The global virtual classroom market is expected to reach USD 24.7 billion by 2026, with an average annual growth rate (CAGR) of 17.14% during the forecast period. The most important factors for the virtual class market are the widespread adoption of AR or VR for training and business development, continuous innovation in VR / AR technologies, greater participation and participation in learning, the demand for experiences and the use of personalized learning. The virtual classroom can be defined as an electronic learning environment in which users can learn, interact, communicate, present, and discuss using a variety of virtual classroom software, teleconferences, and web-based applications.
The teleconference allows companies and educational institutions to reduce travel time and increase productivity. Increase productivity by allowing remote employees to communicate with colleagues at the company's headquarters. Companies can make long distance calls and make strategic decisions. Teleconferencing systems that include telephone access and free service that helps employees plan meetings at short notice.
Market drivers and restrictions:
The emerging trend in the virtual classroom market is that portability, and scalable learning between employees and students are driving the market. The systems also provide a content library for learning materials. The system can be accessed from mobile devices and remote desktops.
The introduction of information technology is driving the virtual classroom market. Educational institutions use advanced teaching methods and tools, such as whiteboards, projectors, and smart laptops. Coordination between hardware vendors, software innovators, and educational providers facilitates learning for students and remote workers. The main drivers of the virtual class market are a growing number of mobile learning applications. It is expected that knowledge of technology and digital learning will drive the virtual class market. The increasing number of mobile phone users and the growing popularity of social networks are also fueling the virtual classroom market.
REPORT METRIC |
DETAILS |
Market Size Available |
2020 – 2026 |
Base Year |
2020 |
Forecast Period |
2022 - 2027 |
CAGR |
17.14% |
Segments Covered |
By Solution, Hardware, Service, and Region |
Various Analyses Covered |
Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities |
Regions Covered |
North America, Europe, APAC, Latin America, Middle East & Africa |
Market Leaders Profiled |
Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (USA), Panasonic Corporation (Japan) , Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (United States), Blackboard (United States), Dell (United States), IBM (United States), Saba Software (United States), Oracle (United States), Edvance360 (United States of America)), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada), Impero Software(United Kingdom), WizIQ (India) , BigBlueButton (United States), Digital Samba (Spain) and TutorRoom (Taipei) and Others. |
Virtual Classroom Market Segmentation:
The global virtual classroom market is segmented and sub-segmented as follows:
North America Virtual Classroom Market is one of the leading players globally due to technological developments. Canada is the leading country in the virtual classroom market in this region. This country has established economy that allows investing heavily in R&D activities.
Asia Pacific Virtual Classroom market is expected to be the fastest-growing market, with the adoption of virtual education in developing countries.
Key player:
Key players in the virtual classroom market include Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), Microsoft (USA), Panasonic Corporation (Japan) , Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (United States), Blackboard (United States), Dell (United States), IBM (United States), Saba Software (United States), Oracle (United States), Edvance360 (United States of America)), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada), Impero Software(United Kingdom), WizIQ (India) , BigBlueButton (United States), Digital Samba (Spain) and TutorRoom (Taipei).
1. Introduction
1.1 Market Definition
1.2 Scope of the report
1.3 Study Assumptions
1.4 Base Currency, Base Year and Forecast Periods
2. Research Methodology
2.1 Analysis Design
2.2 Research Phases
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Data Modelling
2.2.4 Expert Validation
2.3 Study Timeline
3. Report Overview
3.1 Executive Summary
3.2 Key Inferencees
4. Market Dynamics
4.1 Impact Analysis
4.1.1 Drivers
4.1.2 Restaints
4.1.3 Opportunities
4.2 Regulatory Environment
4.3 Technology Timeline & Recent Trends
5. Competitor Benchmarking Analysis
5.1 Key Player Benchmarking
5.1.1 Market share analysis
5.1.2 Products/Service
5.1.3 Regional Presence
5.2 Mergers & Acquistion Landscape
5.3 Joint Ventures & Collaborations
6. Market Segmentation
6.1 Virtual Classroom Market, By Solution
6.1.1 Content Management
6.1.2 Device Management
6.1.3 UCC
6.1.4 Security
6.1.5 Market Size Estimations & Forecasts (2022 - 2027)
6.1.6 Y-o-Y Growth Rate Analysis
6.1.7 Market Attractiveness Index
6.2 Virtual Classroom Market, By Hardware
6.2.1 Mobile Computing Devices
6.2.2 VR Devices
6.2.3 Market Size Estimations & Forecasts (2022 - 2027)
6.2.4 Y-o-Y Growth Rate Analysis
6.2.5 Market Attractiveness Index
6.3 Virtual Classroom Market, By Service
6.3.1 Professional & Managed
6.3.2 Market Size Estimations & Forecasts (2022 - 2027)
6.3.3 Y-o-Y Growth Rate Analysis
6.3.4 Market Attractiveness Index
7. Geographical Landscape
7.1 Global Identity Governance and Administration Market, by Region
7.2 North America - Market Analysis (2022 - 2027)
7.2.1 By Country
7.2.1.1 USA
7.2.1.2 Canada
7.2.2 By Solution
7.2.3 By Hardware
7.2.4 By Service
7.3 Europe
7.3.1 By Country
7.3.1.1 UK
7.3.1.2 France
7.3.1.3 Germany
7.3.1.4 Spain
7.3.1.5 Italy
7.3.1.6 Rest of Europe
7.3.2 By Solution
7.3.3 By Hardware
7.3.4 By Service
7.4 Asia Pacific
7.4.1 By Country
7.4.1.1 China
7.4.1.2 India
7.4.1.3 Japan
7.4.1.4 South Korea
7.4.1.5 South East Asia
7.4.1.6 Australia & NZ
7.4.1.7 Rest of Asia-Pacific
7.4.2 By Solution
7.4.3 By Hardware
7.4.4 By Service
7.5 Latin America
7.5.1 By Country
7.5.1.1 Brazil
7.5.1.2 Argentina
7.5.1.3 Mexico
7.5.1.4 Rest of Latin America
7.5.2 By Solution
7.5.3 By Hardware
7.5.4 By Service
7.6 Middle East and Africa
7.6.1 By Country
7.6.1.1 Middle East
7.6.1.2 Africa
7.6.2 By Solution
7.6.3 By Hardware
7.6.4 By Service
8. Key Player Analysis
8.1 Sony
8.1.1 Business Description
8.1.2 Products/Service
8.1.3 Financials
8.1.4 SWOT Analysis
8.1.5 Recent Developments
8.1.6 Analyst Overview
8.2 Samsung Electronics
8.3 HTC
8.4 Google
8.5 Microdoft
8.6 Panasonic Corporation
8.7 Hitachi
8.8 Barco
8.9 LG Electrtonics
8.10 Veative Labs
9. Market Outlook & Investment Opportunities
Appendix
List of Tables
List of Figures
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