The Global VR For Education Market size is projected to grow at a CAGR of 17.1% from 2021-2028, creating an opportunity worth USD 2.6 billion by 2028. The growth in this market can be attributed to the increase in the adoption of virtual reality technologies across various industries and applications such as education, training, and simulation among others.
VR for Education is a technology that has been in use by schools to teach students about various subjects such as history, geography, science, math, and many more. The VR system allows students to learn through virtual reality simulations which will allow them to experience the subject matter firsthand without actually being present at the site of occurrence. This type of immersive learning helps children develop skills like critical thinking and understanding while enabling them to have an enriched education.
The way it works is simple; one person puts on a headset or glasses with two screens attached (one for each eye) plus some head-tracking technology so they can see stereoscopic images from any direction they look around in. These are then combined with computer software running on powerful computers offscreen. The result is a virtual world that the user can explore by simply moving their head or using some handheld controllers. Curved monitors and motion-capture devices give them accurate control of the digital objects they are manipulating, with all input data sent back to computers for processing onscreen in near real-time.
On the basis of Type, the global VR for education market is segmented into seat belts, bolt-down fittings, and quick release fittings.
A seat belt is a device for holding passengers in their seats. This type of VR has the most applications and is used by many professions all across the world from pilots to engineers, architects, or designers who use it as an educational tool at trade shows. It also helps educate children on how to be safe when getting into a car with this engaging experience that they will remember for years to come.
Bolt-down fittings refer to those that are bolted into the aircraft floor and locked in place. The strap is threaded through a metal eyelet on either end of the seat belt or bracket, which prevents it from sliding out even if someone pulls hard enough to loosen the buckle (or releases an emergency release). Bolt-down fittings work best for larger installations because they need so much room around them. They're also often used by large organizations who want to ensure their VR investments last as long as possible without needing repairs due to damage incurred during installation.
Quick-release fittings type of VR for education is the use of mobile, removable aircraft seats. These are fitted with their own seat belts and can be quickly released from a plane in an emergency situation. Some benefits include that quick-release fittings can be quickly removed during an emergency situation, enabling extra space onboard the aircraft and reducing delays caused by airport congestion post-haste removal. As well as being mobile they also have their own seat belts so passengers don't need to use those provided inside the plane which would allow more room for passengers and could be quicker to release in the event of an emergency.
On the basis of Application, the global VR for education market is segmented into airliner, general aviation, business aircraft, and others.
A VR headset for an aircraft is typically fitted on each individual seat in the cabin or within a portable chair. This virtual reality device enables passengers to experience flight simulations, 360-degree video content, and interactive games from their own personal screens without feeling sick. Some airlines offer game consoles with complimentary headphones so that travelers can enjoy entertainment while flying even if they don't have access to the onboard Wi-Fi network. Passengers receive education about safety procedures before takeoff by watching videos that promote aviation rules as well as giving emergency training tips. In some cases, it's possible for them to learn more advanced information such as how engines work and what happens when autopilot fails during take-off.
VR can be used for general aviation by allowing pilots to experience what it's like flying in different situations. For example, VR could simulate take-off and landing from various angles so that the pilot is better prepared when he or she encounters these scenarios during an actual flight. It may also allow them to see what weather conditions are like prior to takeoff, which will help reduce mistakes such as not checking on their preflight safety checklist or forgetting about an important step of the protocol before departure.
The application of VR for education in business aircraft is that it allows pilots to simulate the experience of flying a new plane. By using virtual reality technology, they can see how everything works and what changes need to be made before actually boarding and launching into flight. This will allow them to become more comfortable with their surroundings as well as make any necessary adjustments without delay or confusion.
On the basis of Region, the global VR for education market is segmented into North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The North American market dominates the overall market with a significant chunk of the pie in terms of revenue and volume while there’s also potential to be tapped from other regions such as Latin America and the Asia Pacific. North America has one major player namely Oculus which makes it difficult for any competitors or startup companies to enter this domain successfully. That said, many players are looking at developing software solutions that can help them get better visibility in this highly competitive segment; they are making use of advanced technology like virtual reality headsets so that they could make VE (virtual environment) more realistic.
The factors that are driving the growth of the global VR for education market include the increasing number of pilot schools and aviation training institutes, availability of advanced simulation technologies such as CAE (Computer-Aided Engineering) software which enables a virtual representation or design through high-powered computers. Moreover, owing to advancements in nanotechnology and miniaturization techniques coupled with rapid progress being made in VO technology will increase demand for this product during the forecast years 2021- 2028.
Up Market Research published a new report titled “VR for Education Market research report which is segmented by Types (Seat Belt, Bolt-down Fittings, Quick-release Fittings), By Applications (Airliner, General Aviation, Business Aircraft, Others), By Players/Companies AmSafe, Capewell Aerial Systems, GWR Safety Systems, SCHROTH Safety Products, Aircraft Cabin Modification, C&M Marine Aviation Services, Belt-tech, Air Safety Solutions, Aircraft Spruce, Hooker Harness”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.
Report Attributes | Report Details |
Report Title | VR for Education Market Research Report |
By Type | Seat Belt, Bolt-down Fittings, Quick-release Fittings |
By Application | Airliner, General Aviation, Business Aircraft, Others |
By Companies | AmSafe, Capewell Aerial Systems, GWR Safety Systems, SCHROTH Safety Products, Aircraft Cabin Modification, C&M Marine Aviation Services, Belt-tech, Air Safety Solutions, Aircraft Spruce, Hooker Harness |
Regions Covered | North America, Europe, APAC, Latin America, MEA |
Base Year | 2020 |
Historical Year | 2018 to 2019 (Data from 2010 can be provided as per availability) |
Forecast Year | 2028 |
Number of Pages | 249 |
Number of Tables & Figures | 175 |
Customization Available | Yes, the report can be customized as per your need. |
The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.
The market is segmented by Type Seat Belt, Bolt-down Fittings, Quick-release Fittings and By Application Airliner, General Aviation, Business Aircraft, Others.
Some of the companies that are profiled in this report are:
VR for Education Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.
Key Benefits for Industry Participants & Stakeholders:
Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.
We have studied the VR for Education Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.
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