been segmented as follows:

  • Academic
    • K-12
    • Higher Education
  • Corporate
    • Telecommunications and IT
    • Healthcare and Life Sciences
    • Retail and Ecommerce
    • Banking, Financial Services, and Insurance
    • Manufacturing
    • Government and Public Sector
By geography, this market has been segregated into five regions with revenue and growth rate of Augmented and Virtual Reality in Education from 2020 to 2027,
There are 13 chapters to put on view for Augmented and Virtual Reality in Education Market:
Chapter 1: Market Overview, Drivers, Restraints and Opportunities, Segmentation overview Chapter 2: Market competition by Manufacturers Chapter 3: Production by Regions Chapter 4: Consumption by Regions Chapter 5: Production, By Types, Revenue and Market share by Types Chapter 6: Consumption, By Applications, Market share (%) and Growth Rate by Applications Chapter 7: Complete profiling and analysis of Manufacturers Chapter 8: Manufacturing cost analysis, Raw materials analysis, Region-wise manufacturing expenses Chapter 9: Industrial Chain, Sourcing Strategy and Downstream Buyers Chapter 10: Marketing Strategy Analysis, Distributors/Traders Chapter 11: Market Effect Factors Analysis Chapter 12: Market Forecast Chapter 13: Augmented and Virtual Reality in Education Research Findings and Conclusion, Appendix, methodology and data source Data type include capacity, production, market share, price, revenue, cost, gross, gross margin, growth rate, consumption, import, export have been determined using secondary sources and verified primary sources. Industry chain, manufacturing process, cost structure, marketing channel are also analyzed in this report. Industry Chain Analysis Raw Material and Suppliers Equipment and Suppliers Manufacturing Process Manufacturing Cost Structure Manufacturing Plants Distribution Analysis Available Customizations We can also provide customized report as per company's specific needs. We can also provide the customized separate regional or country-level reports, for the specific region as per client requirement.
Chapter 1 Industry Overview 1.1 Augmented and Virtual Reality in Education Market Overview 1.1.1 Augmented and Virtual Reality in Education Product Scope 1.1.2 Market Status and Outlook 1.2 Global Augmented and Virtual Reality in Education Market Size and Analysis by Regions (2015-2019) 1.2.1 North America Augmented and Virtual Reality in Education Market Status and Outlook 1.2.2 EU Augmented and Virtual Reality in Education Market Status and Outlook 1.2.3 Japan Augmented and Virtual Reality in Education Market Status and Outlook 1.2.4 China Augmented and Virtual Reality in Education Market Status and Outlook 1.2.5 India Augmented and Virtual Reality in Education Market Status and Outlook 1.2.6 Southeast Asia Augmented and Virtual Reality in Education Market Status and Outlook 1.3 Global Augmented and Virtual Reality in Education Market Segment On the basis of components, the augmented and virtual reality in education market has been segmented as follows:
1.3.1 Introduction
1.3.1.1 Market Estimates And Forecast 2015-2027
1.3.1 Solutions
1.3.1.1 Market Estimates And Forecast By Country, 2015-2027
1.3.2 Hardware
1.3.2.1 Market Estimates And Forecast By Country, 2015-2027
1.3.3 Services
1.3.3.1 Market Estimates And Forecast By Country, 2015-2027
1.4 Global Augmented and Virtual Reality in Education Market Segment On the basis of solutions, the augmented and virtual reality in education market has been segmented as follows:
1.4.1 Introduction
1.4.1.1 Market Estimates And Forecast 2015-2027
1.4.1 Content Management
1.4.1.1 Market Estimates And Forecast By Country, 2015-2027
1.4.2 Device Management
1.4.2.1 Market Estimates And Forecast By Country, 2015-2027
1.4.3 Unified Communications and Collaboration (UCC)
1.4.3.1 Market Estimates And Forecast By Country, 2015-2027
1.4.4 Security
1.4.4.1 Market Estimates And Forecast By Country, 2015-2027
1.4.5 Analytics and Data Visualization
1.4.5.1 Market Estimates And Forecast By Country, 2015-2027
1.5 Global Augmented and Virtual Reality in Education Market Segment On the basis of hardware, the augmented and virtual reality in education market has been segmented as follows:
1.5.1 Introduction
1.5.1.1 Market Estimates And Forecast 2015-2027
1.5.1 Interactive Whiteboards
1.5.1.1 Market Estimates And Forecast By Country, 2015-2027
1.5.2 Mobile Computing Devices
1.5.2.1 Market Estimates And Forecast By Country, 2015-2027
1.5.2 Virtual Reality Devices
1.5.2.1 Head-Mounted Gear
1.5.2.2 Gesture-Tracking Device
1.5.2.3 Market Estimates And Forecast By Country, 2015-2027
1.5.2.2 Displays and Projectors
1.5.2.3 Market Estimates And Forecast By Country, 2015-2027
1.5.2.2 Security and Video Cameras
1.5.2.3 Market Estimates And Forecast By Country, 2015-2027
1.5.2.2 Others (Attendance Tracking Systems, 3D Printers, and Smart ID Cards)
1.5.2.3 Market Estimates And Forecast By Country, 2015-2027
1.6 Global Augmented and Virtual Reality in Education Market Segment On the basis of services, the augmented and virtual reality in education market has been segmented as follows:
1.6.1 Introduction
1.6.1.1 Market Estimates And Forecast 2015-2027
1.6.2 Professional Services
1.6.2.1 Training and Consulting
1.6.2.2 Deployment and Integration
1.6.2.3 Support and Maintenance
1.6.2.4 Market Estimates And Forecast By Country, 2015-2027
1.6.2.3 Managed Services
1.6.2.4 Market Estimates And Forecast By Country, 2015-2027
1.7 Global Augmented and Virtual Reality in Education Market Segment On the basis of deployment modes, the augmented and virtual reality in education market has been segmented as follows:
1.7.1 Introduction
1.7.1.1 Market Estimates And Forecast 2015-2027
1.7.1 Cloud
1.7.1.1 Market Estimates And Forecast By Country, 2015-2027
1.7.2 On-premises
1.7.2.1 Market Estimates And Forecast By Country, 2015-2027
1.8 Global Augmented and Virtual Reality in Education Market Segment On the basis of user types, the augmented and virtual reality in education market has been segmented as follows:
1.8.1 Introduction
1.8.1.1 Market Estimates And Forecast 2015-2027
1.8.2 Academic
1.8.2.1 K-12
1.8.2.2 Higher Education
1.8.2.3 Market Estimates And Forecast By Country, 2015-2027
1.8.3 Corporate
1.8.3.1 Telecommunications and IT
1.8.3.2 Healthcare and Life Sciences
1.8.3.3 Retail and Ecommerce
1.8.3.4 Banking, Financial Services, and Insurance
1.8.3.5 Manufacturing
1.8.3.6 Government and Public Sector
1.8.3.7 Market Estimates And Forecast By Country, 2015-2027
Chapter 2 Global Augmented and Virtual Reality in Education Competition Analysis by Players 2.1 Global Augmented and Virtual Reality in Education Market Size (Million USD) by Players (2015-2019) 2.2 Competitive Status and Trend 2.2.1 Market Concentration Rate 2.2.2 Product/Service Differences 2.2.3 New Entrants 2.2.4 The Technology Trends in Future Chapter 3 Company (Top Players) Profiles and Key Data 3.1 Sony (Japan) 3.1.1 Company Profile 3.1.2 Main Business/Business Overview 3.1.3 Products, Services and Solutions 3.1.4 Sony (Japan), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.1.5 Recent Developments 3.2 Samsung Electronics (South Korea) 3.2.1 Company Profile 3.2.2 Main Business/Business Overview 3.2.3 Products, Services and Solutions 3.2.4 Samsung Electronics (South Korea), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.2.5 Recent Developments 3.3 HTC (Taiwan) 3.3.1 Company Profile 3.3.2 Main Business/Business Overview 3.3.3 Products, Services and Solutions 3.3.4 HTC (Taiwan), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.3.5 Recent Developments 3.4 Google (US) 3.4.1 Company Profile 3.4.2 Main Business/Business Overview 3.4.3 Products, Services and Solutions 3.4.4 Google (US), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.4.5 Recent Developments 3.5 Microsoft (US) 3.5.1 Company Profile 3.5.2 Main Business/Business Overview 3.5.3 Products, Services and Solutions 3.5.4 Microsoft (US), Augmented and Virtual Reality in Education Revenue (Million USD)(2015-2019) 3.5.5 Recent Developments 3.6 Panasonic (Japan) 3.6.1 Company Profile 3.6.2 Main Business/Business Overview 3.6.3 Products, Services and Solutions 3.6.4 Panasonic (Japan), Augmented and Virtual Reality in Education Revenue (Million USD)(2015-2019) 3.6.5 Recent Developments 3.7 Hitachi (Japan) 3.7.1 Company Profile 3.7.2 Main Business/Business Overview 3.7.3 Products, Services and Solutions 3.7.4 Hitachi (Japan), Augmented and Virtual Reality in Education Revenue (Million USD)(2015-2019) 3.7.5 Recent Developments 3.8 Barco (Belgium) 3.8.1 Company Profile 3.8.2 Main Business/Business Overview 3.8.3 Products, Services and Solutions 3.8.4 Barco (Belgium), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.8.5 Recent Developments 3.9 LG Electronics (South Korea) 3.9.1 Company Profile 3.9.2 Main Business/Business Overview 3.9.3 Products, Services and Solutions 3.9.4 LG Electronics (South Korea), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.9.5 Recent Developments 3.10 Veative Labs (Singapore) 3.10.1 Company Profile 3.10.2 Main Business/Business Overview 3.10.3 Products, Services and Solutions 3.10.4 Veative Labs (Singapore), Augmented and Virtual Reality in Education Revenue (Million USD) (2015-2019) 3.10.5 Recent Developments Chapter 4 Global Augmented and Virtual Reality in Education Market Size Type (2015-2019) 4.1 Global Augmented and Virtual Reality in Education Market Size by Type (2015-2019) Chapter 5 Global Augmented and Virtual Reality in Education Market Size Application (2015-2019) 5.1 Global Augmented and Virtual Reality in Education Market Size by Application (2015-2019) 5.2 Potential Application of Augmented and Virtual Reality in Education in Future 5.3 Top Consumer / End Users of Augmented and Virtual Reality in Education Chapter 6 North America Augmented and Virtual Reality in Education Development Status and Outlook 6.1 North America Augmented and Virtual Reality in Education Market Size (2015-2019) 6.2 North America Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 7 EU Augmented and Virtual Reality in Education Development Status and Outlook 7.1 EU Augmented and Virtual Reality in Education Market Size (2015-2019) 7.2 EU Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 8 Japan Augmented and Virtual Reality in Education Development Status and Outlook 8.1 Japan Augmented and Virtual Reality in Education Market Size (2015-2019) 8.2 Japan Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 9 China Augmented and Virtual Reality in Education Development Status and Outlook 9.1 China Augmented and Virtual Reality in Education Market Size and Forecast (2015-2019) 9.2 China Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 10 India Augmented and Virtual Reality in Education Development Status and Outlook 10.1 India Augmented and Virtual Reality in Education Market Size and Forecast (2015-2019) 10.2 India Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 11 Southeast Asia Augmented and Virtual Reality in Education Development Status and Outlook 11.1 Southeast Asia Augmented and Virtual Reality in Education Market Size and Forecast (2015-2019) 11.2 Southeast Asia Augmented and Virtual Reality in Education Market Size by Application (2015-2019) Chapter 12 Market Forecast by Regions and Application (2020-2027) 12.1 Global Augmented and Virtual Reality in Education Market Size (Million USD) by Regions (2020-2027) 12.1. North America Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.1.2 EU Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.1.3 China Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.1.4 Japan Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.1.5 Southeast Asia Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.1.6 India Augmented and Virtual Reality in Education Revenue and Growth Rate (2020-2027) 12.2 Global Augmented and Virtual Reality in Education Market Size by Application (2020-2027) Chapter 13 Augmented and Virtual Reality in Education Market Dynamics 13.1 Augmented and Virtual Reality in Education Market Opportunities 13.2 Augmented and Virtual Reality in Education Challenge and Risk 13.2.1 Competition from Opponents 13.2.2 Downside Risks of Economy 13.3 Augmented and Virtual Reality in Education Market Constraints and Threat 13.3.1 Threat from Substitute 13.3.2 Government Policy 13.3.3 Technology Risks 13.4 Augmented and Virtual Reality in Education Market Driving Force 13.4.1 Growing Demand from Emerging Markets 13.4.2 Potential Application Chapter 14 Market Effect Factors Analysis 14.1 Technology Progress/Risk 14.1.1 Substitutes 14.1.2 Technology Progress in Related Industry 14.2 Consumer Needs Trend/Customer Preference 14.3 External Environmental Change 14.3.1 Economic Fluctuations 14.3.2 Other Risk Factors Chapter 15 Research Finding /Conclusion Chapter 16 Methodology and Data Source 16.1 Methodology/Research Approach 16.1.1 Research Programs/Design 16.1.2 Market Size Estimation 16.1.3 Market Breakdown and Data Triangulation 16.2 Data Source 16.2.1 Secondary Sources 16.2.2 Primary Sources 16.3 Disclaimer 16.4 Author List
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