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AR in Education Market Status and Trend Analysis 2017-2034 (COVID-19 Version)


Published on: 2024-01-04 | No of Pages : 93 | Industry : Service & Software

Publisher : 9 | Format : Electronic PDF

AR in Education Market Status and Trend Analysis 2017-2034 (COVID-19 Version)

Summary

Further key aspects of the report indicate that
Chapter 1Research ScopeProduct Definition, Type, End-Use & Methodology
Chapter 2Global Industry Summary
Chapter 3Market Dynamics
Chapter 4Global Market Segmentation by region, type and End-Use
Chapter 5North America Market Segmentation by region, type and End-Use
Chapter 6Europe Market Segmentation by region, type and End-Use
Chapter 7Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8South America Market Segmentation by region, type and End-Use
Chapter 9Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10Market Competition by Companies
Chapter 11Market forecast and environment forecast.
Chapter 12Industry Summary.

The global AR in Education market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.


Based on the type of product

the global AR in Education market segmented into
AR Audio
AR Video
AR Games
AR Content
Others

Based on the end-use

the global AR in Education market classified into
Higher Education
K-12
Educational Training

Based on geography

the global AR in Education market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

And the major players included in the report are


EON Reality
DAQRI
GAMOOZ
Magic Jump
QuiverVision
Magic Leap
Google
Chromville
Meta Company
InGage
Popar
Lenovo

Table of Content

Table of Contents
1 RESEARCH SCOPE
1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL AR IN EDUCATION INDUSTRY
2.1 Summary about AR in Education Industry
2.2 AR in Education Market Trends
2.2.1 AR in Education Production & Consumption Trends
2.2.2 AR in Education Demand Structure Trends
2.3 AR in Education Cost & Price
3 MARKET DYNAMICS
3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION
4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 AR Audio
4.2.2 AR Video
4.2.3 AR Games
4.2.4 AR Content
4.2.5 Others
4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Higher Education
4.3.2 K-12
4.3.3 Educational Training
5 NORTH AMERICA MARKET SEGMENT
5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 AR Audio
5.2.2 AR Video
5.2.3 AR Games
5.2.4 AR Content
5.2.5 Others
5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Higher Education
5.3.2 K-12
5.3.3 Educational Training
5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION
6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 AR Audio
6.2.2 AR Video
6.2.3 AR Games
6.2.4 AR Content
6.2.5 Others
6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Higher Education
6.3.2 K-12
6.3.3 Educational Training
6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION
7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 AR Audio
7.2.2 AR Video
7.2.3 AR Games
7.2.4 AR Content
7.2.5 Others
7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Higher Education
7.3.2 K-12
7.3.3 Educational Training
7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION
8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 AR Audio
8.2.2 AR Video
8.2.3 AR Games
8.2.4 AR Content
8.2.5 Others
8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Higher Education
8.3.2 K-12
8.3.3 Educational Training
8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION
9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 AR Audio
9.2.2 AR Video
9.2.3 AR Games
9.2.4 AR Content
9.2.5 Others
9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Higher Education
9.3.2 K-12
9.3.3 Educational Training
9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
10.1 Brief Introduction of Major Players
10.1.1 EON Reality
10.1.2 DAQRI
10.1.3 GAMOOZ
10.1.4 Magic Jump
10.1.5 QuiverVision
10.1.6 Magic Leap
10.1.7 Google
10.1.8 Chromville
10.1.9 Meta Company
10.1.10 InGage
10.1.11 Popar
10.1.12 Lenovo
10.2 AR in Education Sales Date of Major Players (2017-2020e)
10.2.1 EON Reality
10.2.2 DAQRI
10.2.3 GAMOOZ
10.2.4 Magic Jump
10.2.5 QuiverVision
10.2.6 Magic Leap
10.2.7 Google
10.2.8 Chromville
10.2.9 Meta Company
10.2.10 InGage
10.2.11 Popar
10.2.12 Lenovo
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST
11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT

List of Figure

List of Table
1.Table AR in Education Product Type Overview
2.Table AR in Education Product Type Market Share List
3.Table AR in Education Product Type of Major Players
4.Table Brief Introduction of EON Reality
5.Table Brief Introduction of DAQRI
6.Table Brief Introduction of GAMOOZ
7.Table Brief Introduction of Magic Jump
8.Table Brief Introduction of QuiverVision
9.Table Brief Introduction of Magic Leap
10.Table Brief Introduction of Google
11.Table Brief Introduction of Chromville
12.Table Brief Introduction of Meta Company
13.Table Brief Introduction of InGage
14.Table Brief Introduction of Popar
15.Table Brief Introduction of Lenovo
16.Table Products & Services of EON Reality
17.Table Products & Services of DAQRI
18.Table Products & Services of GAMOOZ
19.Table Products & Services of Magic Jump
20.Table Products & Services of QuiverVision
21.Table Products & Services of Magic Leap
22.Table Products & Services of Google
23.Table Products & Services of Chromville
24.Table Products & Services of Meta Company
25.Table Products & Services of InGage
26.Table Products & Services of Popar
27.Table Products & Services of Lenovo
28.Table Market Distribution of Major Players
29.Table Global Major Players Sales Revenue (Million USD) 2017-2020e
30.Table Global Major Players Sales Revenue (Million USD) Share 2017-2020e
31.Table Global AR in Education Market Forecast (Million USD) by Region 2021f-2026f
32.Table Global AR in Education Market Forecast (Million USD) Share by Region 2021f-2026f
33.Table Global AR in Education Market Forecast (Million USD) by Demand 2021f-2026f
34.Table Global AR in Education Market Forecast (Million USD) Share by Demand 2021f-2026f