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Worldwide Augmented and Virtual Reality in Education Industry to 2026 - Featuring Microsoft, IBM and Cisco Among OthersDUBLIN, Jan. 20, 2021 /PRNewswire/ -- The "Augmented and Virtual Reality in Education Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2026" report has been added to ResearchAndMarkets.com's offering. The report on the global augmented and virtual reality in education market provides qualitative and quantitative analysis for the period from 2018 to 2026. the report predicts the global augmented and virtual reality in education market to grow with a CAGR of 16.5% over the forecast period from 2020-2026. the study on augmented and virtual reality in education market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2018 to 2026.
The Global Augmented and Virtual Reality in Education Market by Hardware
The Global Augmented and Virtual Reality in Education Market by User Types
What does this Report Deliver? 3. Comprehensive analysis of the companies operating in the global augmented and virtual reality in education market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company. 4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify. Key Topics Covered: 1. Preface 1.1. Report Description 1.2. Research Methods 1.3. Research Approaches 2. Executive Summary 2.1. Augmented and Virtual Reality in Education Market Highlights 2.2. Augmented and Virtual Reality in Education Market Projection 2.3. Augmented and Virtual Reality in Education Market Regional Highlights 3. Global Augmented and Virtual Reality in Education Market Overview 3.1. Introduction 3.2. Market Dynamics 3.2.1. Drivers 3.2.2. Restraints 3.2.3. Opportunities 3.3. Analysis of COVID-19 impact on the Augmented and Virtual Reality in Education Market 3.4. Porter's Five Forces Analysis 3.5. Growth Matrix Analysis 3.5.1. Growth Matrix Analysis by Components 3.5.2. Growth Matrix Analysis by Hardware 3.5.3. Growth Matrix Analysis by User Types 3.5.4. Growth Matrix Analysis by Region 3.6. Value Chain Analysis of Augmented and Virtual Reality in Education Market 4. Augmented and Virtual Reality in Education Market Macro Indicator Analysis 5. Global Augmented and Virtual Reality in Education Market by Components 5.1. Solutions 5.2. Hardware 5.3. Services 6. Global Augmented and Virtual Reality in Education Market by Hardware 6.1. Interactive Whiteboards 6.2. Mobile Computing Devices 6.3. VR Devices 6.4. Displays and Projectors 6.5. Security and Video Cameras 6.6. Others 7. Global Augmented and Virtual Reality in Education Market by User Types 7.1. Academic 7.2. Corporate 8. Global Augmented and Virtual Reality in Education Market by Region 2020-2026 8.1. North America 8.1.1. North America Augmented and Virtual Reality in Education Market by Components 8.1.2. North America Augmented and Virtual Reality in Education Market by Hardware 8.1.3. North America Augmented and Virtual Reality in Education Market by User Types 8.1.4. North America Augmented and Virtual Reality in Education Market by Country 8.2. Europe 8.2.1. Europe Augmented and Virtual Reality in Education Market by Components 8.2.2. Europe Augmented and Virtual Reality in Education Market by Hardware 8.2.3. Europe Augmented and Virtual Reality in Education Market by User Types 8.2.4. Europe Augmented and Virtual Reality in Education Market by Country 8.3. Asia-Pacific 8.3.1. Asia-Pacific Augmented and Virtual Reality in Education Market by Components 8.3.2. Asia-Pacific Augmented anad Virtual Reality in Education Market by Hardware 8.3.3. Asia-Pacific Augmented and Virtual Reality in Education Market by User Types 8.3.4. Asia-Pacific Augmented and Virtual Reality in Education Market by Country 8.4. RoW 8.4.1. RoW Augmented and Virtual Reality in Education Market by Components 8.4.2. RoW Augmented and Virtual Reality in Education Market by Hardware 8.4.3. RoW Augmented and Virtual Reality in Education Market by User Types 8.4.4. RoW Augmented and Virtual Reality in Education Market by Sub-region 9. Company Profiles and Competitive Landscape 9.1. Competitive Landscape in the Global Augmented and Virtual Reality in Education Market 9.2. Companies Profiled 9.2.1. SABA SOFTWARE 9.2.2. GOOGLE 9.2.3. BLACKBOARD 9.2.4. Microsoft Corporation 9.2.5. IBM Corporation 9.2.6. CISCO 9.2.7. Dell 9.2.8. ORACLE 9.2.9. HTC 9.2.10. Immersive VR Education 9.2.11. Unimersiv For more information about this report visit https://www.researchandmarkets.com/r/oy1ai5 Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.
Research and Markets View original content:http://www.prnewswire.com/news-releases/worldwide-augmented-and-virtual-reality-in-education-industry-to-2026---featuring-microsoft-ibm-and-cisco-among-others-301211607.html SOURCE Research and Markets |