教育産業におけるVR(バーチャルリアリティ)の世界市場

調査会社Technavio社が発行したリサーチレポート(データ管理コード:IRTNTR13073)
◆英語タイトル:Global VR in Education Sector Market 2017-2021
◆発行会社/調査会社:Technavio
◆商品コード:IRTNTR13073
◆発行日:2017年5月3日
◆調査対象地域:グローバル
◆産業分野:教育
◆ページ数:70
◆レポート言語:英語
◆レポート形式:PDF
◆納品方式:Eメール(受注後24時間以内)
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当調査レポートでは、教育産業におけるVR(バーチャルリアリティ)の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育産業におけるVR(バーチャルリアリティ)の世界市場規模及び予測、製品別分析、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。
*** レポート概要(サマリー)***

About VR in education sectorVirtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.

Technavio’s analysts forecast the global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global VR in education sector for 2017-2021. To calculate the market size, the report considers the revenue generated by sale of VR gear and VR content to the education market.

The market is divided into the following segments based on geography:
• APAC
• EUROPE
• North America
• ROW

Technavio’s report, Global VR in Education Sector Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• Oculus VR
• Google
• Alchemy VR
• Discovery Communications

[Other prominent vendors]
• Cinoptics
• EPSON
• HTC
• Sony
• FOVE
• LG Electronics
• Zebronics
• Homido
• Mattel
• Samsung Electronics
• ZEISS
• EON Reality
• Immersive VR Education
• Unimersiv

[Market driver]
• Upgrades the learning process
• For a full, detailed list, view our report

[Market challenge]
• Lack of content
• For a full, detailed list, view our report

[Market trend]
• Incorporation of SLAM technology
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

※You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

*** レポート目次(コンテンツ)***

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Five forces analysis

PART 06: Market segmentation by product
• Global VR gear in education market
• Global VR content in education market

PART 07: Market segmentation by end-user
• Global VR in education market by end-users
• Global VR in higher education market
• Global VR in K-12 education market

PART 08: Geographical segmentation
• Global VR in education market by geography
• VR in education market in North America
• VR in education market in Europe
• VR in education market in APAC
• VR in education market in ROW

PART 09: Decision framework

PART 10: Drivers and challenges
• Market drivers
• Impact of drivers on key customer segments
• Market challenges
• Impact of challenges on key customer segments

PART 11: Market trends
• Incorporation of SLAM technology
• Increasing use of VR in medical training
• VR facilitates collaborative learning
• Open source virtual reality

PART 12: Vendor landscape
• Competitive landscape

PART 13: Key vendor analysis

PART 14: Other prominent vendors

PART 15: Appendix
• List of abbreviations

[List of Exhibits]

Exhibit 01: Overview of VR technology
Exhibit 02: Global VR in education market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis – VR gear
Exhibit 04: Five forces analysis – VR content
Exhibit 05: Global VR in education market by product 2016-2021 (% share)
Exhibit 06: Global VR gear in education market 2016-2021 ($ millions)
Exhibit 07: Global VR content in education market 2016-2021 ($ millions)
Exhibit 08: Global VR in education market by end-users 2016-2021 (% share)
Exhibit 09: Global VR in higher education market 2016-2021 ($ millions)
Exhibit 10: Global VR in K-12 education market 2016-2021 ($ millions)
Exhibit 11: Global VR in education market by geography 2016-2021 (% share)
Exhibit 12: VR in education market in North America 2016-2021 ($ millions)
Exhibit 13: VR in education market in Europe 2016-2021 ($ millions)
Exhibit 14: VR in education market in APAC 2016-2021 ($ millions)
Exhibit 15: VR in education market in ROW 2016-2021 ($ millions)
Exhibit 16: Impact of drivers
Exhibit 17: Impact of challenges



*** 掲載企業 ***

Oculus VR, Google, Alchemy VR, Discovery Communications, Cinoptics, EPSON, HTC, Sony, FOVE, LG Electronics, Zebronics, Homido, Mattel, Samsung Electronics, ZEISS, EON Reality, Immersive VR Education, and Unimersiv.


*** レポートのキーワード ***

バーチャルリアリティ、教育産業、学校

*** 調査方法 ***

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

*** 免責事項 ***
https://www.globalresearch.co.jp/disclaimer/


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