Virtual Reality in Education: State of the Market and Implications for Content

Author: Kate Worlock

Date: March 19, 2018

Description

Are education markets finally ready for virtual reality (VR)? The challenges are there, including content, hardware, and cost. The consumer market is growing, but it’s not driving user demand in the education market – yet. Still, the argument isn’t “now,” it’s “when.”

 

VR in education is nascent, but content providers cannot afford to ignore its potential. The latest Outsell report, Virtual Reality in Education: State of the Market and Implications for Content, examines what the market might look like over the next couple of years and where the opportunities and threats lie.

 

Methodology

Outsell undertook primary research for this report in the form of 11 interviews with VR developers and organizations that had created educational VR solutions. These included traditional publishers, libraries, and businesses dedicated to this space. In addition, we spoke to industry experts and solution providers serving educational markets. We also conducted exhaustive desk-based research, looking at blogs and the mainstream press in addition to market research reports outlining these organizations’ actions. These activities, plus our daily dialogue with the market and key stakeholders, informed our opinions and views.

Outsell Inc. Virtual Reality in Education: State of the Market and Implications for Content

 

Download this report to determine if it’s time for your organization to get its hands dirty and start experimenting in the VR sandpit, whether it’s K-12, higher education, or corporate learning.

 

Learn more about:
  • Dynamics and growth trends
  • Competitive landscape
  • Companies to watch
  • Implications for content providers

 

Contents

  • Why This Topic
  • Methodology
  • Defining Virtual Reality
  • VR Hardware
  • Virtual Reality in Education: Dynamics and Growth Trends
  • Competitive Landscape
  • VR in Action
  • 10 to Watch
  • Future-Gazing: Implications for Content Providers
  • Essential Actions
  • Related Research
  • About Outsell

Figures and Tables

Figure 1: VR Hardware, Price vs. Capabilities
Table 1: Common Factors in Major Players’ VR Activities
Figure 2: Key VR Players by Category

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