E-Learning
Virtual Reality Market – Overview
E-learning
technologies have gained momentum as students demand methods of instruction
that are easy to access. Reports that scrutinize the information and
communication technology industry have been offered by Market Research Future,
which generates reports on industry verticals that judge the market development
and possibilities. The market shows promise to achieve USD 339 million in
income by the end of 2023 while developing with a 42 % CAGR.
The developing
partnership between educational content providers and hardware vendors is
encouraging the progress of the E Learning Virtual
Reality Market. Moreover, the upsurge in
corporate training programs of employees is anticipated to create a favorable
demand for the e-learning virtual reality market in the coming years. The
elevated infiltration of handheld devices is projected to push the e-learning
virtual reality market in the assessment period.
Key
Players:
The key players
in the global E-Learning Virtual Reality Market include- Immersive Vr Education
(Ireland), Oculus Vr (U.S.), Google Inc. (U.S.), Zspace, Inc. (U.S.), Curiscope
(U.K.), Nearpod (U.S.), Eon Reality Inc (U.S.), Schell Games (U.S.) ,Gamar (U.S.) and Thing link (Finland) among
others.
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Industry
Updates:
Jan 2019 Revtra
Pro Inc., a pioneer in educational technology, has made accessible the newest
modernization in training with its virtual reality (VR) program created by
Filipino IT Firm, Seaversity. Seaversity is the technology supplier of Revtra
in terms of e-learning and virtual reality agendas. All training amenities and
gear of Revtra were planned to meet the demands of the International Maritime
Organization (IMO).
Segmental
Analysis
The segmental
overview of the e-learning virtual reality market is conducted on the basis of
application, component, technology, and region. Based on the components, the
e-learning virtual reality market is segmented into hardware, software, and
services. Based on the technology, the e-learning virtual reality market is
segmented into the head mount, gesture control, and projectors. On the basis of
applications, the e-learning virtual reality market is bifurcated into academic
and corporate. Based on the region, the e-learning virtual reality market is
segmented into Europe, North America, Asia Pacific and other regions of the
world.
Detailed
Regional Analysis
The regional
examination of the e-learning virtual reality market is segmented into Europe,
North America, Asia Pacific, and other regions of the world. As per the
regions, the North American region is in control of the key market section from
nations such as the U.S. and Canada among others. The growth of the regions is
attributed to the mounting demand for high-end technology mixtures, increasing
R&D in this region, and the collective use of virtual reality in the
educational sector. Though, the Asia Pacific region is projected to multiply in
the forecast period. The reason is accredited to the occurrence of an enormous
number of producers and the mounting development of educational organizations
around the world.
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Intended
Audience
• Device manufacturers
• Network Operators
• Distributors
• Suppliers
• Research firms
• Software Developers
• Commercial Banks
• Vendors
• Government Agencies
• Vendors
• End-user sectors
• Technology Investors
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