Table of Contents
1. Executive Summary
2. Global Augmented and Virtual Reality in Education Market: Market Dynamics
2.1: Introduction, Background, and Classifications
2.2: Supply Chain
2.3: Industry Drivers and Challenges
3. Market Trends and Forecast Analysis from 2017 to 2028
3.1: Macroeconomic Trends (2017-2022) and Forecast (2023-2028)
3.2: Global Augmented and Virtual Reality in Education Market Trends (2017-2022) and Forecast (2023-2028)
3.3: Global Augmented and Virtual Reality in Education Market by Component
3.3.1: Solutions
3.3.2: Hardware
3.3.3: Services
3.4: Global Augmented and Virtual Reality in Education Market by Deployment Model
3.4.1: Cloud
3.4.2: On-Premises
3.5: Global Augmented and Virtual Reality in Education Market by Application
3.5.1: Classroom Learning
3.5.2: Corporate Learning Management
3.5.3: Certifications
3.5.4: e-learning
3.5.5: Virtual field trips
3.5.6: Student Recruitment
3.5.7: Others
3.6: Global Augmented and Virtual Reality in Education Market by End Use Industry
3.6.1: Academic
3.6.1.1: K-12
3.6.1.2: Higer Education
3.6.2: Corporate
3.6.2.1: Telecommunications and IT
3.6.2.2: Healthcare and Life Sciences
3.6.2.3: Retail and Ecommerce
3.6.2.4: Banking, Financial Services, and Insurance
3.6.2.5: Manufacturing
3.6.2.6: Government and Public Sector
4. Market Trends and Forecast Analysis by Region from 2017-2028
4.1: Global Augmented and Virtual Reality in Education Market by Region
4.2: North American Augmented and Virtual Reality in Education Market
4.2.1: North American Augmented and Virtual Reality in Education Market by Component: Solutions, Hardware, and Services
4.2.2: North American Augmented and Virtual Reality in Education Market by End Use Industry: Academic and Corporate
4.3: European Augmented and Virtual Reality in Education Market
4.3.1: European Augmented and Virtual Reality in Education Market by Component: Solutions, Hardware, and Services
4.3.2: European Augmented and Virtual Reality in Education Market by End Use Industry: Academic and Corporate
4.4: APAC Augmented and Virtual Reality in Education Market
4.4.1: APAC Augmented and Virtual Reality in Education Market by Component: Solutions, Hardware, and Services
4.4.2: APAC Augmented and Virtual Reality in Education Market by End Use Industry: Academic and Corporate
4.5: ROW Augmented and Virtual Reality in Education Market
4.5.1: ROW Augmented and Virtual Reality in Education Market by Component: Solutions, Hardware, and Services
4.5.2: ROW Augmented and Virtual Reality in Education Market by End Use Industry: Academic and Corporate
5. Competitor Analysis
5.1: Product Portfolio Analysis
5.2: Operational Integration
5.3: Porter’s Five Forces Analysis
6. Growth Opportunities and Strategic Analysis
6.1: Growth Opportunity Analysis
6.1.1: Growth Opportunities for the Global Augmented and Virtual Reality in Education Market by Component
6.1.2: Growth Opportunities for the Global Augmented and Virtual Reality in Education Market by Deployment Model
6.1.3: Growth Opportunities for the Global Augmented and Virtual Reality in Education Market by Application
6.1.4: Growth Opportunities for the Global Augmented and Virtual Reality in Education Market by End Use Industry
6.1.5: Growth Opportunities for the Global Augmented and Virtual Reality in Education Market by Region
6.2: Emerging Trends in the Global Augmented and Virtual Reality in Education Market
6.3: Strategic Analysis
6.3.1: New Product Development
6.3.2: Capacity Expansion of the Global Augmented and Virtual Reality in Education Market
6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Augmented and Virtual Reality in Education Market
7. Company Profiles of Leading Players
7.1: Sony
7.2: Samsung Electronics
7.3: HTC
7.4: Google
7.5: Microsoft
7.6: Panasonic
7.7: LG Electronics
7.8: Oracle
7.9: Cisco
7.10: Dell