Table of Content
1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS
4.1 Market Overview
4.2 Industry Value Chain Analysis
4.3 Industry Attractiveness - Porter’s Five Forces Analysis
4.3.1 Bargaining Power of Suppliers
4.3.2 Bargaining Power of Consumers
4.3.3 Threat of New Entrants
4.3.4 Threat of Substitutes
4.3.5 Intensity of Competitive Rivalry
4.4 Industry Ecosystem Analysis
4.4.1 Hardware
4.4.2 Software and App Development
4.4.3 Content Creators
4.4.4 Service Providers
4.4.5 End Users (Scools and Corporates)
4.4.6 Network Providers
4.5 Market Drivers
4.5.1 Growing demand for interactive & personalized learning experience
4.5.2 Higher acceptance among stakeholders owing to higher engagement and scope for blended learning technology
4.5.3 VR-based technology benefits from being the first entrant in the education & corporate category
4.5.4 The role of education and training among corporates has transformed with the growth in digital engagement and compelling content
4.6 Market Restraints
4.6.1 Limited content, cost efficiency of consumer-grade applications
4.6.2 Dependence on external factors such as bandwidth and network for ensuring optimal experience
4.7 Market Opportunities
4.7.1 Growth in budget allocation on interactive learning by education bodies and corporate sector
4.7.2 Technological advancements to make content accessible to a wider audience
4.8 VR App Distribution and Pricing Model Analysis in the Education Sector
4.9 Key-use cases & Implementation case studies
4.9.1 China’s implementation of VR in classrooms
4.9.2 Corporate sector initiatives towards VR training for service standardization
4.9.3 Implementation of virtual field trips through Google’s offering
4.10 Assessment of Impact of Covid-19 on the Industry
5 MARKET SEGMENTATION
5.1 Type
5.1.1 Hardware (HMD’s etc.)
5.1.2 Software
5.1.3 Services (Training & Consulting| Managed Services)
5.2 End User
5.2.1 Academic Institutions
5.2.1.1 K-12 Learning
5.2.1.2 Higher Education
5.2.2 Corporate Training
5.2.2.1 IT & Telecom
5.2.2.2 Healthcare?
5.2.2.3 Retail & E-commerce
5.2.2.4 Other End-users
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia Pacific
5.3.4 Rest of the World
6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Hardware
6.1.1.1 HTC Corporation
6.1.1.2 Lenovo Group Limited
6.1.1.3 Samsung
6.1.1.4 Microsoft
6.1.1.5 Facebook Technologies LLC
6.1.2 Content
6.1.2.1 Unity Teach
6.1.2.2 VR Education Holdings
6.1.2.3 Alchemy VR Limited
6.1.2.4 EON Reality
6.1.3 Others (Software and End to End solutions Providers)
6.1.3.1 Avantis Systems Limited
6.1.3.2 Nearpod Inc
6.1.3.3 Veative Labs
6.1.3.4 zSpace, Inc.
6.1.3.5 Virtalis Holdings Limited
7 INVESTMENT ANALYSIS
8 MARKET OPPORTUNITIES AND FUTURE TRENDS