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    Immersive Technology in Education Sector Market

    ID: MRFR/ICT/10613-HCR
    128 Pages
    Aarti Dhapte
    September 2025

    Immersive Technology in Education Sector Market Research Report Information By Component (Hardware (Head-Mounted Display, Gesture Tracking Devices, Projectors & Display Walls, Software/Platform, Services (Professional and Managed)), Technology (Mixed Reality, Virtual Reality, Augmented Reality and 360 Film), Application (Training & Learning, Emergency Services, Product Development and Sales & Marketing) And By Region (North America, Europe, Asia-Pacific, And Rest Of The World) –Market Forecast Till 2034.

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    Table of Contents

    Immersive Technology in Education Sector Market Summary

    The Global Immersive Technology in Education Sector Market is projected to experience substantial growth from 7.65 USD Billion in 2024 to 76.8 USD Billion by 2035.

    Key Market Trends & Highlights

    Immersive Technology in Education Sector Key Trends and Highlights

    • The market is expected to grow at a compound annual growth rate (CAGR) of 23.33% from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 76.8 USD Billion, indicating a robust expansion.
    • In 2024, the market is valued at 7.65 USD Billion, reflecting the increasing integration of immersive technologies in educational settings.
    • Growing adoption of immersive technology due to enhanced learning experiences is a major market driver.

    Market Size & Forecast

    2024 Market Size 7.65 (USD Billion)
    2035 Market Size 76.8 (USD Billion)
    CAGR (2025-2035) 23.33%

    Major Players

    Acer Inc., Atheer, Inc., Barco NV, AVEVA Group PLC, Blippar Ltd., Carl Zeiss AG, CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC, HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc.

    Immersive Technology in Education Sector Market Trends

    Enhanced learning experience is driving the market growth

    Improved learning environments increase student engagement, which is one of the key elements influencing the use of immersive technology. It is frequently challenging to keep pupils interested in the learning process in typical classroom settings. Immersive technologies like Virtual Reality (VR) and Augmented Reality (AR) offer a solution to this problem. By creating engaging virtual environments, these technologies draw students' attention and engross them in the material. Instead of reading about ancient history, students can virtually visit historical sites, bringing history to life in the classroom or even at home.

    Increased involvement makes learning more enjoyable, which also enhances information retention and comprehension.

    Immersive technology is being used since that's how today's pupils choose to learn. These digital natives usually favor interactive, multimedia-rich learning experiences because they were reared in a world that values technology. By introducing VR, AR, or Mixed Reality (MR) into the curriculum, instructors can make learning more relatable and entertaining for students. For example, when complex scientific concepts are presented in 3D via VR, students can interact and change the content in ways that aren't feasible with static textbooks.

    The addition of gamification elements to immersive learning situations significantly enhances the learning process. Gamification engages students and maintains their motivation by incorporating elements of game design such as points, rivalries, and prizes. When educational content is transformed into interactive games, students are not only more encouraged to participate, but are also more likely to recall the information acquired. For instance, a biology lecture could be changed into a virtual treasure hunt in which students look for different species in a virtual jungle. This approach transforms learning from a tedious task into an enjoyable adventure.

    Thus, driving the Immersive Technology in Education Sector market revenue.

    The integration of immersive technology in educational settings appears to enhance student engagement and learning outcomes, suggesting a transformative potential for future pedagogical practices.

    U.S. Department of Education

    Immersive Technology in Education Sector Market Drivers

    Market Growth Projections

    The Global Immersive Technology in Education Sector Market Industry is projected to experience substantial growth, with estimates indicating a rise from 7.65 USD Billion in 2024 to 76.8 USD Billion by 2035. This growth trajectory suggests a compound annual growth rate of 23.33% from 2025 to 2035, highlighting the increasing adoption of immersive technologies in educational settings. The market's expansion is driven by various factors, including advancements in technology, the demand for personalized learning, and the focus on STEM education. As educational institutions continue to embrace these innovations, the market is poised for a transformative evolution.

    Increased Focus on STEM Education

    The Global Immersive Technology in Education Sector Market Industry is experiencing growth driven by an increased focus on STEM (Science, Technology, Engineering, and Mathematics) education. Immersive technologies provide innovative ways to engage students in these critical fields, fostering creativity and problem-solving skills. For instance, virtual labs and simulations allow students to conduct experiments in a safe and controlled environment, enhancing their understanding of complex concepts. As governments and educational bodies prioritize STEM initiatives, the demand for immersive technology solutions is likely to rise, contributing to the market's expansion towards an estimated 76.8 USD Billion by 2035.

    Enhanced Engagement and Motivation

    The Global Immersive Technology in Education Sector Market Industry is characterized by the enhanced engagement and motivation that immersive technologies offer. By creating interactive and immersive learning environments, students are more likely to participate actively in their education. Technologies such as virtual reality can transport students to historical events or scientific phenomena, making learning more relatable and enjoyable. This increased engagement not only improves knowledge retention but also fosters a positive attitude towards learning. As educational institutions recognize the benefits of these technologies, the market is expected to grow significantly, reflecting a shift towards more engaging educational methodologies.

    Global Collaboration and Accessibility

    The Global Immersive Technology in Education Sector Market Industry is also driven by the potential for global collaboration and accessibility that immersive technologies provide. These technologies enable students from different geographical locations to collaborate on projects in real-time, breaking down barriers to education. For instance, virtual classrooms can connect students from diverse backgrounds, fostering cultural exchange and collaborative learning. This capability is particularly beneficial in remote and underserved areas, where access to quality education may be limited. As the demand for inclusive educational solutions rises, the market for immersive technologies is likely to expand, reflecting a commitment to equitable education for all.

    Growing Demand for Personalized Learning

    The Global Immersive Technology in Education Sector Market Industry is witnessing a surge in demand for personalized learning experiences. As educational institutions increasingly recognize the diverse learning styles of students, immersive technologies such as virtual reality and augmented reality are being integrated into curricula. This shift allows for tailored educational experiences that cater to individual needs, enhancing engagement and retention. In 2024, the market is projected to reach 7.65 USD Billion, indicating a robust interest in technologies that facilitate personalized learning pathways. This trend is expected to continue, with immersive technology becoming a cornerstone of modern educational strategies.

    Advancements in Technology Infrastructure

    The Global Immersive Technology in Education Sector Market Industry is significantly influenced by advancements in technology infrastructure. With the proliferation of high-speed internet and affordable devices, educational institutions are better equipped to implement immersive technologies. These advancements enable seamless integration of virtual and augmented reality tools into classrooms, enhancing the learning experience. As institutions invest in upgrading their technological capabilities, the market is poised for growth. The anticipated compound annual growth rate of 23.33% from 2025 to 2035 underscores the potential for immersive technologies to reshape educational landscapes globally.

    Market Segment Insights

    Immersive Technology in Education Sector Component Insights

    The Immersive Technology in Education Sector market segmentation, based on Component, includes Hardware (Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW)), Software/Platform, Services (Professional and Managed)). The hardware segment dominated the market in 2022. The main motivators are the ongoing developments in head-mounted displays (HMDs), the key piece of hardware enabling VR and MR experiences. Over time, these HMDs have dropped in price, gotten lighter, and became more pleasant to use, opening them up to a wider spectrum of educational institutions.

    Immersive Technology in Education Sector Technology Insights

    The Immersive Technology in Education Sector market segmentation, based on technology, includes Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR) and 360 Film. The virtual reality (VR) segment dominated the market in 2022. VR creates an immersive and interactive learning environment that captivates students' attention. It allows students to step into virtual worlds, making abstract concepts more tangible and easier to understand.

    Immersive Technology in Education Sector Application Insights

    The Immersive Technology in Education Sector market segmentation, based on application, includes training & learning, emergency services, product development and sales & marketing. The training & learning category generated the most income in 2022. The rise of remote work has created a need for effective remote training solutions. Immersive technology allows organizations to provide remote employees with immersive training experiences that closely mimic in-person instruction.

    Figure 2: Immersive Technology in Education Sector Market, by Application, 2022 & 2032 (USD Billion)

    Source: Secondary Research, Primary Research, Market Research Future Database and Analyst Review

    Get more detailed insights about Immersive Technology in Education Sector Market Research Report – Forecast till 2034

    Regional Insights

    By region, the study provides the market insights into North America, Europe, Asia-Pacific and Rest of the World. The North America Immersive Technology in Education Sector Market dominated this market in 2022 (45.80%). California's Silicon Valley is a center for technological innovation on a scale. Innovative VR and AR devices are being made in this region by startups like Magic Leap and Oculus VR, which is now acquired by Facebook. These developments have a direct impact on schooling.

    For instance, the Institute for Creative Technologies at the University of Southern California employs virtual reality (VR) for military training and has developed VR-based treatment tools to help veterans with post-traumatic stress disorder (PTSD). Further, the U.S. Immersive Technology in Education Sector market held the largest market share, and the Canada Immersive Technology in Education Sector market was the fastest growing market in the North America region.

    Further, the major countries studied in the market report are The U.S., Canada, German, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.

    Figure 3: IMMERSIVE TECHNOLOGY IN EDUCATION SECTOR MARKET SHARE BY REGION 2022 (USD Billion)

    IMMERSIVE TECHNOLOGY IN EDUCATION SECTOR MARKET SHARE BY REGION

    Source: Secondary Research, Primary Research, Market Research Future Database and Analyst Review

    Europe Immersive Technology in Education Sector market accounts for the second-largest market share. Immersive technology is being used more and more in educational programs at renowned European universities. In order to increase student engagement and comprehension, the University of Cambridge in the United Kingdom provides a Virtual Learning Environment (VLE) that mixes conventional instruction with VR and AR experiences. Further, the German Immersive Technology in Education Sector market held the largest market share, and the UK Immersive Technology in Education Sector market was the fastest growing market in the European region.

    The Asia-Pacific Immersive Technology in Education Sector Market is expected to grow at the fastest CAGR from 2023 to 2032. The need for education is quite great in nations like India that have dense populations. To overcome scalability issues, edtech companies use immersive technologies. For instance, the Indian EdTech portal Vedantu employs VR and AR to provide students all around the nation live, interactive tutoring sessions. Moreover, China’s Immersive Technology in Education Sector market held the largest market share, and the Indian Immersive Technology in Education Sector market was the fastest growing market in the Asia-Pacific region.

    Key Players and Competitive Insights

    Leading market players are investing heavily in research and development in order to expand their product lines, which will help the Immersive Technology in Education Sector market, grow even more. Market participants are also undertaking a variety of strategic activities to expand their footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, Immersive Technology in Education Sector industry must offer cost-effective items.

    Manufacturing locally to minimize operational costs is one of the key business tactics used by manufacturers in the Immersive Technology in Education Sector industry to benefit clients and increase the market sector. In recent years, the Immersive Technology in Education Sector industry has offered some of the most significant advantages to medicine.

    Major players in the Immersive Technology in Education Sector market, including Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG, CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC, HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc. and others, are attempting to increase market demand by investing in research and development operations.

    Honeywell International Inc. is a business that deals with engineering and technology. In order to address issues in a variety of industries, including energy, security, safety, productivity, and urbanization, the company develops and produces technologies. Among Honeywell's offerings are specialty chemicals, process technologies, electrical and complex materials, productivity, sensing, safety and security technology, and replacement parts. It also provides management, technical, maintenance, and repair services. In the building, petrochemical, aerospace, and refining industries, Honeywell serves customers in North America, Europe, and other continents. It runs manufacturing and other enterprises all around the world.

    The corporate headquarters of Honeywell are located in Charlotte, North Carolina, in the US.

    Among the smart handheld gadgets that HTC Corp (HTC) creates and makes are smartphones and tablets. The company's product line includes PDA phones, virtual reality gear and related accessories, as well as other IoT products. Additionally, the company offers a variety of accessories for sale, including true wireless earbuds, adaptive audio earphones, USB type-c connections, power banks, and dual port car chargers. It provides products through important carriers, local retailers, online stores, and its own eStores. For smart mobile devices, it provides marketing, maintenance, and after-sales services, media streaming and download, as well as examination and consultation services.

    The company conducts business throughout the Americas, Europe, and Asia-Pacific. HTC's headquarters are in Taipei's Taoyuan City.

    Key Companies in the Immersive Technology in Education Sector Market market include

    Industry Developments

    April 2023: To create its business consulting services, EON Reality Inc. collaborated with Holistic EHS. Holistic EHS is able to provide its consulting clients with new and improved services in a variety of XR fields thanks to EON Reality's AI-powered XR solutions. The improved procedural and immersive software that Holistic EHS and its clients may create thanks to the new spatial AI-based capabilities of the EON Reality suite.

    April 2023: In order to improve Sarawak's digital talent development paths and training programs, the Center of Technical Excellence and EON Reality have announced an expanded relationship to introduce Malaysia's first spatial AI-based collaboration. CENTEXS seeks to improve the learning and upskilling processes for nearby students and members of the growing workforce with its AI-powered XR solution from EON Reality.

    Future Outlook

    Immersive Technology in Education Sector Market Future Outlook

    The Immersive Technology in Education Sector Market is projected to grow at a 23.33% CAGR from 2024 to 2035, driven by advancements in AR/VR technologies, increased investment in digital learning, and rising demand for personalized education.

    New opportunities lie in:

    • Develop immersive training programs for educators to enhance teaching methodologies.
    • Create partnerships with educational institutions to integrate immersive technologies into curricula.
    • Invest in research to innovate affordable AR/VR solutions for diverse learning environments.

    By 2035, the market is expected to be a pivotal component of global education, enhancing learning experiences significantly.

    Market Segmentation

    Immersive Technology in Education Sector Regional Outlook

    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia-Pacific

    Immersive Technology in Education Sector Component Outlook

    • Head-Mounted Display (HMD)
    • Gesture Tracking Devices (GTD)
    • Projectors & Display Walls (PDW)

    Immersive Technology in Education Sector Technology Outlook

    • Mixed Reality (MR)
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • 360 Film

    Immersive Technology in Education Sector Application Outlook

    • Training & Learning
    • Emergency Services
    • Product Development
    • Sales & Marketing

    Report Scope

    Report Attribute/Metric Details
    Market Size 2024 7.52 (USD Billion)
    Market Size 2025 9.29 (USD Billion)
    Market Size 2034 62.19 (USD Billion)
    Compound Annual Growth Rate (CAGR) 23.52% (2025 - 2034)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2034
    Historical Data 2019 - 2023
    Market Forecast Units USD Billion
    Segments Covered Component, Technology, Application, and Region
    Geographies Covered North America, Europe, Asia Pacific, and the Rest of the World
    Countries Covered The U.S., Canada, German, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
    Key Companies Profiled Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG, CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC, HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc.
    Key Market Opportunities Recent investment by developing countries in the field of education.
    Key Market Dynamics Immersive technology is particularly well-suited for teaching Science, Technology, Engineering, and Mathematics (STEM) subjects.

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    How much is the Immersive Technology in Education Sector market?

    The global Immersive Technology in Education Sector market size was valued at USD 7.52 Billion in 2024.

    What is the growth rate of the Immersive Technology in Education Sector market?

    The global market is projected to grow at a CAGR of 23.52% during the forecast period, 2025-2034.

    Which region held the largest market share in the Immersive Technology in Education Sector market?

    North America had the largest share in the market

    Who are the key players in the Immersive Technology in Education Sector market?

    The key players in the market are Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG, CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC, HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, Zeality Inc.

    Which Component led the Immersive Technology in Education Sector market?

    The hardware category dominated the market in 2022.

    Which Technology had the largest market share in the Immersive Technology in Education Sector market?

    The Virtual Reality (VR) had the largest share in the market.

    1. Executive summary
    2. Market Introduction
      1. Definition
      2. Scope of the Study
        1. Research Objective
        2. Assumptions
        3. Limitations
    3. Research Methodology
      1. Overview
      2. Data Mining
      3. Secondary Research
      4. Primary Research
        1. Primary Interviews and Information Gathering Process
        2. Breakdown of Primary Respondents
      5. Forecasting Modality
      6. Market Size Estimation
        1. Bottom-Up Approach
        2. Top-Down Approach
      7. Data Triangulation
      8. Validation
    4. Market Dynamics
      1. Overview
      2. Drivers
      3. Restraints
      4. Opportunities
    5. Market Factor Analysis
      1. Value Chain Analysis
      2. Porter’s Five Forces Analysis
        1. Bargaining Power of Suppliers
        2. Bargaining Power of Buyers
        3. Threat of New Entrants
        4. Threat of Substitutes
        5. Intensity of Rivalry
      3. COVID-19 Impact Analysis
        1. Market Impact Analysis
        2. Regional Impact
        3. Opportunity and Threat Analysis
    6. GLOBAL Immersive Technology in Education sector MARKET, BY Component
      1. Overview
      2. Hardware
        1. Head-Mounted Display (HMD)
        2. Gesture Tracking Devices (GTD)
        3. Projectors & Display Walls (PDW)
      3. Software/Platform
      4. Services
        1. Professional
        2. Managed
    7. GLOBAL Immersive Technology in Education sector MARKET, BY Technology
      1. Overview
      2. Mixed Reality (MR)
      3. Virtual Reality (VR)
      4. Augmented Reality (AR)
      5. 360 Film
    8. GLOBAL Immersive Technology in Education sector MARKET, BY Application
      1. Overview
      2. Training & Learning
      3. Emergency Services
      4. Product Development
      5. Sales & Marketing
    9. GLOBAL Immersive Technology in Education sector MARKET, by Region
      1. Overview
      2. North America
        1. U.S.
        2. Canada
      3. Europe
        1. Germany
        2. France
        3. U.K
        4. Italy
        5. Spain
        6. Rest of Europe
      4. Asia-Pacific
        1. China
        2. India
        3. Japan
        4. South Korea
        5. Australia
        6. Rest of Asia-Pacific
      5. Rest of the World
        1. Middle East
        2. Africa
        3. Latin America
    10. Competitive Landscape
      1. Overview
      2. Competitive Analysis
      3. Market Share Analysis
      4. Major Growth Strategy in the Global Immersive Technology in Education sector Market,
      5. Competitive Benchmarking
      6. Leading Players in Terms of Number of Developments in the Global Immersive Technology in Education sector Market,
      7. Key developments and Growth Strategies
        1. New Component Launch/Technology Application
        2. Merger & Acquisitions
        3. Joint Ventures
      8. Major Players Financial Matrix
        1. Sales & Operating Income, 2022
        2. Major Players R&D Expenditure. 2022
    11. Company ProfileS
      1. ACER INC.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      2. Atheer, Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      3. AVEVA Group PLC
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      4. Barco NV
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      5. Blippar Ltd.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      6. Carl Zeiss AG
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      7. CM Labs Simulations Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      8. EON Reality, Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      9. FAAC Incorporated
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      10. Google, LLC
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      11. HCL Technologies Limited
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      12. Honeywell International, Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      13. HTC Corporation
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      14. Immersive Media Company
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      15. Immersive Technologies Pty Limited
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      16. Lockheed Martin Corporation
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      17. Magic Leap, Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      18. NCTech Limited
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      19. Oculus (Facebook Technologies, LLC.)
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      20. Samsung Group
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      21. Sony Corporation
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      22. Unity Software Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      23. Varjo Technologies Oy
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      24. VI-grade GmbH
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
      25. Zeality Inc.
        1. Company Overview
        2. Financial Overview
        3. Product Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
    12. Appendix
      1. References
      2. Related Reports

    Immersive Technology in Education Sector Market Segmentation

    Immersive Technology in Education Sector Component Outlook (USD Billion, 2018-2032)

    • Hardware

      • Head-Mounted Display (HMD)
      • Gesture Tracking Devices (GTD)
      • Projectors & Display Walls (PDW)
    • Software/Platform
    • Services

      • Professional
      • Managed

    Immersive Technology in Education Sector Technology Outlook (USD Billion, 2018-2032)

    • Mixed Reality (MR)
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • 360 Film

    Immersive Technology in Education Sector Application Outlook (USD Billion, 2018-2032)

    • Training & Learning
    • Emergency Services
    • Product Development
    • Sales & Marketing

    Immersive Technology in Education Sector Regional Outlook (USD Billion, 2018-2032)

    • North America Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • US Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Canada Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
    • Europe Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Germany Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • France Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • UK Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Italy Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Spain Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Rest Of Europe Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
    • Asia-Pacific Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • China Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Japan Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • India Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Australia Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Rest of Asia-Pacific Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
    • Rest of the World Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Middle East Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Africa Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
      • Latin America Outlook (USD Billion, 2018-2032)

      • Immersive Technology in Education Sector by Component
        • Hardware

          • Head-Mounted Display (HMD)
          • Gesture Tracking Devices (GTD)
          • Projectors & Display Walls (PDW)
        • Software/Platform
        • Services

          • Professional
          • Managed
      • Immersive Technology in Education Sector by Technology
        • Mixed Reality (MR)
        • Virtual Reality (VR)
        • Augmented Reality (AR)
        • 360 Film
      • Immersive Technology in Education Sector by Application
        • Training & Learning
        • Emergency Services
        • Product Development
        • Sales & Marketing
     
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