Augmented and Virtual Reality in Education Market

Augmented and Virtual Reality in Education Market by Solution (Content Management, Device Management, UCC, and Security), Hardware (Mobile Computing Devices and VR Devices), Service, Deployment Mode, User Type, and Region – Global Forecast to 2023

Report Code: TC 6978 Mar, 2019, by marketsandmarkets.com

[207 Pages Report] The augmented and virtual reality in education market is expected to grow from USD 9.3 billion in 2018 to USD 19.6 billion by 2023, at a Compound Annual Growth Rate (CAGR) of 16.2% during the forecast period. The wide acceptance of Augmented Reality (AR) or Virtual Reality (VR) for corporate training and development, continuous innovation in VR/AR technologies, increased participation and engagement in learning, demand for personalized learning experiences, and the use of connected devices in augmented and virtual reality in education are some of the factors driving the market growth.

Augmented and Virtual Reality in Education Market Opportunities

Mobile computing devices segment to hold the largest market size

The adoption of smart devices in education is due to the increasing expectation of mobility and flexible learning, which enables students and employees to access all educational material and administration work. Bring Your Own Device (BYOD) is a powerful tool that helps school staff and students to use their mobile devices. The BYOD trend in the education industry would engage learners, enhance staff productivity, and expand collaboration. For instance, educational institutions are using tablets and mobile devices to save schools’ costs by combining books, calculators, and word processors into one handy device.

In user types, the higher education segment to hold the largest market size

Universities and educational institutions are leveraging innovative developments in education technology to involve students, expand their presence globally, and avoid campus congestion. The selection and implementation of augmented and virtual reality in education are becoming strategic decisions and a considerable part of the education industry, as IT spending is being utilized for these processes. Higher education can be befitted by time and place convenience provided by augmented and virtual reality in education. The augmented and virtual reality in education facilitates the best quality education, along with intellectually satisfying learning experiences in higher education.

Augmented and Virtual Reality in Education Market by Region

North America to hold the largest market size

North America holds the largest market share in the augmented and virtual reality in education market in the education sector. The US and Canada are major contributors to the growth of the overall North American region. The education industry always seeks growth in North America, due to the presence of many prominent educational institutions and quality education provided by them. Technological advancements have led to the rising adoption of smart education and technologically advanced classrooms in the educational and corporate setups, which help create a learning environment that is focused on an individual’s or organization’s learning needs. The adoption of digital learning and collaboration of educational hardware and software vendors are the main growth drivers of the market in this region.

Key Market Players

The major factors that are expected to hinder the market growth are the lack of standardized and uniform technologies, and shortage of resources and infrastructure in industries. Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (US), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (US), Blackboard (US), Dell (US), IBM (US), Saba Software (US), Oracle (US), Edvance360  (US), Electa Communications (US), BrainCert (US), SKYPREP (Canada), Impero Software (UK), WizIQ (India), BigBlueButton (US), Digital Samba (Spain), and TutorRoom (Taipei). These players offer various augmented and virtual reality in education solutions to cater to the demands and needs of the market. The major growth strategies adopted by these players are partnerships, collaborations and agreements, and new product launches/product enhancements.

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Scope of the Report

Report Metric

Details

Market size available for years

2016–2023

Base year considered

2017

Forecast period

2018–2023

Forecast units

Value (USD)

Segments covered

Components (solutions, hardware, and services), deployment modes, user types, and regions

Geographies covered

North America, Europe, APAC, Latin America, and MEA

Companies covered

Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (US), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (US), Blackboard (US), Dell (US), IBM (US), Saba Software (US), Oracle (US), Edvance360 (US), Electa Communications (US), BrainCert (US), SKYPREP (Canada), Impero Software (UK), WizIQ (India), BigBlueButton (US), Digital Samba (Spain), and TutorRoom (Taipei).

This research report categorizes the market to forecast revenues and analyze trends in each of the following submarkets:

On the basis of components, the augmented and virtual reality in education market has been segmented as follows:

  • Solutions
  • Hardware
  • Services

On the basis of solutions, the augmented and virtual reality in education market has been segmented as follows:

  • Content Management
  • Device Management
  • Unified Communications and Collaboration (UCC)
  • Security
  • Analytics and Data Visualization

On the basis of hardware, the augmented and virtual reality in education market has been segmented as follows:

  • Interactive Whiteboards
  • Mobile Computing Devices
  • Virtual Reality Devices
    • Head-Mounted Gear
    • Gesture-Tracking Device
  • Displays and Projectors
  • Security and Video Cameras
  • Others (Attendance Tracking Systems, 3D Printers, and Smart ID Cards)

On the basis of services, the augmented and virtual reality in education market has been segmented as follows:

  • Professional Services
    • Training and Consulting
    • Deployment and Integration
    • Support and Maintenance
  • Managed Services

On the basis of deployment modes, the augmented and virtual reality in education market has been segmented as follows:

  • Cloud
  • On-premises

On the basis of user types, the augmented and virtual reality in education market has been segmented as follows:

  • Academic
    • K-12
    • Higher Education
  • Corporate
    • Telecommunications and IT
    • Healthcare and Life Sciences
    • Retail and Ecommerce
    • Banking, Financial Services, and Insurance
    • Manufacturing
    • Government and Public Sector

On the basis of regions, the augmented and virtual reality in education market has been segmented as follows:

  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific (APAC)
    • Japan
    • Australia
    • China
    • Rest of APAC
  • Middle East and Africa (MEA)
    • Israel
    • Qatar
    • United Arab Emirates
    • South Africa
    • Rest of MEA
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America

Recent developments

  • In September 2018, Dell, Siksha Foundation, and the Karnataka Government partnered for digital education to motivate schools to engage and integrate technologies in their daily teaching and learning processes.
  • In July 2018, The University of Phoenix partnered with Blackboard to enable a next-generation digital learning platform powered by Blackboard’s Learning Management System (LMS).
  • In June 2018, IBM’s AI collaborated with Scholastic’s and Edmodo’s existing educational infrastructures to streamline the process of what a student is expected to learn and what he/she has learned by highlighting student-specific needs within the context of curricular standards.
  • In June 2018, Dell collaborated with Tata ClassEdge, a technology-based learning solutions provider, for the common objective of taking digital training to schools and equipping teachers with the requisite knowledge of implementing technologies in classrooms.

Key questions addressed by the report

  • What are the opportunities in the market?
  • What is the competitive landscape in the market?
  • What are the regulations that will impact the market?
  • How has the Internet of Things (IoT) evolved from the tradition classroom infrastructure?
  • What are the dynamics of the market?

Frequently Asked Questions (FAQ):

To speak to our analyst for a discussion on the above findings, click Speak to Analyst

TABLE OF CONTENTS

1 INTRODUCTION (Page No. - 21)
    1.1 OBJECTIVES OF THE STUDY
    1.2 MARKET DEFINITION
    1.3 MARKET SEGMENTATION
    1.4 YEARS CONSIDERED FOR THE STUDY
    1.5 CURRENCY CONSIDERED
    1.6 STAKEHOLDERS

2 RESEARCH METHODOLOGY (Page No. - 25)
    2.1 RESEARCH DATA
           2.1.1 BREAKUP OF PRIMARY PROFILES
           2.1.2 KEY INDUSTRY INSIGHTS
    2.2 MARKET BREAKUP AND DATA TRIANGULATION
    2.3 MARKET SIZE ESTIMATION
           2.3.1 TOP-DOWN APPROACH
           2.3.2 BOTTOM-UP APPROACH
    2.4 MARKET FORECAST
    2.5 MICROQUADRANT METHODOLOGY
    2.6 ASSUMPTIONS FOR THE STUDY
    2.7 LIMITATIONS OF THE STUDY

3 EXECUTIVE SUMMARY (Page No. - 35)

4 PREMIUM INSIGHTS (Page No. - 41)
    4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE MARKET
    4.2 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COMPONENT, 2018–2023
    4.3 MARKET, BY SOLUTION, 2018–2023
    4.4 MARKET, BY HARDWARE, 2018–2023
    4.5 MARKET, BY SERVICE, 2018–2023
    4.6 MARKET, BY PROFESSIONAL SERVICE, 2018–2023
    4.7 MARKET, BY CORPORATE USER TYPE, 2018–2023
    4.8 MARKET, MARKET SHARE ACROSS COUNTRIES, 2018
    4.9 MARKET INVESTMENT SCENARIO

5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. - 46)
    5.1 INTRODUCTION
           5.1.1 DRIVERS
                    5.1.1.1 Wide acceptance of AR/VR for corporate training and development
                    5.1.1.2 Continuous innovation in VR/AR technologies
                    5.1.1.3 Increased participation and engagement in learning
                    5.1.1.4 Growing need for personalized learning experiences
                    5.1.1.5 Increasing demand for the use of connected devices in augmented and virtual reality in educations
           5.1.2 RESTRAINTS
                    5.1.2.1 Lack of industry standards and interoperability
                    5.1.2.2 Lack of resources and infrastructure in industries
           5.1.3 OPPORTUNITIES
                    5.1.3.1 Emergence of blended learning technology
                    5.1.3.2 Emergence of ML and AI in augmented and virtual reality in educations
           5.1.4 CHALLENGES
                    5.1.4.1 High cost of VR/AR devices hamper the adoption of AR/VR technology in education
                    5.1.4.2 Emergence of cyber security threats due to AR/VR
                    5.1.4.3 Reluctance in adopting new technologies by organizations and educational institutions
    5.2 COMPONENTS OF AUGMENTED AND VIRTUAL REALITY IN EDUCATION
    5.3 AUGMENTED AND VIRTUAL REALITY IN EDUCATION ECOSYSTEM
    5.4 USE CASES
           5.4.1 CASE STUDY 1: ADOBE CONNECT: CUSTOMIZED VIRTUAL CLASSROOM TO SUIT BUSINESS NEEDS
           5.4.2 CASE STUDY 2: TAFE QUEENSLAND TRANSFORMED 15,000 APPLICANTS INTO SKILLED VOLUNTEERS WITH THE USE OF D2L’S AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOLUTION
           5.4.3 CASE STUDY 3: BCOCK & WILCOX CANADA LTD DELIVER TRAINING CONTENT EFFICIENTLY AND RELIABLY WITH THE HELP OF D2L’S BRIGHTSPACE LEARNING PLATFORM
           5.4.4 CASE STUDY 4: LAKME IMPROVED ITS SALON TRAINING COVERAGEACROSS 100+ CITIES BY GOING ONLINE WITH WIZIQ
           5.4.5 CASE STUDY 5: AAKASH EDUCATIONAL SERVICES DELIVER EXAM PREP USING WIZIQ

6 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY COMPONENT (Page No. - 56)
    6.1 INTRODUCTION
    6.2 SOLUTIONS
           6.2.1 THE ABILITY TO CONNECT MOBILE COMPUTING DEVICES WITH EXISTING COMPONENTS TO DRIVE THE SOLUTIONS SEGMENT
    6.3 HARDWARE
           6.3.1 VR DEVICES, MOBILE COMPUTING DEVICES, AND INTERACTIVE WHITEBOARDS ARE THE VITAL COMPONENTS IN AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS
    6.4 SERVICES
           6.4.1 THE NEED TO FOCUS ON CORE COMPETENCIES TO DRIVE THE MARKET FOR MANAGED SERVICES IN AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS

7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY SOLUTION (Page No. - 61)
    7.1 INTRODUCTION
    7.2 CONTENT MANAGEMENT
           7.2.1 CONTENT MANAGEMENT SOLUTIONS ENABLE DATA GATHERING FROM MULTIPLE TOUCHPOINTS FOR LEARNERS AND INSTRUCTORS
    7.3 DEVICE MANAGEMENT
           7.3.1 DEVICE MANAGEMENT EMPOWERS LEARNERS TO CONNECT ALL HARDWARE DEVICES WITH THE EXISTING PLATFORM
    7.4 UNIFIED COMMUNICATIONS AND COLLABORATION
           7.4.1 UCC ENABLES TO AND FRO COMMUNICATION ALONG WITH SOCIAL MEDIA INTEGRATION IN AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS
    7.5 SECURITY
           7.5.1 SECURITY SOLUTIONS RESTRICT UNAUTHORIZED ACCESS TO AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS
    7.6 ANALYTICS AND DATA VISUALIZATION
           7.6.1 BETTER VISUALIZATION CAPABILITIES TO DRIVE THE GROWTH OF DATA VISUALIZATION SOLUTIONS

8 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY HARDWARE (Page No. - 68)
    8.1 INTRODUCTION
    8.2 INTERACTIVE WHITEBOARDS
           8.2.1 INTERACTIVE WHITEBOARDS TO ENHANCE THE INTERACTION AND ENGAGEMENT BETWEEN LEARNERS AND INSTRUCTORS
    8.3 MOBILE COMPUTING DEVICES
           8.3.1 GROWING DEMAND FOR BRING YOUR OWN DEVICE CONCEPT AMONG INSTITUTES AND CORPORATES
    8.4 VIRTUAL REALITY DEVICES
           8.4.1 HEAD-MOUNTED GEAR
                    8.4.1.1 Use of head-mounted devices to enhance and simplify the learning concept with the help of motion-based visuals
           8.4.2 GESTURE-TRACKING DEVICE
                    8.4.2.1 Enhanced consumer experience offered by 3D touchless gesture recognition systems to be the major growth driver for gesture-tracking devices
    8.5 INTERACTIVE DISPLAYS AND PROJECTORS
           8.5.1 DECREASING PRICES AND INCREASING PANEL SIZE WITH HIGH RESOLUTION HAS PROPELLED THE GROWTH OF INTERACTIVE DISPLAYS
    8.6 SECURITY AND VIDEO CAMERAS
           8.6.1 INSTRUCTORLESS AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS HAVE LED TO AN INCREASE IN THE ADOPTION FOR SECURITY AND VIDEO CAMERAS
    8.7 OTHERS

9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY SERVICE (Page No. - 77)
    9.1 INTRODUCTION
    9.2 PROFESSIONAL SERVICES
    9.3 TRAINING AND CONSULTING
           9.3.1 NEED FOR GENERATING SKILLED PROFESSIONALS TO CATER TO THE CHANGING NEEDS OF THE ELEARNING INDUSTRY TO DRIVE THE TRAINING AND CONSULTING SERVICES SEGMENT
    9.4 DEPLOYMENT AND INTEGRATION
           9.4.1 NEED FOR INTEGRATING THE LEGACY INFRASTRUCTURE WITH MODERN TECHNOLOGICAL SOLUTIONS TO BE THE MAJOR GROWTH FACTOR FOR DEPLOYMENT AND INTEGRATION SERVICES
    9.5 SUPPORT AND MAINTENANCE
           9.5.1 SUPPORT AND MAINTENANCE SERVICES ENABLE 24/7 ACCESS TO AUGMENTED AND VIRTUAL REALITY IN EDUCATIONS AND COURSE CONTENT
    9.6 MANAGED SERVICES
           9.6.1 GROWING DEMAND FOR MANAGED SERVICES TO REDUCE OPERATING COST IN EDUCATIONAL INSTITUTES AND CORPORATES

10 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY DEPLOYMENT MODE (Page No. - 85)
     10.1 INTRODUCTION
     10.2 CLOUD
             10.2.1 LOWER COST AND INCREASED SECURITY TO BE THE MAIN DRIVERS FOR THE ADOPTION OF CLOUD-BASED AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOLUTIONS
     10.3 ON-PREMISES
             10.3.1 NEED FOR HIGHLY SECURE DATA WITH CENTRALIZED STORAGE INFRASTRUCTURE TO DRIVE THE MARKET FOR ON-PREMISES DEPLOYMENT MODE

11 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY USER TYPE (Page No. - 89)
     11.1 INTRODUCTION
     11.2 ACADEMIC INSTITUTIONS
             11.2.1 K-12
                        11.2.1.1 Potential to improve the quality of education while increasing the productivity and lowering cost to drive the growth of augmented and virtual reality in educations in k-12 institutes
             11.2.2 HIGHER EDUCATION
                        11.2.2.1 Augmented and virtual reality in education facilitates best quality education along with intellectually satisfying learning experiences in higher education
     11.3 CORPORATES
             11.3.1 HEALTHCARE AND LIFE SCIENCES
                        11.3.1.1 Demand for AR/VR technologies to boost medical training procedures and enhance physical therapy treatment for doctors remotely
             11.3.2 RETAIL AND ECOMMERCE
                        11.3.2.1 Efficient handling of customer problems via simulated training and development programs for salespersons
             11.3.3 TELECOMMUNICATIONS AND IT
                        11.3.3.1 Augmented and virtual reality in educations improve the employee onboarding and training process, and eliminate repetitive tasks
             11.3.4 BANKING, FINANCIAL SERVICES, AND INSURANCE
                        11.3.4.1 Need for qualified staff with specialized skills in the BFSI vertical to enhance the customer experience
             11.3.5 MANUFACTURING
                        11.3.5.1 Equipping engineers to test scenarios and designs before the product is manufactured and enhancing rapid prototyping
             11.3.6 GOVERNMENT AND PUBLIC SECTOR
                        11.3.6.1 Stimulating senses to help people understand and learn faster
             11.3.7 OTHERS

12 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET, BY REGION (Page No. - 103)
     12.1 INTRODUCTION
     12.2 NORTH AMERICA
             12.2.1 UNITED STATES
                        12.2.1.1 Rising collaboration between augmented and virtual reality in education vendors and educational institutes in the region
             12.2.2 CANADA
                        12.2.2.1 Rising awareness among students for interactive and blended learning in Canada
     12.3 EUROPE
             12.3.1 UNITED KINGDOM
                        12.3.1.1 Virtual learning paints a picture of personalized learning and tech-filled classroom in the UK
             12.3.2 GERMANY
                        12.3.2.1 Online education is emerging and becoming interwoven with various parts of higher education provisioning in Germany
             12.3.3 FRANCE
                        12.3.3.1 Government initiatives to main stream digital technology in education sector is the major growth factor for augmented and virtual reality in educations
             12.3.4 REST OF EUROPE
     12.4 ASIA PACIFIC
             12.4.1 AUSTRALIA AND NEW ZEALAND
                        12.4.1.1 Government initiatives focused on providing stronger educational infrastructure for academic institutes presents opportunity for the technology vendors
             12.4.2 CHINA
                        12.4.2.1 Increasing popularity of cyber schools bringing the change in the education system of China
             12.4.3 JAPAN
                        12.4.3.1 Legislation promoting eLearning and distance learning in the education industry
             12.4.4 SINGAPORE
                        12.4.4.1 Emerging technological infrastructure in education industry to create new markets for the augmented and virtual reality in education technology vendors
             12.4.5 REST OF ASIA PACIFIC
     12.5 MIDDLE EAST AND AFRICA
             12.5.1 ISRAEL
                        12.5.1.1 Government initiative for wide adoption of digitalization in the education and corporate sectors
             12.5.2 QATAR
                        12.5.2.1 Increased use of mobile classrooms and remote online resources to drive the adoption of augmented and virtual reality in educations in Qatar
             12.5.3 UNITED ARAB EMIRATES
                        12.5.3.1 Increasing focus of government on smart life of citizens
             12.5.4 SOUTH AFRICA
                        12.5.4.1 Democratizing studies and life-long education to make learners competitive
             12.5.5 REST OF MIDDLE EAST AND AFRICA
             12.5.6 LATIN AMERICA
             12.5.7 BRAZIL
                        12.5.7.1 A number of international schools and universities in Brazil offers augmented and virtual reality in educations
             12.5.8 MEXICO
                        12.5.8.1 Application of technologies in the education sector due to availability of technical expertise in Mexico
             12.5.9 REST OF LATIN AMERICA

13 COMPETITIVE LANDSCAPE (Page No. - 134)
     13.1 COMPETITIVE LEADERSHIP MAPPING
             13.1.1 VISIONARY LEADERS
             13.1.2 INNOVATORS
             13.1.3 DYNAMIC DIFFERENTIATORS
             13.1.4 EMERGING COMPANIES
     13.2 STRENGTH OF PRODUCT PORTFOLIO (26 PLAYERS)
     13.3 BUSINESS STRATEGY EXCELLENCE (26 PLAYERS)
     13.4 RANKING OF KEY PLAYERS IN THE AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOFTWARE MARKET, 2018

14 COMPANY PROFILES (Page No. - 139)
(Business Overview, Solutions Offered, Recent Developments, SWOT Analysis, MnM View) * 
     14.1 SABA SOFTWARE
     14.2 GOOGLE
     14.3 BLACKBOARD
     14.4 MICROSOFT
     14.5 IBM
     14.6 CISCO
     14.7 DELL
     14.8 ORACLE
     14.9 HTC
     14.10 SAMSUNG ELECTRONICS
     14.11 SONY
     14.12 HITACHI
     14.13 PANASONIC
     14.14 BARCO
     14.15 LG ELECTRONICS
     14.16 EDVANCE360
     14.17 ELECTA COMMUNICATION
     14.18 BRAINCERT
     14.19 SKYPREP
     14.20 IMPERO SOFTWARE
     14.21 WIZ IQ
     14.22 BIGBLUEBUTTON
     14.23 DIGITAL SAMBA
     14.24 TUTORROOM
     14.25 VEATIVE LABS
*Details on Business Overview, Solutions Offered, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
     14.26 KEY PLAYERS
             14.26.1 VIRTUAL REALITY VENDORS
                        14.26.1.1 OCULUS VR (FACEBOOK)
                        14.26.1.2 EON REALITY
                        14.26.1.3 MINDMAZE
                        14.26.1.4 VIRTUALLY LIVE
                        14.26.1.5 PSIOUS
             14.26.2 INTERACTIVE WHITEBOARD VENDORS
                        14.26.2.1 FOXCONN
                        14.26.2.2 NETDRAGON
                        14.26.2.3 NEC DISPLAY
                        14.26.2.4 RICOH
                        14.26.2.5 SMART TECHNOLOGIES
             14.26.3 TABLETS AND MOBILE DEVICES VENDORS
                        14.26.3.1 APPLE
                        14.26.3.2 HUAWEI
                        14.26.3.3 LENOVO
                        14.26.3.4 NOKIA
                        14.26.3.5 XIAOMI
             14.26.4 DISPLAY AND INTERACTIVE PROJECTOR VENDORS
                        14.26.4.1 DAKTRONICS
                        14.26.4.2 DELPHI DISPLAY SYSTEMS
                        14.26.4.3 SEIKO EPSON
                        14.26.4.4 BENQ
                        14.26.4.5 TOUCHJET
             14.26.5 SECURITY AND VIDEO CAMERAS VENDORS
                        14.26.5.1 HIKVISION
                        14.26.5.2 DAHUA TECHNOLOGY
                        14.26.5.3 AXIS COMMUNICATIONS
                        14.26.5.4 FLIR SYSTEM
                        14.26.5.5 TIANDY TECHNOLOGIES
             14.26.6 OTHER KEY VENDORS
                        14.26.6.1 STRATASYS
                        14.26.6.2 EOS
                        14.26.6.3 KRONOS
                        14.26.6.4 REFLEXIS SYSTEMS
                        14.26.6.5 SALTO SYSTEMS
                        14.26.6.6 DORMAKABA
             14.26.7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOFTWARE VENDORS
                        14.26.7.1 ARLO
                        14.26.7.2 CLASSE365
                        14.26.7.3 ISPRING LEARN
                        14.26.7.4 KANNU
                        14.26.7.5 TEACHLR ORGANIZATION
                        14.26.7.6 ELOOMI
                        14.26.7.7 JOOMLALMS
                        14.26.7.8 ELEAP
                        14.26.7.9 LEARNINGCART
                        14.26.7.10 ATKIV MIND LMS

15 APPENDIX (Page No. - 198)
     15.1 DISCUSSION GUIDE
     15.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
     15.3 AVAILABLE CUSTOMIZATION
     15.4 RELATED REPORTS
     15.5 AUTHOR DETAILS


LIST OF TABLES (100 Tables)

TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2015–2018
TABLE 2 FACTOR ANALYSIS
TABLE 3 COMPONENTS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 4 COMPONENTS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 5 SOLUTIONS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 6 HARDWARE: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 7 SERVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 8 SOLUTIONS: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 9 SOLUTIONS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 10 CONTENT MANAGEMENT: SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 11 DEVICE MANAGEMENT: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 12 UNIFIED COMMUNICATIONS AND COLLABORATION: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 13 SECURITY: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 14 ANALYTICS AND DATA VISUALIZATION: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 15 HARDWARE: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 16 HARDWARE: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 17 INTERACTIVE WHITEBOARDS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 18 MOBILE COMPUTING DEVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 19 VIRTUAL REALITY DEVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 20 INTERACTIVE DISPLAYS AND PROJECTORS: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 21 SECURITY AND VIDEO CAMERAS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 22 OTHERS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 23 SERVICES: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 24 SERVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 25 PROFESSIONAL SERVICES: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 26 PROFESSIONAL SERVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 27 TRAINING AND CONSULTING MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 28 DEPLOYMENT AND INTEGRATION: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 29 SUPPORT AND MAINTENANCE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 30 MANAGED SERVICES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 31 DEPLOYMENT MODE: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 32 DEPLOYMENT MODE: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 33 CLOUD: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 34 ON-PREMISES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 35 USER TYPE: MARKET SIZE, BY TYPE,2016–2023 (USD MILLION)
TABLE 36 USER TYPE: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 37 ACADEMIC INSTITUTIONS: MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 38 ACADEMIC INSTITUTIONS: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 39 K-12 MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 40 HIGHER EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 41 CORPORATES: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY TYPE, 2016–2023 (USD MILLION)
TABLE 42 CORPORATES: MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 43 HEALTHCARE AND LIFE SCIENCES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 44 RETAIL AND ECOMMERCE MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 45 TELECOMMUNICATIONS AND IT MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 46 BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 47 MANUFACTURING MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 48 GOVERNMENT AND PUBLIC SECTOR MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 49 OTHERS MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 50 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
TABLE 51 NORTH AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY COMPONENT, 2016–2023 (USD MILLION)
TABLE 52 NORTH AMERICA: MARKET SIZE, BY HARDWARE, 2016–2023 (USD MILLION)
TABLE 53 NORTH AMERICA: MARKET SIZE, BY SOLUTION, 2016–2023 (USD MILLION)
TABLE 54 NORTH AMERICA: MARKET SIZE, BY SERVICE, 2016–2023 (USD MILLION)
TABLE 55 NORTH AMERICA: MARKET SIZE, BY PROFESSIONAL SERVICE, 2016–2023 (USD MILLION)
TABLE 56 NORTH AMERICA: MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
TABLE 57 NORTH AMERICA: MARKET SIZE, BY USER TYPE, 2016–2023 (USD MILLION)
TABLE 58 NORTH AMERICA: MARKET SIZE, BY ACADEMIC INSTITUTION, 2016–2023 (USD MILLION)
TABLE 59 NORTH AMERICA: MARKET SIZE, BY CORPORATE, 2016–2023 (USD MILLION)
TABLE 60 NORTH AMERICA: MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
TABLE 61 EUROPE: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY COMPONENT, 2016–2023 (USD MILLION)
TABLE 62 EUROPE: MARKET SIZE, BY HARDWARE, 2016–2023 (USD MILLION)
TABLE 63 EUROPE: MARKET SIZE, BY SOLUTION, 2016–2023 (USD MILLION)
TABLE 64 EUROPE: MARKET SIZE, BY SERVICE, 2016–2023 (USD MILLION)
TABLE 65 EUROPE: MARKET SIZE, BY PROFESSIONAL SERVICE, 2016–2023 (USD MILLION)
TABLE 66 EUROPE: MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
TABLE 67 EUROPE: MARKET SIZE, BY USER TYPE, 2016–2023 (USD MILLION)
TABLE 68 EUROPE: MARKET SIZE, BY ACADEMIC INSTITUTION, 2016–2023 (USD MILLION)
TABLE 69 EUROPE: MARKET SIZE, BY CORPORATE, 2016–2023 (USD MILLION)
TABLE 70 EUROPE: MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
TABLE 71 ASIA PACIFIC: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY COMPONENT, 2016–2023 (USD MILLION)
TABLE 72 ASIA PACIFIC: MARKET SIZE, BY HARDWARE, 2016–2023 (USD MILLION)
TABLE 73 ASIA PACIFIC: MARKET SIZE, BY SOLUTION, 2016–2023 (USD MILLION)
TABLE 74 ASIA PACIFIC: MARKET SIZE, BY SERVICE, 2016–2023 (USD MILLION)
TABLE 75 ASIA PACIFIC: MARKET SIZE, BY PROFESSIONAL SERVICE, 2016–2023 (USD MILLION)
TABLE 76 ASIA PACIFIC: MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
TABLE 77 ASIA PACIFIC: MARKET SIZE, BY USER TYPE, 2016–2023 (USD MILLION)
TABLE 78 ASIA PACIFIC: MARKET SIZE, BY ACADEMIC INSTITUTION, 2016–2023 (USD MILLION)
TABLE 79 ASIA PACIFIC: MARKET SIZE, BY CORPORATE, 2016–2023 (USD MILLION)
TABLE 80 ASIA PACIFIC: MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
TABLE 81 MIDDLE EAST AND AFRICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY COMPONENT, 2016–2023 (USD MILLION)
TABLE 82 MIDDLE EAST AND AFRICA: MARKET SIZE, BY HARDWARE, 2016–2023 (USD MILLION)
TABLE 83 MIDDLE EAST AND AFRICA: MARKET SIZE, BY SOLUTION, 2016–2023 (USD MILLION)
TABLE 84 MIDDLE EAST AND AFRICA: MARKET SIZE, BY SERVICE, 2016–2023 (USD MILLION)
TABLE 85 MIDDLE EAST AND AFRICA: MARKET SIZE, BY PROFESSIONAL SERVICE, 2016–2023 (USD MILLION)
TABLE 86 MIDDLE EAST AND AFRICA: MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
TABLE 87 MIDDLE EAST AND AFRICA: MARKET SIZE, BY USER TYPE, 2016–2023 (USD MILLION)
TABLE 88 MIDDLE EAST AND AFRICA: MARKET SIZE, BY ACADEMIC INSTITUTION, 2016–2023 (USD MILLION)
TABLE 89 MIDDLE EAST AND AFRICA: MARKET SIZE, BY CORPORATE, 2016–2023 (USD MILLION)
TABLE 90 MIDDLE EAST AND AFRICA: MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
TABLE 91 LATIN AMERICA: AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, BY COMPONENT, 2016–2023 (USD MILLION)
TABLE 92 LATIN AMERICA: MARKET SIZE, BY HARDWARE, 2016–2023 (USD MILLION)
TABLE 93 LATIN AMERICA: MARKET SIZE, BY SOLUTION, 2016–2023 (USD MILLION)
TABLE 94 LATIN AMERICA: MARKET SIZE, BY SERVICE, 2016–2023 (USD MILLION)
TABLE 95 LATIN AMERICA: MARKET SIZE, BY PROFESSIONAL SERVICE, 2016–2023 (USD MILLION)
TABLE 96 LATIN AMERICA: MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
TABLE 97 LATIN AMERICA: MARKET SIZE, BY USER TYPE, 2016–2023 (USD MILLION)
TABLE 98 LATIN AMERICA: MARKET SIZE, BY ACADEMIC INSTITUTION, 2016–2023 (USD MILLION)
TABLE 99 LATIN AMERICA: MARKET SIZE, BY CORPORATE, 2016–2023 (USD MILLION)
TABLE 100 LATIN AMERICA: MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)

LIST OF FIGURES (60 Figures)

FIGURE 1 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: RESEARCH DESIGN
FIGURE 2 RESEARCH METHODOLOGY
FIGURE 3 TOP-DOWN AND BOTTOM-UP APPROACHES
FIGURE 4 MICROQUADRANT MATRIX: CRITERIA WEIGHTAGE
FIGURE 5 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET SIZE, 2016–2023
FIGURE 6 MARKET ANALYSIS
FIGURE 7 AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOLUTIONS SEGMENT TO HAVE THE HIGHEST GROWTH RATE IN THE MARKET
FIGURE 8 FASTEST-GROWING SEGMENTS IN THE MARKET, 2018–2023
FIGURE 9 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: REGIONAL ANALYSIS, 2018–2023
FIGURE 10 INCREASING NEED FOR PERSONALIZED LEARNING EXPERIENCE TO OFFER ATTRACTIVE MARKET OPPORTUNITIES
FIGURE 11 HARDWARE SEGMENT TO HOLD THE HIGHEST MARKET SHARE IN 2018
FIGURE 12 CONTENT MANAGEMENT SEGMENT TO HOLD THE HIGHEST MARKET SHARE IN 2018
FIGURE 13 MOBILE COMPUTING DEVICES SEGMENT TO HOLD THE HIGHEST MARKET SHARE DURING THE FORECAST PERIOD
FIGURE 14 PROFESSIONAL SERVICES SEGMENT TO HOLD A HIGHER MARKET SHARE DURING THE FORECAST PERIOD
FIGURE 15 DEPLOYMENT AND INTEGRATION SEGMENT TO HOLD THE HIGHEST MARKET SHARE DURING THE FORECAST PERIOD
FIGURE 16 HEALTHCARE AND LIFE SCIENCES SEGMENT TO HOLD THE HIGHEST MARKET SHARE IN 2018
FIGURE 17 SINGAPORE TO HOLD THE HIGHEST CAGR IN ASIA PACIFIC DURING THE FORECAST PERIOD
FIGURE 18 ASIA PACIFIC TO EMERGE AS THE BEST MARKET FOR INVESTMENTSDURING THE FORECAST PERIOD
FIGURE 19 AUGMENTED AND VIRTUAL REALITY IN EDUCATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
FIGURE 20 VIRTUAL REALITY ADOPTION AMONG CORPORATES
FIGURE 21 VIRTUAL REALITY DEVICES USED IN CLASSROOMS
FIGURE 22 AUGMENTED AND VIRTUAL REALITY IN EDUCATION COMPONENTS
FIGURE 23 AUGMENTED AND VIRTUAL REALITY IN EDUCATION ECOSYSTEM OF APP PROVIDERS
FIGURE 24 SOLUTIONS SEGMENT TO HOLD THE LARGEST MARKET SIZE BY 2023
FIGURE 25 CONTENT MANAGEMENT SEGMENT TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 26 MOBILE COMPUTING DEVICES SEGMENT TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 27 PROFESSIONAL SERVICES SEGMENT TO HOLD A LARGER MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 28 DEPLOYMENT AND INTEGRATION SEGMENT TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 29 CLOUD DEPLOYMENT MODE TO HOLD A LARGER MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 30 ACADEMIC INSTITUTIONS SEGMENT TO HOLD A LARGER MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 31 HIGHER EDUCATION SEGMENT TO HOLD A LARGER MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 32 HEALTHCARE AND LIFE SCIENCES VERTICAL TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 33 NORTH AMERICA TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 34 NORTH AMERICA: COUNTRY-WISE ANALYSIS
FIGURE 35 NORTH AMERICA: MARKET SNAPSHOT
FIGURE 36 EUROPE: COUNTRY-WISE ANALYSIS
FIGURE 37 ASIA PACIFIC: COUNTRY-WISE ANALYSIS
FIGURE 38 ASIA PACIFIC: MARKET SNAPSHOT
FIGURE 39 AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOFTWARE MARKET (GLOBAL) COMPETITIVE LEADERSHIP MAPPING, 2018
FIGURE 40 RANKING OF AUGMENTED AND VIRTUAL REALITY IN EDUCATION SOFTWARE PLAYERS, 2018
FIGURE 41 SWOT ANALYSIS: SABA SOFTWARE
FIGURE 42 GOOGLE: COMPANY SNAPSHOT
FIGURE 43 SWOT ANALYSIS: GOOGLE
FIGURE 44 SWOT ANALYSIS: BLACKBOARD
FIGURE 45 MICROSOFT: COMPANY SNAPSHOT
FIGURE 46 SWOT ANALYSIS: MICROSOFT
FIGURE 47 IBM: COMPANY SNAPSHOT
FIGURE 48 SWOT ANALYSIS: IBM
FIGURE 49 CISCO: COMPANY SNAPSHOT
FIGURE 50 SWOT ANALYSIS: CISCO
FIGURE 51 DELL: COMPANY SNAPSHOT
FIGURE 52 SWOT ANALYSIS: DELL
FIGURE 53 ORACLE: COMPANY SNAPSHOT
FIGURE 54 HTC: COMPANY SNAPSHOT
FIGURE 55 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
FIGURE 56 SONY: COMPANY SNAPSHOT
FIGURE 57 HITACHI: COMPANY SNAPSHOT
FIGURE 58 PANASONIC: COMPANY SNAPSHOT
FIGURE 59 BARCO: COMPANY SNAPSHOT
FIGURE 60 LG ELECTRONICS: COMPANY SNAPSHOT

The study involved four major activities to estimate the current market size of the augmented and virtual reality in education market. Exhaustive secondary research was done to collect information about the market. The next step was to validate these findings, assumptions, and sizing with industry experts across the value chain using primary research. Both top-down and bottom-up approaches were employed to estimate the overall market size. Thereafter, the market breakup and data triangulation procedures were used to estimate the market size of the segments and subsegments of the market.

Secondary research

In the secondary research process, various secondary sources, such as Hoovers, Bloomberg BusinessWeek, and Dun & Bradstreet, have been referred to identify and collect information for this study. These secondary sources included annual reports, press releases and investor presentations of companies, whitepapers, certified publications, and articles by recognized authors, gold standard and silver standard websites, regulatory bodies, trade directories, and databases.

Primary research

The augmented and virtual reality in education market comprises several stakeholders, such as service providers, solution vendors, manufacturers, trade associations, government authorities, Environmental Working Group (EWG), raw material and component suppliers, Value-added Resellers (VARs) and distributors, and non-governmental organizations (environmental and public health). The demand side of the market consists of corporates and educational institutions. The supply side includes augmented and virtual reality in education providers offering augmented and virtual reality in education solutions and services. Various primary sources from both the supply and demand sides of the market were interviewed to obtain qualitative and quantitative information. The breakup of the primary respondents is as follows:

Augmented and Virtual Reality in Education Market Primary Respondents

To know about the assumptions considered for the study, download the pdf brochure

Market size estimation

The top-down and bottom-up approaches were used to estimate and validate the size of the global augmented and virtual reality in education market and various other dependent submarkets in the overall market. While using the top-down approach, an exhaustive list of all the vendors who offer solutions and services in the market was prepared. The market share of all the vendors in the market was estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. Each vendor was evaluated based on its solutions by technology, product type, and application. The aggregate of all companies’ revenue was extrapolated to reach the overall market size. Each sub segment was studied and analyzed for its global market size and regional penetration. The markets were triangulated through both primary and secondary research. The primary procedure included extensive interviews for key insights from the industry leaders, such as Chief Executive Officers (CEOs), Vice Presidents (VPs), directors, and marketing executives.

Data triangulation

After arriving at the overall market size using the market size estimation process as explained above, the market was split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, the data triangulation and market breakdown procedures were employed, wherever applicable. The data was triangulated by studying various factors and trends from both the demand and supply sides.

Report objectives

  • To determine and forecast the augmented and virtual reality in education market by component (solutions, services, and hardware), deployment modes, user types, and regions from 2018 to 2023 and analyze various macroeconomic and microeconomic factors that affect the market growth
  • To forecast the size of the market segments with respect to five main regions: North America, Europe, Asia Pacific (APAC), Latin America, and Middle East and Africa (MEA)
  • To provide detailed information about the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the market
  • To analyze each submarket with respect to individual growth trends, prospects, and contributions to the overall market
  • To analyze the opportunities in the market for stakeholders by identifying the high-growth segments of the market
  • To profile key market players, provide a comparative analysis based on business overviews, regional presence, product offerings, business strategies, and key financials, and illustrate the competitive landscape of the market
  • To track and analyze competitive developments, such as mergers and acquisitions, product developments, partnerships and collaborations, and Research and Development (R&D) activities, in the market

Available customizations

With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:

Product analysis

  • Product Matrix offers a detailed comparison of the product portfolio of each company
  • MicroQuadrant is also provided in the research study

Company information

    • Detailed analysis and profiling of additional market players (up to 5)
Report Code
TC 6978
Published ON
Mar, 2019
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