Global Virtual Classroom Market – Industry Trends and Forecast to 2026

  • ICT
  • Upcoming Report
  • May 2019
  • Global
  • 350 Pages
  • No of Tables: 60
  • No of Figures: 220

Global Virtual Classroom Market By Component (Solutions, Hardware, Services), Solutions (Content Management, Device Management, Unified Communications and Collaboration, Security, Analytics and Data Visualization), Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Interactive Displays and Projectors, Security and Video Cameras, Others), Service (Professional Services, Training and Consulting, Deployment and Integration, Support and Maintenance, Managed Services), Deployment Mode (Cloud, On- Premises), User Type (Academic Institutions, Corporates), Geography (North America, South America, Europe, Asia-Pacific, Middle East and Africa) – Industry Trends and Forecast to 2026

Market Analysis: Global Virtual Classroom Market

Global virtual classroom market is expected to rise from its initial estimated value of USD 9.41 billion in 2018 to an estimated value of USD 31.51 billion by 2026, registering a CAGR of 16.31% in the forecast period of 2019-2026. Rising demand for connected devices is the major factor for the growth of this market.

Market Definition: Global Virtual Classroom Market

Virtual classroom is a classroom where teachers and students get online learning environment so that they can interact with each other. Here they can see and discuss any presentations, can do video conferencing, web-based Voice over IP, live streaming etc. This classroom allows the multiple users to get connected with each other at the same time anywhere. Increasing prevalence for personalized learning experiences is the major factor fuelling the growth of this market.

Market Drivers:

  • Rising prevalence for personalized learning experiences is driving the growth of this market
  • Technological advancement and development in AR/VR technologies is another factor driving the market

Market Restraints:

  • Less availability of resources and base in the industries is restraining the growth of this market
  • High price of the AR/VR devices is another factor restraining the market

Segmentation: Global Virtual Classroom Market

  • By Component

    •  Solutions
    •  Hardware
    •  Services

  • By Solutions

    •  Content Management
    •  Device Management
    •  Unified Communications and Collaboration
    •  Security
    •  Analytics and Data Visualization

  • By Hardware

    •  Interactive Whiteboards
    •  Mobile Computing Devices
    •  Virtual Reality Devices
    •  Interactive Displays and Projectors
    •  Security and Video Cameras
    •  Others

  • By Service

    •  Professional Services
    •  Training and Consulting
    •  Deployment and Integration
    •  Support and Maintenance
    •  Managed Services

  • By Deployment Mode

    •  Cloud
    •  On- Premises

  • By User Type

    •  Academic Institutions

      • K-12
      • Higher Education

    •  Corporates

      • Healthcare and Life Sciences
      • Retail and Ecommerce
      • Telecommunications and It
      • Banking, Financial Services, and Insurance
      • Manufacturing
      • Government and Public Sector
      • Others

  • By Geography

    • North America

      • US
      • Canada
      • Mexico

    • South America

      • Brazil
      • Argentina
      • Rest of South America

    • Europe

      • Germany
      • France
      • United Kingdom
      • Italy
      • Spain
      • Russia
      • Turkey
      • Belgium
      • Netherlands
      • Switzerland
      • Rest of Europe

    • Asia-Pacific

      • Japan
      • China
      • South Korea
      • India
      • Australia
      • Singapore
      • Malaysia
      • Indonesia
      • Thailand
      • Philippines
      • Rest of Asia-Pacific

    • Middle East and Africa

      • South Africa
      • Egypt
      • Saudi Arabia
      • United Arab Emirates
      • Israel
      • Rest of Middle East and Africa

Key Developments in the Market:

  • In September 2018, Sikshana Foundation along with Dell and Karnataka Government announced the launch of their new Sikshana’s Technology in Education Program so that they can encourage the schools to adopt new technologies in teaching. Dell also gifted laptops to the schools so that they can train their students and teachers. The main aim is to help the underprivileged children so that they can adopt these new technologies.
  • In July 2018, University of Phoenix announced that they have partnered with Blackboard so that they can provide university Blackboard Learn with the Ultra experience which is next- generation learning management system. It also help the students and faculty to get information with mobile-first design that is connected to the university’s technology ecosystem.

Competitive Analysis

Global virtual classroom market is highly fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market. The report includes market shares of virtual classroom market for global, Europe, North America, Asia-Pacific and South America.

Major Market Competitors/Players

Few of the major competitors currently working in the virtual classroom market are Saba Software, Google, Blackboard Inc., Microsoft, IBM Corporation, Cisco Systems, Dell, Oracle, HTC Corporation, SAMSUNG, Hitachi, Ltd., Panasonic Corporation, Barco, LG Electronics., Electa Communications Ltd., SkyPrep Inc., Impero Software (UK), WizIQ Inc., BigBlueButton, Digital Samba SL., TutorRoom, Veative Labs, EON Reality Inc, Virtually Live., Foxconn Electronics Inc.

Research Methodology: Global Virtual Classroom Market

Data collection and base year analysis is done using data collection modules with large sample sizes. The market data is analysed and forecasted using market statistical and coherent models. Also market share analysis and key trend analysis are the major success factors in the market report. To know more please Request an Analyst Call or can drop down your inquiry.

The key research methodology used by DBMR Research team is data triangulation which involves data mining, analysis of the impact of data variables on the market, and primary (industry expert) validation. Apart from this, other data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Company Market Share Analysis, Standards of Measurement, Top to Bottom Analysis and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

Key Insights in the report:

  • Complete and distinct analysis of the market drivers and restraints
  • Key market players involved in this industry
  • Detailed analysis of the market segmentation
  • Competitive analysis of the key players involved

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