Extended Reality in Education Market Research Report - Segmented by Components (Hardware, Software); Display (Head-Mounted Display & Smart Glass, Head-Up Display, Handheld Devices); and Region - Size, Share, Growth Analysis | Forecast (2024 – 2030)

Chapter 1. Extended Reality in Education Market – Scope & Methodology

1.1. Market Segmentation

1.2. Assumptions

1.3. Research Methodology

1.4. Primary Sources

1.5. Secondary Sources

Chapter 2. Extended Reality in Education Market – Executive Summary

2.1. Market Size & Forecast – (2023 – 2030) ($M/$Bn)

2.2. Key Trends & Insights

2.3. COVID-19 Impact Analysis

       2.3.1. Impact during 2023 - 2030

       2.3.2. Impact on Supply – Demand

Chapter 3. Extended Reality in Education Market – Competition Scenario

3.1. Market Share Analysis

3.2. Product Benchmarking

3.3. Competitive Strategy & Development Scenario

3.4. Competitive Pricing Analysis

3.5. Supplier - Distributor Analysis

Chapter 4. Extended Reality in Education Market Entry Scenario

4.1. Case Studies – Start-up/Thriving Companies

4.2. Regulatory Scenario - By Region

4.3 Customer Analysis

4.4. Porter's Five Force Model

       4.4.1. Bargaining Power of Suppliers

       4.4.2. Bargaining Powers of Customers

       4.4.3. Threat of New Entrants

       4.4.4. Rivalry among Existing Players

       4.4.5. Threat of Substitutes

Chapter 5. Extended Reality in Education Market - Landscape

5.1. Value Chain Analysis – Key Stakeholders Impact Analysis

5.2. Market Drivers

5.3. Market Restraints/Challenges

5.4. Market Opportunities

Chapter 6. Extended Reality in Education Market – By Components

  •  

6.1. Hardware

6.2.. Software

Chapter 7. Extended Reality in Education Market – By Display

7.1. Head-Mounted Display & Smart Glass

7.2. Head-Up Display

7.3. Handheld Devices

Chapter 8. Extended Reality in Education Market - By Region

8.1. North America

8.2. Europe

8.3. Asia-Pacific

8.4. Latin America

8.5. The Middle East

8.6. Africa

Chapter 9. Extended Reality in Education Market – key players

9.1 Microsoft

9.2 Sony (Japan)

9.3 Oculus VR (Facebook) (US)

9.4 HTC (Taiwan)

9.5 Google

9.6 Samsung Electronics

9.7 Apple

9.8 PTC

9.9 Seiko Epson (Japan)

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