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Virtual Reality In Education Market Latest Trend, Growth Rate And Application Scope | Fortune Business Insights

According to the report, The global virtual reality in education market size is predicted to reach USD 13,098.2 Million by 2026. The rising inclination towards providing quality education with advanced technology is one of the key factors propelling the growth of the virtual reality in education market, states Fortune Business Insights in a report, titled “Virtual Reality in Education Market Size, Share & Industry Analysis, By Component (Hardware, Software, Content), By Application (K-12, Higher Education, and Vocational Training), and Regional Forecast, 2019-2026”

Virtual Reality in Education Market stood at USD 656.6 Million in 2018 and is projected to exhibit a CAGR of 42.9% from 2019 to 2026.

The key companies are planning and adopting market strategies to strengthen their position in the market. For instance, Oculus distributed a number of VR headsets and standalone Go headsets to education institutes across many countries. Furthermore, Oculus has also worked with the California state library, conducted research with MIT and Harvard universities to promote the VR headsets. These strategies will turn to boost the virtual reality in education market shares.

To Gain More Insights into the Market with Detailed Table of Content and Figures, Click Here 

The report gives a detailed investigation of the market and spotlights on key perspectives, for example, driving organizations, significant item types, and driving uses of the item. Furthermore, the report offers bits of knowledge into the progressing chillers showcase patterns and features key industry advancements. Notwithstanding the previously mentioned factors, the report incorporates a few factors that have added to the development of the market as of late. In light of broad research strategies, estimate esteems have been drawn for the time of 2019-2026.

Major Company Profiles Covered in This Report:

  • Google
  • HTC Corporation
  • Facebook Technologies, LLC.
  • Samsung
  • Sony
  • Unimersiv
  • Alchemy Immersive
  • EON Reality Inc.
  • Schell Games
  • Veative Labs
  • Avantis Systems Ltd.
  • RegattaVR

Next, there is a comprehensive company profiles section, where the report demonstrates the product offerings, key financial information, business overview, and business strategy.Additionally, production, revenue, growth and average price shares by manufacturer, market by capacity, production and share by manufacturers, market share of top manufacturers, manufacturers manufacturing base distribution, sales area, market competitive situation, and trends are also provided.

Market Segmentation – 

1. By Component

  • Hardware
  • Software
  • Content

2. By Application

  • K-12
  • Higher Education
  • Vocational Training

3. By Region

  • North America (U.S. and Canada)
  • Europe (U.K., Germany, France, Italy,  Switzerland , and Rest of Europe)
  • Asia Pacific (Japan, China, India, Southeast Asia, and Rest of Asia Pacific)
  • Middle East & Africa (South Africa, GCC and Rest of Middle East & Africa)
  • Latin America (Brazil, Mexico, Argentina and Rest of Latin America)

Major Table of Contents :

1. Introduction
2. Executive Summary
3. Market Dynamics
4. Key Portable Generator Market Insights
5. Global Market Analysis, Insights and Forecast, 2015-2026
6. North America Market Analysis, Insights and Forecast, 2015-2026
7. Europe Market Analysis, Insights and Forecast, 2015-2026
8. Asia Pacific Market Analysis, Insights and Forecast, 2015-2026
9. The Middle East and Africa Market Analysis, Insights and Forecast, 2015-2026
10. Latin America Market Analysis, Insights and Forecast, 2015-2026
11. Competitive Landscape
12. Global Portable Generator Market Revenue Share Analysis, By Key Players, 2020
13. Company Profiles
14. Conclusion

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Ruby Arterburn

Ruby is leading the team writing for artificial intelligence. She is a newcomer in the organization and has already made her base and reputation with her hard work and her efficiency towards her field. Being a student of computer science it has become easier for her to understand the objectives and the expected results of this column. She is also an excellent cook, and now and then, and we get the opportunity to taste her deliciously baked cookies.

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