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.