Virtual Classroom Market

Google (US) and Microsoft (US) are leading players in Virtual Classroom Market

The virtual classroom 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%, owing to the globally ongoing digital education initiatives and smart education adoption.

The major players in the virtual classroom market include Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (US), Panasonic Corporation (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 have adopted various growth strategies, including new product launches, partnerships, agreements, mergers and acquisitions, and business expansions. Product launches and acquisitions were the 2 major strategies adopted by these players to achieve a strong foothold in the virtual classroom market.

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Google is one of the prominent players in the virtual classroom market. The company is investing in platforms, such as   Android mobile operating system, Chrome browser, Chrome operating system, and Daydream virtual reality platform and  hardware devices, such as Google cardboard and Chromebooks, which are useful components of a virtual classroom. Moreover, it has plans to invest in new businesses, products, services and technologies, systems, facilities, infrastructures, and acquisitions. For instance, in 2015, Google acquired Owlchemy Lab’s VR game studio. The company is investing significant resources in VR, as it looks to make its Android smartphone OS platform for VR through its Daydream initiative.

Microsoft is another innovative company in the virtual classroom market. The company develops and supports software, services, devices, and solutions, which deliver value to customers, and assist people and businesses in knowing their potential. It offers a large product portfolio, which includes operating systems, cross-device productivity applications, server applications, business solution applications, desktop and server management tools, software development tools, and video games. Additionally, it designs, manufactures, and sells devices, such as PCs, tablets, gaming and entertainment consoles, other intelligent devices, and related accessories. It offers services that include cloud-based solutions to provide customers with software, services, platforms, content, and solution support and consulting. In November 2017, Microsoft expanded the availability of HoloLens to 29 new European countries. With this expansion, HoloLens would be available in 39 countries and strengthen  its footprint in Europe. In May 2017, Microsoft developed its own VR motion controllers in collaboration with Acer. These motion controllers are designed to work with the HoloLens headset.

Related Reports:

Virtual Classroom Market by Solution (Content Management, Device Management, UCC, Security), Hardware (Mobile Computing Devices, VR Devices), Service (Professional & Managed), Deployment Mode, User Type, and Region - Global Forecast to 2023

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Report Code
TC 6978
RI Published ON
3/11/2019
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