Table of Content


1 Introduction  
    1.1. Study Objectives 
    1.2. Market Definition 
           1.2.1. Inclusions and Exclusions 
    1.3. Study Scope 
           1.3.1. Markets Covered 
           1.3.2. Geographic Scope 
           1.3.3. Years Considered 
    1.4. Currency 
    1.5. Limitations 
    1.6. Stakeholders 
    1.7. Recession Impact 
2 Research Methodology 
    2.1. Introduction  
    2.2. Research Data 
           2.2.1. Secondary Data
           2.2.2. Primary Data
                    2.2.2.1.Breakdown Of Primary Interviews 
                    2.2.2.2.Primary Interviews with Experts 
                    2.2.2.3.Key Data from Primary Source 
                    2.2.2.4.Key Industry Insights 
    2.3. Market Size Estimation 
           2.3.1. Bottom-UP Approach
           2.3.2. Top-Down Approach
    2.4. Market Breakdown and Data Triangulation 
    2.5. Research Assumptions 
    2.6. Risk Assessment 
    2.7. Recession Impact Analysis 
3 Executive Summary 
4 Premium Insights 
5 Market Overview 
    5.1. Introduction  
    5.2. Market Dynamics 
           5.2.1. Drivers
           5.2.2. Restraints
           5.2.3. Opportunities
           5.2.4. Challenges
    5.3. Value Chain Analysis 
    5.4. Porter’s Five Force Analysis 
    5.5. Pricing Analysis 
           5.5.1. Average Selling Price Trend of Key Players, By …..
           5.5.2. Average Selling Price Trend
    5.6. Key Stakeholders & Buying Criteria 
    5.7. Patent Analysis 
    5.8. Technology Analysis 
    5.9. Trade Data Analysis 
    5.10. Trends/Disruption Impacting Customer’s Business 
    5.11. Ecosystem/Market Map 
    5.12. Case Study  
    5.13. Key Conferences & Events in 2023-2024 
    5.14. Tariff & Regulatory Framework 
    5.15. Regulatory Bodies, Government Agencies, and Other Organizations 
           5.15.1. Tariffs
           5.15.2. Regulations
           5.15.3. Standards
6 Augmented And Virtual Reality In Education Market, By Offerings 
    6.1. Introduction 
    6.2. Software 
    6.3. Hardware 
           6.3.1. Sensors
           6.3.2. Controllers
           6.3.3. Cameras
           6.3.4. Projectors and Displays
           6.3.5. Others  (Integrated Circuits)
    6.4. Services 
           6.4.1. Managed Services
           6.4.2. Professional Services
7 Augmented And Virtual Reality for Hardware In Education Market, By Devices Type 
    7.1. Introduction 
    7.2. AR HMDs 
    7.3. Virtual Reality Devices 
           7.3.1. Head Mounted Displays
           7.3.2. Gesture Tracing Device
    7.4. Mobile Computing Devices 
    7.5. Projectors & Display Walls 
    7.6. Others (Security & video cameras and attendance tracking system) 
8 Augmented and Virtual Reality for Sofrware and Services In Education Market, By Service  
    8.1. Introduction  
    8.2. Professional Services 
    8.3. Managed Services 
9 Augmented and Virtual Reality for Sofrware and Services In Education Market, By Deployment Type 
    9.1. Introduction 
    9.2. On-Premise 
    9.3. Cloud 
10 Augmented And Virtual Reality In Education Market, Application 
     10.1. Introduction 
     10.2. Classroom Learning 
     10.3. Corporate Learning Management 
     10.4. Certifications 
     10.5. E-Learning 
     10.6. Virtual Field Trips 
     10.7. Student Recruitment 
     10.8. Others 
11 Augmented And Virtual Reality In Education Market, End User 
     11.1. Introduction 
     11.2. Academic Institutions 
             11.2.1. K-12
             11.2.2. Higher Education
     11.3. Corporates 
             11.3.1. Healthcare & Life Science
             11.3.2. Retail & E-commerce
             11.3.3. Telecommunication & IT
             11.3.4. Banking, Financial Services, And Insurance
             11.3.5. Manufacturing
             11.3.6. Government & Public Sector
             11.3.7. Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
12 Augmented And Virtual Reality In Education Market, By Geography 
     12.1. Introduction 
     12.2. North America 
             12.2.1. Recession Impact
             12.2.2. US
             12.2.3. Canada
             12.2.4. Mexico
     12.3. Europe 
             12.3.1. Recession Impact
             12.3.2. UK
             12.3.3. Germany
             12.3.4. France
             12.3.5. Rest of Europe
     12.4. Asia Pacific 
             12.4.1. Recession Impact
             12.4.2. China
             12.4.3. India
             12.4.4. Japan
             12.4.5. South Korea
             12.4.6. Rest of Asia Pacific
     12.5. ROW 
             12.5.1. Recession Impact
             12.5.2. Middle East & Africa
             12.5.3. South America
13 Competitive Landscape 
             13.1. Introduction
     13.2. Market Evaluation Framework 
             13.2.1. Product Portfolio
             13.2.2. Regional Focus
             13.2.3. Manufacturing Footprint
             13.2.4. Organic/Inorganic Growth Strategies
     13.3. Market Share Analysis: Augmented And Virtual Reality In Education Market, 2022, (Top 5 Players) 
     13.4. 5-Year Company Revenue Analysis (Top 5 Players) 
     13.5. Company Evaluation Quadrant 
             13.5.1. Stars
             13.5.2. Pervasive
             13.5.3. Emerging Leaders
             13.5.4. Participants
             13.5.5. Competitive Benchmarking
     13.6. Start-ups/Small and Medium-Sized Enterprises (SMEs) Evaluation Matrix  
             13.6.1. Competitive Benchmarking
             13.6.2. Progressive Companies 
             13.6.3. Responsive Companies 
             13.6.4. Dynamic Companies 
             13.6.5. Starting Blocks
     13.7. Competitive Situation and Trends 
             13.7.1. Product Launches
             13.7.2. Deals
14 Company Profiles 
     14.1. Key Players 
             14.1.1. Sony
             14.1.2. HTC
             14.1.3. Google
             14.1.4.  Microsoft
             14.1.5. Meta
             14.1.6. Panasonic
             14.1.7. Vuzix
             14.1.8. Cornserstone
             14.1.9. Lenovo
             14.1.10.  Anthology Inc.
     14.2. Other Key Players 
             14.2.1. Alchemy Immersive 
             14.2.2. Boulevard Arts 
             14.2.3. zSpace, Inc. 
             14.2.4. UNIMERSIV
             14.2.5. Curiscope
             14.2.6. ENGAGE Plc 
             14.2.7. Anthology Inc. 
             14.2.8. Oracle Corporation 
             14.2.9. Avantis Systems Ltd. 
             14.2.10. Lifeliqe Inc. 
             14.2.11. Merge Labs, Inc. 
             14.2.12. WizIQ
             14.2.13. BigBlueButton Inc. 
             14.2.14. EON Reality 
             14.2.15. PTC
             14.2.16. Veative Group.
             14.2.17. Nearpod
15 Appendix 
     15.1. Discussion Guide  
     15.2. Knowledge Store: Marketsandmarkets’ Subscription Portal 
     15.3. Available Customizations  
     15.4. Related Reports  
     15.5. Author Details  
Note*:  The list of companies may vary once the research work starts. The sub segment: MNM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) will be provided for top five players involved in the Augmented And Virtual Reality In Education Market.