Global AR in Education Market Research Report 2017 to 2021 provides a unique tool for evaluating the market, highlighting opportunities, and supporting strategic and tactical decision-making. This report recognizes that in this rapidly-evolving and competitive environment, up-to-date marketing information is essential to monitor performance and make critical decisions for growth and profitability. It provides information on trends and developments, and focuses on markets and materials, capacities and technologies, and on the changing structure of the AR In Education Market.
Companies Mentioned are EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage
The global AR In Education market consists of different international, regional, and local vendors. The market competition is foreseen to grow higher with the rise in technological innovation and M&A activities in the future. Moreover, many local and regional vendors are offering specific application products for varied end-users. The new vendor entrants in the market are finding it hard to compete with the international vendors based on quality, reliability, and innovations in technology.
Major points covered in Global AR in Education Market 2017 Research are:-
- What will the market size and the growth rate be in 2021?
- What are the key factors driving the global AR In Education market?
- What are the key market trends impacting the growth of the global AR In Education market?
- What are the challenges to market growth?
- Who are the key vendors in the global AR In Education market?
- What are the market opportunities and threats faced by the vendors in the global AR In Education market?
- Trending factors influencing the market shares of the Americas, APAC, and EMEA.
- What are the key outcomes of the five forces analysis of the global AR In Education market?
This independent 71 page report guarantees you will remain better informed than your competition. With over 150 tables and figures examining the AR in Education market, the report gives you a visual, one-stop breakdown of the leading products, submarkets and market leader’s market revenue forecasts as well as analysis to 2021.
Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), and market share and growth rate of AR in Education in these regions, from 2012 to 2021 (forecast), covering Americas, APAC and EMEA.
The report provides a basic overview of the AR in Education industry including definitions, classifications, applications and industry chain structure. And development policies and plans are discussed as well as manufacturing processes and cost structures.
Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Blended learning through AR textbooks. The learners of today believe in digital learning and are more attracted to the use of e-books, and other digital media such as videos and Massive Open Online Courses(MOOCs). They use a search engine with keywords to find the right content. They prefer watching videos than reading the whole book. The demand for innovative ways of learning is increasing. Also, the teachers and the lecturers are trying to incorporate the use of new innovative technologies to enhance the effectiveness of the training and also attract more students. The use of AR textbooks has gained popularity among the teachers especially, the ones serving higher education sector. Many universities are emphasizing on the inclusion of AR textbooks in the education curriculum.”
According to the report, one of the major drivers for this market is Increased developer interest in AR applications. A wide range of open source AR apps has resulted in AR gaining huge awareness in the education market within a short span. However, the major hurdle faced in the market is the lack of content in the applications catering to education. The future growth of the market depends on the availability of contents designed by developers.
Further, the report states that one of the major factors hindering the growth of this market is High AR hardware prices. The major challenge faced by the market is the lack of affordable AR hardware in terms of HMDs. Currently, the only affordable AR hardware for the education market are handheld devices, such as smartphones and tablets. Most of the AR headsets available such as Microsoft HoloLens and Meta 2 cost around $3,000 and $949, respectively. Also, they are released as developer versions and are not available to the mass consumer market.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Then, the report focuses on global major leading industry players with information such as company profiles, product picture and specifications, sales, market share and contact information. What’s more, the AR in Education industry development trends and marketing channels are analyzed.
The research includes historic data from 2012 to 2016 and forecasts until 2021 which makes the reports an invaluable resource for industry executives, marketing, sales and product managers, consultants, analysts, and other people looking for key industry data in readily accessible documents with clearly presented tables and graphs. The report will make detailed analysis mainly on above questions and in-depth research on the development environment, market size, development trend, operation situation and future development trend of AR In Education on the basis of stating current situation of the industry in 2017 so as to make comprehensive organization and judgment on the competition situation and development trend of AR In Education Market and assist manufacturers and investment organization to better grasp the development course of AR In Education Market.
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