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Global AR in Education Market 2017-2021
Publication Date Jul 2017
Product Type Report
Pages 71
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About AR in Education
Virtual reality (VR), augmented reality (AR), and mixed reality (MR) is enabling the 4th wave of computing power. These technologies involve the integration of other technologies, such as sensors, Big Data, artificial intelligence (AI), and wearable devices, leading to enhanced spatial computing. The eventual convergence of AR and VR will become mainstream for next generation computing and act as a smart and intuitive interface for the Internet of Things (IoT).
The advent of AR is expected to impact every sector and company, leading to the transformation of the way they communicate, design, manufacture, and sell their products. The AR technology is expected to be mainstream in the forecast period and grow from there on. The adoption of AR in various sectors is expected to increase with the millennials (born 1981-1997) and Gen Z (born 1998-present) increasingly showing interest in the deployment of AR in various sectors, especially in the field of education. Students learn more efficiently with the inclusion of modern technologies in the school and college curriculum.

Technavio’s analysts forecast the global AR in education market to grow at a CAGR of 82.25% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global AR in education market for 2017-2021. To calculate the market size, the report considers the revenue generated by the vendors providing AR solutions for education across the globe.

The market is divided into the following segments based on geography:
• APAC
• Europe
• North America
• ROW

Technavio's report, Global AR in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• EON Reality
• Magic Leap
• DAQRI
• QuiverVision
• GAMOOZ
Other prominent vendors
• Meta Company
• Google
• Curiscope
• Chromville
• Aug That
• Popar
• Blippar
• InGage
Market driver
• Increased developer interest in AR applications
• For a full, detailed list, view our report

Market challenge
• High AR hardware prices
• For a full, detailed list, view our report

Market trend
• Blended learning through AR textbooks

• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.


Companies Mentioned

EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage

PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market overview
• Five forces analysis
PART 06: Market segmentation by product
• Global AR in education market by product
• Global AR hardware in education market
• Global AR content in education market
PART 07: Market segmentation by end-user
• Global AR in education by end-user
• Global AR in education in K-12 segment
• Global AR in education in higher education segment
PART 08: Geographical segmentation
• Global AR in education market by geography
• AR in education market in North America
• AR in Education market in Europe
• AR in education market in APAC
• AR in education market in ROW
PART 09: Decision framework
PART 10: Drivers and challenges
• Market drivers
• Market challenges
PART 11: Market trends
• Blended learning through AR textbooks
• Learning through AR gaming
• Student-centric learning environment
PART 12: Vendor landscape
• Competitive landscape
PART 13: Key vendor analysis
• EON Reality
• magic leap
• DAQRI
• QuiverVision
• GAMOOZ
PART 14: Other prominent vendors
PART 15: Appendix
• List of abbreviations

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