#Global Augmented and Virtual Reality Content and Application Market 2019 Global Global Augmented and Virtual Reality Content and Application
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ketakidesai · 3 years ago
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6 reasons why Digital Marketers should NOT ignore Gamification
For the uninitiated, gamification is most commonly defined as “…an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement…”. (1)
Brian Burke, Research Vice President at Gartner, in a podcast defines gamification further as “The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals…it’s the use of game mechanics… and uses things like points and badges and leader boards… It is used in a digital engagement model” (2)
Let’s take a look at the 6 reasons why marketers must consider gamification in their digital strategy. (It's a long read but I promise it will be fun!)
Reason 1: Let’s accept it – gamification is not ‘just a fad’
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The last decade has seen interest in gamification rise substantially. Growth in digital technologies has further propelled this interest across sectors like Healthcare, Real-estate, Education, and other sectors. Today, mobile technology is using game mechanics combined with UX design to enhance user engagement, aid employee learning, help students with problem-solving, and even help sales personnel reach their targets.
Reason 2: Gamification is everywhere, literally!
The earliest, less refined, version of gamification in marketing was recorded in 1896 (3) when retailers rewarded loyal customers with stamps received from marketers. By 2020, one can comfortably say that gamification in marketing has come a long way.
“It (Gamification) can be applied on many products, services, or any stage of the customer journey and it’s easily adjusted to any budget” (4)
Today, Gamification is seamlessly incorporated in our favorite digital platforms like Google Pay, Fitbit, and even Linkedin. It is common to see a mobile app use badges, points, or virtual currency to drive user engagement. While there are popular applications that have gamification at their core like Duolingo and Nike Run Club, there are apps like Zomato which have incorporated gamification into their product to keep app users coming back for more.
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In 2019, Zomato launched Zomato Premier League during the IPL season. Users could predict a winner of the IPL cricket match of the day and gain 30% cashback if they predicted the winner correctly. Zomato released a scorecard of the activity that showed 224 cities and 14 Million predictions achieved during the IPL season. (5)
(On a separate note, Google decided to ruin the game and sent a notice to Zomato citing Play store policy violation – Zomato had to take off this feature in September 2020) (6)
Reason 3: Your digital audience wants to have fun
“Many brands don’t need brand awareness anymore, they already have it. So they’re looking at what’s next, they want to engage the audience, the influencers.” (7)
Digital marketers need not limit themselves to using gamification only in an app – digital engagement can be successfully created wherever the audience is including social media! Micro-gamification moments have been popular on social media platforms for some time now. One example of the micro-gamification moment is Stories Ordering by Burger King.
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Burger King Spain used Instagram stories and had some fun with gamification. With “Stories Ordering” followers could pick ingredients and customize their Whoppers by simply clicking on the Instagram Poll Feature. This generated a unique coupon that participants could use to redeem their Whopper for free. A simple creative idea with zero media investment led to 270000 brand interactions.
Similarly, Star Movies launched Play @ 7 (8) to gamify the TV watching experience. Viewers were required to watch the movies played on the channel daily and play 7 games by tweeting the correct answers to the games. Star Movies created a leader-board on Twitter in real-time where participants could track their progress daily and weekly.
Reason 4: Personalise to Gamify and Gamify to personalize
“While the job of gamification is easing the daily tasks in different fields, the users’ interests and likes must be considered to create intrinsic incentives and a moral environment for them.” (9)
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For a truly effective retention strategy, a brand must enhance the product experience for the user. For this ethically collecting relevant data along the user journey to personalize content and keep users engaged becomes important. Duolingo emails a weekly report to its users reminding them of their progress in comparison to the previous week. Similarly, Starbucks sends rewards points as a birthday treat to its users.
As the collected data gets richer in quality, marketers can then create loyalty programs, feedback mechanisms, gamified content, and much more, to personalize the user’s experience further.
Reason 5: Gamified marketing survived COVID-19
Locked up at home due to COVID-19, people were increasingly active online, consuming a variety of content, and playing games when not working. Between March 2020 and April 2020, comScore noted a 62% increase in the time spent on playing games online in India. Another report states that the US and UK saw a ‘40% surge in the time spent on online games’.
During this time, Burberry launched its summer collection through a gamified campaign. The luxury brand created a multiplayer game “that lets players dress up their characters in the brand's outfits before grabbing a surfboard and challenging friends to a race around a track”. The game rewards participants with daily prizes and AR-based digital rewards. (10)
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ABC Entertainment decided to have fun promoting its classic TV game show “Supermarket Sweep”. To announce the return of the show, the broadcaster launched a Twitter game “Supermoji Sweep”. The audience on Twitter was required to “reply to its @SuperSweepABC account with combinations of nine emoji for grocery items including cheese, bread, steak, turkey and cherries”. Every emoji had a secret dollar value attached to it and the audience was required to guess the combination of items that would cost exactly $20. And the reward for the correct guess? A Special video message from comedian Leslie Jones, who is also the host of the show.
Reason 6: Gamification is about to get better
The overall Gamification market globally is expected to be worth $76298.9 Mn by 2030 (11) and for marketers, the opportunities are endless. Game mechanics are combined with AR/VR in education, tourism, healthcare, and entertainment industries.
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In 2019, Ally Bank used AR and Gamification to create an online learning experience for consumers. “The augmented reality game brings Monopoly to life in six USA cities… Ally aims to improve consumers’ financial literacy through gamification while giving them the chance to increase their savings and win prizes."
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PetSmart used Snapchat’s AR feature to create a “gamified quiz based around educational reptile facts”. Using this feature users could use the filter to turn themselves into a reptile, answer questions related to reptiles, and win a 40% discount coupon that can be redeemed at a PetSmart store. As a result, PetSmart “has seen a 50% increase in reptile sales, as well as a boost in general pet sales as owners stocked up on food and supplies in preparation for lockdown..”
Digital marketers can leverage these technologies to present immersive and gamified experiences to consumers and expand the scope of digital marketing. Similarly, brands can work towards gathering relevant user data and utilize it to create a better user experience and consumer engagement through personalized in-app gamified experiences.
Parting Thoughts
From engagement to retention, gamification can support most of the marketing objectives. This is a great approach ONLY if the marketer is clear about what objective the brand is trying to achieve when adopting the approach. To elevate a user’s experience through gamification, marketers must weave storytelling or personalization.
But remember, creating a gamified experience is not easy. Experts have researched why gamification fails and these reasons range from lack of understanding of the target audience to not being able to create a compelling story. Brian Burke mentions that gamification fails when it is used to manipulate the user’s experience to meet the organization’s goal, instead of the goal of the customer (2). As a result, marketers must create an experience that helps the consumer achieve their objectives. And this means going beyond mere reward points.
I will leave you with two popular frameworks Elemental Game Tetrad Model by Schell and Octalysis Framework by Yu-kai Chou. Both these should help you start off with planning and designing an outstanding gamification experience for your audiences/customers/users!
Add alt text
FIN!
Thank you for reading this article. I would love to hear your views on gamification and how digital marketers can leverage game mechanics to improve user engagement.
If you found this article interesting or if you have any feedback for me, do share the same in the comments below!
All references and cited articles can be viewed here.
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m3uiptv · 5 years ago
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Key Technologies 2019
Rich in lessons and easy to read despite the complexity of the subject, this report is the fourth edition of a prospective analysis carried out every four years since 1995 by the Ministry of Industry. Designed with the participation of 250 specialists, it identifies 85 technologies of the future in seven economic sectors: chemistry, information and communication technologies (ICT), environment, energy, transport, building and health (which includes agriculture and agri-food). This large-scale work is intended to help public and private actors – the State and local authorities as well as large industrialists and SMEs – in their strategic choices.
The context, as well as the major socio-economic issues for 2019-2020, are presented, first and foremost, for each of the previously defined sectors. With regard to the ICT sector, the established scope includes all sectors related to technologies, content and digital services, namely industrial electronics and components; consumer electronics (audio and video equipment); computer hardware (servers, PCs and peripherals, data transmission equipment); telecommunications equipment (network equipment, terminals, software and related services); embedded software and IT services, infrastructure or applications, professional and consumer (video games); software internet services (search engines, social networks); telecommunications services (fixed and mobile telephony); data transmissions; multimedia services and contents (television, video, cinema, digital music, radio, digital books, etc.), as well as simulation, modeling and intensive computing.
All these activities weighed nearly 2,800 billion euros globally in 2009, according to Idate. The information and communication technology sector is now a major segment of the economy of the major industrialized countries. It contributes nearly 6% of GDP in Europe against 7.5% in the United States. In addition, it influences the growth of all other economic sectors with a contribution of about 50% to productivity growth in Europe, according to the European Commission. Essential to the functioning and competitiveness of companies, ICTs are also present in every corner of everyday life. They constitute the main vector of the advancement of the knowledge society.
The report then analyzes the situation of France, its advantages, its weaknesses as well as the competitive opportunities and threats that concern it, with regard to future technologies such as robotics, wireless network technologies, optical broadband networks. , communicating objects, 3D technologies, human-machine interface, complex systems engineering and system systems, intensive computing, progressive / intelligent manufacturing, optoelectronics, nanoelectronics, content scanning technologies , holistic security, virtualization and cloud computing, embedded software and associated processors, data recovery and intelligence, and finally, portals, collaboration and unified communications.
With spending equal to 0.34% of GDP, France is slightly above the European average (0.30%) for research and development (R & D) in the ICT sector but remains below level reached by the United States (0.72%), Japan (0.87%) and South Korea (1.30%), the leading country in this field.
Although France has a rather weak presence in certain sectors such as consumer electronics, it nevertheless occupies an important place in the European electronic components industry, particularly for smart cards, contactless cards and RFID ( Gemalto, SK … see REM No. 6-7, p.38). It is also a reference country in the telecommunications field for its operators and equipment manufacturers with global reach (France Telecom, Alcatel-Lucent, Sagem, Thales …), as well as for its high-speed telecoms and IPTV services market .
The development of connected objects (M2M – see REM n ° 6-7, p.38 – and Internet of Things, see infra), digital content with 3D, virtual reality or augmented reality (Dassault Systems, Thales …) or the digitization of content with Europeana (INA, BNF, see REMn ° 9, p.30) are as many sectors of the future in which French know-how is recognized. On the other hand, France occupies a position below that of Germany or Great Britain for all hardware, software and IT services, with the exception of its excellent expertise in embedded systems for aerospace and military industry (Altran). France is also the country of free software if we take into account the number of projects per inhabitant. After Japan and the United States, France also has one of the most internationalized IT services industry (Capgemini, Atos Origin). Finally, the report mentions France’s excellence in mathematics, which has one of the best schools in the world,
Among the upcoming technological revolutions that France could successfully lead, the report highlights cloud computing or cloud computing (see REM n ° 9, p.43) describing this phenomenon as “the main revolution of the computer since the advent of the Internet“. As evidenced by major technology vendor buybacks and numerous strategic alliances, IT stakeholders have made cloud computing a focus for development, which could account for between 20% and 25% of the IT market. by 2020. Increasing the quality and capacity of the network infrastructure will require increased convergence between IT and telecommunications. Automated data centers will have to be built. The role of the public authorities will be decisive in the construction of cloud computing infrastructures through financial aids as well as appropriate taxation and regulation. The American group IBM has planned to invest 300 million euros in the European cloud computing market, while the French State will devote 780 million euros in future investments. The advent of cloud computing will also require a new approach to IT security in the face of significant risks of espionage and cybercrime. The development of cloud computing as an instrument to improve business competitiveness is also one of the priority objectives of the European Commission. The advent of cloud computing will also require a new approach to IT security in the face of significant risks of espionage and cybercrime. The development of cloud computing as an instrument to improve business competitiveness is also one of the priority objectives of the European Commission. The advent of cloud computing will also require a new approach to IT security in the face of significant risks of espionage and cybercrime. The development of cloud computing as an instrument to improve business competitiveness is also one of the priority objectives of the European Commission.
Foresight is an exercise that involves risks such as forgetting or misjudging the future impact of certain emerging technologies. In 1995, the first edition of this study had largely underestimated the arrival of the Internet at a time when France boasted of its Minitel, as recalled by the journalist Frank Niedercorn ( Les Echos , March 15, 2011) , adding that there are too many French labs that have been expatriated; for example, those dealing with the computer storage of the 2007 Nobel Prize in physics Albert Fert, head of the laboratory run jointly by the CNRS and the Thomson group, and who finally benefited the American IBM.
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pressroom-yahoohk · 5 years ago
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Verizon Media unveils roadmap on content innovation and the push to 5G revolution at Growth Summit 2019
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Verizon Media leading through 5G technology, accentuating excitement and next-generation content innovation for advertisers and consumers
Spicing up super-immersive consumer experiences at AR, VR, XR (extended reality) frontiers and many more by 5G revolution and future technology
Virtual character from Hong Kong Yahwoo stands as industry’s testament in content innovation
Verizon Media, a division of Verizon (NYSE, Nasdaq: VZ) today hosted the Verizon Media Growth Summit with keynote speakers unveiling a road map on content innovation and the push to 5G revolution at the city’s signature digital conference.
Accentuates immersive consumer experiences and refreshes visual identity
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With the theme of “Future Marketing for Better Life” at the summit, Rico Chan, Co-Head, Verizon Media, APAC stated that, “We are a company with a purpose. We help people live a better life by connecting them to their passions. We create super-immersive content that celebrates creativity and its power to transform the consumer experience and drive real actions for shopping and purchasing from brands. As a sought-after destination for 900 million consumers globally, we have a good idea of the type of experience that keeps people engaging in our content omni-channels. With features built for commerce, our compelling content allow for better product exploration and build up personalized shopping experience that enriches lives,” Rico Chan said.
Highlighting Yahoo Hong Kong’s new brand story, Chan said, “In an age of internet overload, Yahoo amplifies what matters the most to people, keeping the world interested and interesting. The refreshed Yahoo identity captures the brand’s exuberant personality and reimagines it for the future. The update coincides with the launch of new products and service enhancements over the coming year, reflecting a new brand strategy that helps users find a more personalized, customized experience online.”
Epitomizing content innovation for tomorrow at AR/VR frontiers
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In the keynote session, Mason Ng, Vice President of Product Management Edge and Cloud Computing at Verizon Media, stressed that 5G is set to generate biggest impact for advertisers at the frontiers of Augmented Reality (AR), Virtual Reality (VR), XR (Extended Reality), Artificial Intelligence (AI), Mobile Video and many more. “In the world of 5G, Verizon Media has epitomized compelling content innovation for consumers.” The advantage of 5G opens up exciting opportunities ahead to build what's next in media, advertising and technology.
Speed: Delivers faster speed, 10 times from today
Density: Supports 10 times more devices per area, so more users per area can enjoy the faster speed
Latency: Reduces 2 times of latency. Consumers will get faster response from applications
Data: Supports 100 times more data volume
Mobile Video – Higher definition mobile video content and spectacular video streaming are among the 5G benefits that  are most excited for consumers. Up to 73% of users stream video at least once a week – highest among 18-34 years old where 43% stream every day.
Augmented Reality – Engagement with AR will drive deeper connections with consumers and up to 85% of users believe 5G will benefit AR.
Artificial Intelligence – AI empowers advertisers to reach qualified audience whereas up to 80% of consumers think 5G will benefit AI experiences.
Experimenting with technologies that will be supercharged by 5G
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At the summit, Mark Melling, Head of RYOT Studio EMEA at Verizon Media, highlighted that RYOT has strived to revolutionize the way content is created and lead the way on future formats, immersing audiences and allowing them to experience in a completely new way. As part of the Verizon family, RYOT is now focusing on key areas - documentary films and branded content, RYOT Studio, whereas differentiator RYOT Labs focuses on immersive experiences (VR and AR) and storytelling through cutting-edge technology. “We are not only experimenting with 5G technology, but also the technologies that will be supercharged by 5G when it comes. We look to the future to give us insight and inspiration into what is coming next and how that impacts the stories we tell,” Mark Melling said. “Essentially what we need to do is focusing more on the technology and the value it will bring to consumer’s everyday life,” said Mark Melling.
Yahwoo is synonymous as Hong Kong’s testament in content innovation
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Lorraine Cheung, Head of Audience, Verizon Media Hong Kong, said in her speech that in Hong Kong, Yahoo HK has recently delivered original Virtual Character Yahwoo. It is not just a Yahoo KOL but also a co-host of Yahoo’s home-grown TV programs, bringing future content to users and enriching user experience with fun interactions and adding more dimensions to conversation.
The imminent launch of Yahoo Mail’s new app - Yahoo Mail 6 – has been highlighted at the summit. The new app will offer the perfect solution by organising the clutter for users, empowering them to personalise and control their inboxes and focus on what matters most to them.
Marketers are embracing future technology
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Having collaborated with GroupM Hong Kong, Verizon Media reveals the key findings of its “Smart World Study”, where Hong Kong CMOs across different sectors such as finance, tourism, entertainment, beauty and skincare, IT, telecommunication, media publishers, broadcasters and advertising agencies, shared their views on how they expect 5G to transform businesses.
Key findings of Verizon Media “Smart World Study”
Business Transformation in Progress – Greater demand is seen on timelier data transfer and integration with in-depth analytics to provide business insights. Personalized messages are needed to exploit customers’ consumption potential, whereas touchpoints and sales opportunities are created to enhance seamless shopping experiences.
Essential Business Partnership – Business are looking for partnership or acquisition with various companies from marketing and advertising services, 5G network providers, E-commerce infrastructure, innovative technology solutions, data management and supply chain and inventory management.  
Impacts on Advertising Technology - Technological advancements and opportunities with advertising will arise in a myriad of video, sophisticated data integration and analytics, Internet of Things, voice based dominant, interactive and immersive advertising. Also, AR, VR, live video, 360 video and virtual character are highlighted in interactive and immersive advertisements.  
Marketers Take Prompt Actions – Marketers should clean dataset, build up IT infrastructure and technological capabilities and source services partners to test and learn.
Verizon Media Growth Summit was held on October 24, 2019 at the JW Marriott Hotel and is a signature digital marketing conference in Hong Kong. Verizon Media top executives shared their awe-inspiring insights to leverage the 5G technological prowess and accentuate next-generation content innovation for advertisers and consumers at the summit. With the ultimate vision in 5G, Verizon Media is truly leading through 5G technology in Hong Kong and potential disruption for 5G goes far beyond imagination and creates a paradigm shift in the way people live their lives and the way that advertisers and marketers reach out to consumers.
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sagarg889 · 2 years ago
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Collaboration Tools Market Comprehensive Shares, Historical Trends And Forecast 2022-2029
The global sales revenue of collaboration tools was around US$ 32,307 Mn in 2021, and is expected to grow at a CAGR of 11.3% to reach a valuation of US$ 75,508 Mn by 2029. The collaboration tools market accounted for approximately 15% of the enterprise software market.
Unified communication and collaboration is a combination of enterprise communication tools assembled and integrated into a single management system. The collaboration tools market is expected to significantly benefit from the adoption of these tools.
Unified communication and collaboration tools give seamless user experience by integrating multiple technologies and tools such as telephony calling, voice, instant messaging, desktop sharing, video and audio conferencing, and cloud architects that help people work together more effectively anywhere and on any device.
“Key players in the market can gain significant profits by providing cognitive intelligence-based collaboration tools that deliver artificial intelligence, machine learning, and deep learning capabilities, which will give a virtual team experience across multiple locations.”
Get a Sample Copy of this Report @ https://www.futuremarketinsights.com/reports/sample/rep-gb-4415
Key Takeaways of Collaboration Tools Market Study
The portal and intranet platform segment is estimated to hold significant market share in the collaboration tools market during the forecast period, as these portals serve as a central hub in providing information and integrating applications for employees.
By deployment, the cloud segment is estimated to register a notable CAGR. SMEs are adopting SaaS collaboration software, which is available on subscription basis, and is flexible and scalable to requirements for a number of employees.
Asia Pacific excluding Japan is expected to dominate the global collaboration tools market, as the demand for robust collaboration for improving communication and workforce productivity is increasing across various organizations in countries such as China and India.
Growing adoption of the Bring Your Own Device (smartphones, tablets, etc.) trend in the IT & telecom industry is expected to increase the demand for collaboration tools to secure, manage, and support devices.
Virtual Reality and Augmented Reality for Real-Time Remote Collaboration
Virtual reality and augmented reality enable real-time remote collaboration experiences for enterprises. Enterprises are using these technologies to have location-based informational services. Also, QR codes give access to people and information about the company’s products or services.
As distributed teams is becoming a norm across companies, VR and AR technologies are proving to be useful for communication among employees even though the employees are not present in the same place. Immersive boardroom experiences, cataloging body language, supporting avatars, and changing backgrounds are some features that AR and VR make possible. AR and VR allows multiuser capabilities where users can collaborate to work on product design and development in the digital world.
For instance, RealSense offers VR products that can change the background to the content of the live streamer to enhance presentations for all.
Get More Information on this Report @ https://www.futuremarketinsights.com/reports/collaboration-tools-market
Competitive Landscape
Many key vendors across the globe are focusing on acquisitions, joint ventures, and investments into enterprise collaboration solutions. This helps the company’s business growth and enables them to maintain their positions in the collaboration tools market. Also key players are continuously looking for the new ways to serve their customers and expand business by making significant research & development investments.
For instance, in June 2019, Google acquired Looker, a unified platform for business intelligence, data applications and embedded analytics. With this acquisition, Looker joined Google Cloud and combination of Google Cloud and Looker is aimed to enable customers to harness data in new ways to drive their digital transformation.
Also, in January 2019, IBM Corporation announced the launch of Watson Ads Builder, a self-service advertising solution that harnesses Artificial Intelligence (AI) designed to empower creative agencies and developers to help them build engaging, one-on-one conversations between brands and consumers across any digital property.
More Valuable Insights on Collaboration Tools Market
FMI’s report on the collaboration tools market is segmented into four major sections – solution (platforms and services), deployment (on-premise and cloud), enterprise size (small & medium enterprises and large enterprises), industry (IT & Telecom, BFSI, healthcare, travel & hospitality, retail & e-Commerce, manufacturing, and others), and region, to help readers understand and evaluate the lucrative opportunities present in the collaboration tools market.
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avantisstuff · 3 years ago
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Education Technology Market Overview 2020-By Major Company Of Product Type, Sales Revenue, Price, Gross Margin,Industry Size & Forecast
The Education Technology market was valued at USD 89.5 Billion in 2020, and it is expected to reach a value of USD 318.8 Billion by 2027, at a CAGR of 19.90% over the forecast period (2020 – 2027).
The online education market has risen from 9% in 2019 to 18% in 2020. The main reason for this growth is the rising popularity of Education Technology solutions. Education technology (EdTech) solutions are anticipated to evolve in line with the advances in modern technology, along with the Internet of Things (IoT), Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR), and contribute extensively to the market growth.
Key Trends in Global Education Technology Market
With the introduction of Virtual Reality (VR) and Augmented Reality (AR) to education, the classroom learning experience has changed drastically. AR uses pictures, videos, and interactive data to improve real-world experiences. AR can be experienced via portable devices such as smartphones or smart glasses.VR offers a fully manufactured immersive 3D experience. It gives people the impression that they are in a genuine environment. VR headsets allow users to experience authentic sounds and vivid images in a digital environment. Gamification is another innovative trend in educational technology. In recent years, it has become an essential part of schooling. To enhance student or learner engagement, the gamification method employs a variety of tactics, activities, badges, and prizes. Learners play educational games to gain experience in a variety of academic subjects and receive points or rewards for accomplishing the objectives. They compete with one another to achieve certain objectives or goals. The difficulties and incentives encourage learners to stay engaged in the learning process. Learners will find the information more enjoyable and engaging if it is presented in a game-like format. Artificial intelligence applications are also being explored in the EdTech area. Teachers may use AI to tailor a student’s learning experience, make classes more accessible, and boost memory retention. It can also assist instructors in automating different procedures so that they can spend more one-on-one time with students. Get FREE Sample Report@ https://www.skyquestt.com/sample-request/education-technology-market
Global Education Technology Market: Regional Dynamics
North America holds the majority market share in the recent past, owing to the demanding skill development courses in the corporates, along with the presence of renowned educational institutions, and mature IoT infrastructure in the region. Asia Pacific education technology industry, on the other hand, is expected to record the highest growth rate through 2027. A booming young populace, feasible broadband connection, and investments by the EdTech companies will positively sway the business dynamics in APAC.
Key players in Education Technology market are:
BYJU’S Blackboard Inc. Chegg, Inc. Coursera Inc. Edutech edX Inc. Google LLC Instructure Inc. Microsoft Udacity Inc. upGrad Education Pvt. Ltd. Scope of the Report The study provides an analysis of the Global Education Technology Market in the emerging and established markets across the globe, including North America, Europe, Asia-Pacific, South America, and Middle East & Africa. For each segment, the market sizing and forecasts have been done on the basis of value.
Table Of Content Education Technology Market 1. Introduction 2. Research Methodology 3. Executive Summary 4. Market Overview 5. Porter's Five Forces Analysis 6. PESTEL Analysis 7. Impact of COVID 19 on the market 8. Key Mandates & Regulations 9. Pricing Analysis 10.Competitive Analysis 11.Global Education Technology Market Value by Region and Country 12.Global Education Technology Market Value by Sector 13.Global Education Technology Market Value by End-user 14.Global Education Technology Market Value by Type 15.Education Technology Top Players Company Profiles Methodology For Global Education Technology Market our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
Information Procurement: This stage involved the procurement of market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders etc. Overall the information procurement was one of the most extensive stages in our research process. Information Analysis: This step involved triangulation of data through bottom up and top down approach to estimate and validate the total size and future estimate of the Global Education Technology Market. Report Formulation: The final step entailed the placement of data points at appropriate market spaces in an attempt to deduce viable conclusions. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data-points to be used for final calculations. The final market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design. Speak To Analyst@ https://www.skyquestt.com/speak-with-analyst/education-technology-market
Analyst Support Customization Options
With the given market data, our dedicated team of analysts can offer you with the following customization options are available for the Global Education Technology Market:
Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies. Regional Analysis: Further analysis of the Global Education Technology Market for additional countries. Competitive Analysis: Detailed analysis and profiling of additional market players & comparative analysis of competitive products. Go to Market Strategy: Find the high growth channels to invest your marketing efforts and increase your customer base. Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics and strategic partners. Category Intelligence: Customized intelligence that is relevant to their supply markets which will enable them to make smarter sourcing decisions and improve their category management. Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions. Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and using those insights to make better marketing decisions. About Us-
SkyQuest Technology Group is a Global Market Intelligence, Innovation Management & Commercialization organization that connects innovation to new markets, networks & collaborators for achieving Sustainable Development Goals.
Contact Us-
SkyQuest Technology Consulting Pvt. Ltd.
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skyquestt · 3 years ago
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Education Technology Market Overview 2020-By Major Company Of Product Type, Sales Revenue, Price, Gross Margin,Industry Size & Forecast
The Education Technology market was valued at USD 89.5 Billion in 2020, and it is expected to reach a value of USD 318.8 Billion by 2027, at a CAGR of 19.90% over the forecast period (2020 – 2027).
The online education market has risen from 9% in 2019 to 18% in 2020. The main reason for this growth is the rising popularity of Education Technology solutions. Education technology (EdTech) solutions are anticipated to evolve in line with the advances in modern technology, along with the Internet of Things (IoT), Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR), and contribute extensively to the market growth.
Key Trends in Global Education Technology Market
With the introduction of Virtual Reality (VR) and Augmented Reality (AR) to education, the classroom learning experience has changed drastically. AR uses pictures, videos, and interactive data to improve real-world experiences. AR can be experienced via portable devices such as smartphones or smart glasses.VR offers a fully manufactured immersive 3D experience. It gives people the impression that they are in a genuine environment. VR headsets allow users to experience authentic sounds and vivid images in a digital environment.
Gamification is another innovative trend in educational technology. In recent years, it has become an essential part of schooling. To enhance student or learner engagement, the gamification method employs a variety of tactics, activities, badges, and prizes. Learners play educational games to gain experience in a variety of academic subjects and receive points or rewards for accomplishing the objectives. They compete with one another to achieve certain objectives or goals. The difficulties and incentives encourage learners to stay engaged in the learning process. Learners will find the information more enjoyable and engaging if it is presented in a game-like format.
Artificial intelligence applications are also being explored in the EdTech area. Teachers may use AI to tailor a student’s learning experience, make classes more accessible, and boost memory retention. It can also assist instructors in automating different procedures so that they can spend more one-on-one time with students.
Get FREE Sample Report@ https://www.skyquestt.com/sample-request/education-technology-market
Global Education Technology Market: Regional Dynamics
North America holds the majority market share in the recent past, owing to the demanding skill development courses in the corporates, along with the presence of renowned educational institutions, and mature IoT infrastructure in the region. Asia Pacific education technology industry, on the other hand, is expected to record the highest growth rate through 2027. A booming young populace, feasible broadband connection, and investments by the EdTech companies will positively sway the business dynamics in APAC.
Key players in Education Technology market are:
BYJU’S
Blackboard Inc.
Chegg, Inc.
Coursera Inc.
Edutech
edX Inc.
Google LLC
Instructure Inc.
Microsoft
Udacity Inc.
upGrad Education Pvt. Ltd.
Scope of the Report
The study provides an analysis of the Global Education Technology Market in the emerging and established markets across the globe, including North America, Europe, Asia-Pacific, South America, and Middle East & Africa. For each segment, the market sizing and forecasts have been done on the basis of value.
Table Of Content Education Technology Market1.    Introduction2.     Research Methodology3.     Executive Summary4.    Market Overview5.     Porter’s Five Forces Analysis6.     PESTEL Analysis7.     Impact of COVID 19 on the market8.    Key Mandates & Regulations9.    Pricing Analysis10.Competitive Analysis11.Global Education Technology Market Value by Region and Country12.Global Education Technology Market Value by Sector13.Global Education Technology Market Value by End-user14.Global Education Technology Market Value by Type15.Education Technology Top Players Company ProfilesMethodology
For Global Education Technology Market our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
Information Procurement: This stage involved the procurement of market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, paid databases such as Hoover’s, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders etc. Overall the information procurement was one of the most extensive stages in our research process.
Information Analysis: This step involved triangulation of data through bottom up and top down approach to estimate and validate the total size and future estimate of the Global Education Technology Market.
Report Formulation: The final step entailed the placement of data points at appropriate market spaces in an attempt to deduce viable conclusions.
Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data-points to be used for final calculations. The final market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.
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Analyst Support
Customization Options
With the given market data, our dedicated team of analysts can offer you with the following customization options are available for the Global Education Technology Market:
Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.
Regional Analysis: Further analysis of the Global Education Technology Market for additional countries.
Competitive Analysis: Detailed analysis and profiling of additional market players & comparative analysis of competitive products.
Go to Market Strategy: Find the high growth channels to invest your marketing efforts and increase your customer base.
Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics and strategic partners.
Category Intelligence: Customized intelligence that is relevant to their supply markets which will enable them to make smarter sourcing decisions and improve their category management.
Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.
Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and using those insights to make better marketing decisions.
About Us-
SkyQuest Technology Group is a Global Market Intelligence, Innovation Management & Commercialization organization that connects innovation to new markets, networks & collaborators for achieving Sustainable Development Goals.
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storeelink · 3 years ago
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the metaverse will never be off no limits 2030
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no limits or lengths the metaverse will never be off
number one there will be no limits or lengths the metaverse willwillwill never be off it'll never be down for maintenance. updates or server restarts people will be able to log in or out whenever they desire without ever having to load or save their data everyone will experience. the meta at the same time and live synchronously the closest analogy i have for you is that back in 2019 fortnite held an in-game concert where if you logged in at the time you could go see. the dj marshmallow play a virtual set the entire game everyone that was playing at that time could be sharing that same experience now if you happen to be on a voice chat with your friends. at the time it's like you were all experiencing a marshmallow concert together the meta aims to be something similar to that where everything takes place in one instance. and millions of people will be able to interact with each other in a digital lash physical world
the second major feature is that there will be an economy
the second major feature is that there will be an economyso with so many people spending time in. this digital ar and vr world both businesses and individuals will be able to sell goods and services within metathink of your favorite brand. selling digital goods within metalike for example louis vuitton might be selling a digital bag that your. digital avatar can hold i'm sure users will also be able to create their own small businesses too within metaso for example a popular. business started in almost every type of online multiplayer game is usually user ran casino so in this way attention is being monetized and the more. attention that goes into metathe more opportunities for transactions are going to happen the third feature is. that there's going to be unlimited
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that there's going to be unlimited potential for user created content so while there will certainly be corporations and businesses creating experiences and content within the metaverse individual users will have a large influence over the majority of the metaverse willverse willverse's. content a user-created content model also allows metato be highly scalable and always be relevant to the latest trends in addition to user-created content many companies such as nike and microsoft. have already jumped aboard the growing hype surrounding metain late october nike filed seven trademarks with the u.s patent office for basically downloadable virtual goods retail store. services featuring virtual goods non-downloadable virtual footwear etc so we can already see some institutional adoption from companies for digital goods within metaand that actually brings me to my next point. number four which is everything will be compatible and span which is everything will be compatible and span both the digital and physical environments so augmented reality and virtual reality are going to. be crucial parts of metanow what comes to mind right now is amazon's ar view with amazon's ar view customers can preview products in their home virtually before they complete their purchase this concept isn't so foreign to us right now. but it could be very well present in metaanother interesting application is that in metagoods will be tradable with other goods using the same platform regardless of community or branding for example. imagine a universe where you could trade something like a valuable fortnight skin for something that goes in your digital home maybe like a digital couch basically all barriers are going to be brought down and that's what. metaverse will about all right so now that you know a little bit about metahow can we invest in metaespecially now because it is still quite early metais probably still a few years away but. there are going to be companies and stocks that are going to be vital to its growth first let's talk about the market opportunity now according to bloomberg intelligence the global metaverse market could reach 800 billion dollars by 2024. now you can also add on the opportunity of metaverse will infrastructure in the market opportunity so firms such as round hill investments project a 2.5 trillion opportunity by 2030 if you add all those together to give you some. context here the entire energy category has a market cap of 2.95 trillion dollars and the entire real estate market is worth about 1.8 trillion dollars whether or not metaactually grows to that big of a size. time will actually tell we're not too sure there are two main ways of investing into metafor now number one you could invest in the content creation side or the infrastructure side of metaverse will number two if you're looking for an easy. all-encompassing investment into metayou could just buy an etf so i know that round hill investments offers an etf called the meta etf which is designed to offer you exposure to. companies that are actively involved in meta metaverse will now in terms of the typical companies that the etf is buying into some include infrastructure companies for example cloudflare and nvidia or gaming engines for virtual. worlds such as unity and roblox so if you're bullish on just metain general you could look into the meta etf their expense ratio however is quite high at 0.75 percent since this etf launched just this year in june we are actually not too sure of how it's going. to be doing in terms of performance quite yet if you would like to invest in this space though another easy alternative you have is just to look at what the  metaverse will etf invests into and pick and choose selective stocks that could. fit into your overall investment thesis and portfolio so let's actually go through two stocks that i think that are worth highlighting that you could look
no limits or lengths the metaverse will never be off
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research-blogs · 3 years ago
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Smart Helmet Market Analysis Reveals Key Drivers, Top Vendors Profile, Industry Size And Growth Trends through 2025
The global smart helmet market size is expected to reach USD 1.20 billion by 2025, expanding at a CAGR of 18.6% from 2019 to 2025, according to a new study by Grand View Research, Inc. Rising popularity of the product in various applications such as riding, adventure sports, manufacturing, and construction is projected to drive the growth.
These protective headgears provide users with enhanced safety, security, and comfort. The growing adoption of smart wearable technology, stringent workplace safety and road safety regulations laid down by governments, and increasing awareness for personal health and safety are expected to drive the demand for smart helmets over the forecast period.
Smart helmets consist of multiple sensors that perform functions such as heart rate monitoring, temperature monitoring, and air quality monitoring. The sensors collect data in real time to provide users with detailed information regarding various interactions, navigation, and environmental and health attributes.
Satellite aided navigation is one of the most vital features offered by smart helmets. It enables highly accurate navigation capability by using multiple satellite networks such as Global Navigation Satellite System (GLONASS), Global Positioning System (GPS), Galileo Positioning System, BeiDou Navigation Satellite System, and Indian Regional Navigation Satellite System (IRNSS).
Smart helmets are further capable of providing a wide range of other communication, utility, and safety features using built-in speakers, microphones, rear-facing cameras, cooling fans, solar chargers, and health monitoring sensors. Manufacturers are using materials that are light in weight and high in strength, such as fiberglass reinforced plastic and carbon fiber, for weight reduction and enhanced survivability.
Increasing adoption of next-generation technologies such as Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI) is anticipated to drive the development and adoption of smart helmets. Factors such as emerging road safety regulations, development of wireless communication infrastructure, large-scale production of motorcycles, and increasing disposable income are expected to drive the growth of smart helmets industry in emerging countries such as India, Brazil, and China.
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Smart Helmet Market Report Highlights
• Navigation segment is expected to emerge as the fastest-growing segment over the forecast period owing to the increasing adoption of smart helmets by bike riders for in-country and cross-country navigation
• Full face segment is expected to expand at the highest CAGR of 18.8% over the forecast period. Increased adoption of full face smart helmets by motorcycle and cycle commuters due to superior safety features is expected to drive the growth
• Asia Pacific is anticipated to emerge as the fastest-growing regional market over the forecast period owing to the increasing sales of two-wheelers and rapidly growing industrial and construction projects
• Consumer end use segment is expected to gain traction over the forecast period owing to increasing adoption of smart helmets in developed regions such as North America and Europe. Due to increased road traffic, 2-wheelers are now being favored as the preferred mode of commute, which is expected to act as a major growth driver
• Key players operating in the smart helmets market include Nand Logic Corp.; Lifebeam Technologies Ltd.; Forcite Helmet System Pvt. Ltd.; Fusar Technologies Inc.; 360fly Inc.; Daqri LLC; Jarvish Inc.; Sena Technologies Inc.; Babaali; and Jager HelmX Smart Helmets
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alex121world · 3 years ago
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Healthcare Augmented Reality and Virtual Reality Market Report Explored in Latest Research 2021-2031
Global augmented reality and virtual reality market in healthcare industry is expected to reach $10.82 billion by 2025, representing a remarkable 2019-2026 CAGR of 36.1%. Augmented Reality (AR) technology accounts for a larger market share and will grow at 38.38% annually over the forecast years, faster than the Virtual Reality (VR) technology in healthcare domain.
Highlighted with 82 tables and 79 figures, this 184-page report “Global Healthcare Augmented Reality and Virtual Reality Market by Technology, Offering, Device Type, Application, End-user, and Region 2019-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global healthcare AR and VR market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain.
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The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global healthcare augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Application, End-user, and Region.
Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality (AR) o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker) o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing) • Virtual Reality (VR) o Nonimmersive Technology o Semi-Immersive and Fully Immersive Technology
Based on offering, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Hardware o  Sensors o  Semiconductor Component o  Displays and Projectors o  Position Trackers o  Cameras o  Others • Software o   Software Developer Kits o   Imaging Solutions o   Enterprise Solutions o   Content Platforms o   Others • Service o   Cloud Services o   System Integration o   Consulting o   Others
Based on device type, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Augmented Reality Devices o   Head-Mounted Display (HMD) o   Handheld Device • Virtual Reality Devices o   Head-Mounted Display (HMD) o   Gesture-Tracking Device o   Projector & Display Wall
Based on application, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Surgery • Rehabilitation and Behavioral Neurology • Pain Management • Medical Training and Education • Diagnosis • Fitness Management • Virtual Reality Expose Therapy (VRET) • Others
Based on end-user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section. • Academic Institutes • Hospitals and Clinics • Research and Diagnostics Laboratories • Pharma Companies and Research Centers • Advertising and Government Agencies • Other End Users
Geographically, the following regions together with the listed national markets are fully investigated: • APAC (Japan, China, South Korea, Australia, India, and Rest of APAC) • Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe) • North America (U.S. and Canada) • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) • RoW (Saudi Arabia, United Arab Emirates, South Africa)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Application, and End-user over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global healthcare augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
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Key Players: Alphabet Inc Artificial Life, Inc. CAE Healthcare EON Reality Facebook Foursquare Labs, Inc. GE Healthcare Hologic, Inc. HTC Immersion Corp Intuitive Surgical Inc. Medtronic Microsoft Orca Health Philips Healthcare Samsung Siemens Healthcare Simulab Corp Sony TheraSim, Inc. VirtaMed Vuzix Corp (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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zaras2424 · 3 years ago
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Digital Education Content Market 2021 Industry Analysis and Forecasts to 2030
The growing digitalization trend around the globe has impacted the education sector, transforming traditional classrooms to virtual/online based interactive sessions. The concept of delivering education through online medium is gaining tremendous popularity as it aids in creating, sharing, and accessing educational content in digital forms, including online courses, virtual libraries, interactive games, as well as through mobile apps. The emergence of advanced technologies such as artificial intelligence, augmented reality, virtual reality and others are anticipated to enhance the quality of digital education content. Increasing number of e-learning solution and service providers are integrating these technologies in their platforms with an aim to provide better interactive capabilities. Integration with these technologies is further helping to completely transform the way in which educational content is being delivered in this digital era. Such technologies are aiding for smart content generation. For instance, Cram101 tool utilizes AI technology so as to breakdown the contents of textbooks into small and smart study guides, flashcards, chapter summaries for better interpretation. Furthermore, integration of AI based tools also help in breaking language barrier. For instance, EnglishHelper, is a digital education solution used by government schools of Maharashtra state in India. This solution has textbooks stored in it and reads them to the class along with translation of selective words in Marathi when pointed out by the teacher. Thus, educational institutions right from elementary to k-12 to higher education are undergoing transformation with the amalgamation of intelligent systems that are helping in learning better as well as achieving learning objectives. Such factors are driving the adoption of digital education content market.
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The detailed research study provides qualitative and quantitative analysis of digital education content market. The market has been analyzed from demand as well as supply side. The demand side analysis covers market revenue across regions and further across all the major countries. The supply side analysis covers the major market players and their regional and global presence and strategies. The geographical analysis done emphasizes on each of the major countries across North America, Europe, Asia Pacific, Middle East & Africa and Latin America.
Key Findings of the Report:
Global digital education content market was valued at US$ 31,855.9 Mn in 2018 growing at a CAGR of 8.1% over the forecast period, with rise in online publication of educational content coupled with growing penetration of smartphone and internet users
Educational institutions dominated the global digital education content market in 2018 and are expected to grow at highest CAGR over forecast period
North America accounted for the highest market share in global digital education content market in 2018. Asia Pacific is expected to register the highest compound annual growth rate (CAGR) over the period of next eight years
Some of the players operating in the digital education content market are Adobe, Allen Interactions Inc., Aptara Inc., Articulate Global, Inc., CITY & GUILDS, Discovery Education, DREAMBOX LEARNING, Echo360, Educomp Solutions Ltd, Elucidat, IDEA Digital Education, Magic Software Inc., McGraw-Hill Education, MPS Interactive Systems Limited, N2N Services Inc., PROMETHEAN LIMITED, Saba Software and Trivantis amongst others.
Global Digital Education Content Market:
By Offering
Solutions
Services
Training and Support Services
Consulting Services
Others
By Application
Audio Content
Video Content
Simulation
Others (Graphical, Textual, Etc.)
By Device Type
Handheld Devices
Desktops
By End Users
Educational Institutions
K-12
Higher Education
Corporate
Government
By Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
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technogeekstmr · 3 years ago
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Virtual Reality in Education Market Survey | Demand, Depth Analysis and Estimated Forecast 2021-2027
Global Virtual Reality in Education Market: Introduction
Virtual reality enables a user to communicate with a three-dimensional image or virtual world created by a machine. Virtual reality increases a student’s engagement. As a hands-on, engaging, immersive experience, it presents students with a new form of learning, providing exciting new opportunities they could not have encountered before.
The effect of Corona virus has directly affected the development of the market. As a consequence of the corona virus lockout, the majority of classrooms, colleges and educational institutions closed, which directly hindered the demand for VR in the education sector.
Global Virtual Reality in Education Market: Dynamics
Increasing adoption of virtual reality devices
Earlier, adoption of virtual reality devices was low due to their prohibitive cost. However, adoption of virtual reality gear has improved owing to technical advances and economies of scale of major businesses. The growing affordability of virtual reality devices and applications is one of the key drivers of development for virtual reality in the education field. The production of consumer models of VR headphones, such as VR Cardboard by Google and GearVR  by Samsung, which are integrated with smartphones, results in reduced price. In comparison, companies such as Oculus, HTC, and Sony have reduced the price of their VR devices. Affordability of VR hardware, combined with the emergence of easy-to-use content production tools, is projected to accelrate the VR market in the eduction sector
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North America Led the Global Market in 2019
Based on region, the global virtual reality in education market can be segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa.
North America held a dominant share of the global virtual reality in education market in 2019. It is expected to continue its dominance throughout the forecast period. The U.S. and Canada are the major countries that drive the market in this region. Enhanced focus on the effectiveness of VR in the education industry, along with the advent of low-cost, reliable VR hardware, is expected to substantially fuel the growth of the virtual reality in education market in this region over the projected period.
The virtual reality in education market in Asia Pacific is expected to expand at the highest CAGR during the forecast period. China, India, and Japan are some of the major countries which drive the market in this region. Rising demand for advanced education programs in India, China, and Japan is likely to augment the market in the Asia Pacific region.
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Key Players Operating in the Global Market
Key players operating in the global virtual reality in education market are listed below:
Alchemy Immersive
Avantis Systems Ltd.
EON Reality Inc.
Facebook Technologies, LLC.
Google
HTC Corporation
RegattaVR
Samsung
Schell Games
Sony
Unimersiv
Veative Labs
Global Virtual Reality in Education Market: Research ScopeGlobal Virtual Reality in Education Market, by Component
Hardware
Software
Services
Figure: Global Virtual Reality in Education Market, by Component
Global Virtual Reality in Education Market, by Application
K-12
Higher Education
Vocational Training
Global Virtual Reality in Education Market, by Region
North America
Europe
Asia Pacific
South America
Middle East & Africa
U.S.
Canada
Rest of North America
Germany
France
U.K.
Italy
Spain
Russia
Rest of Europe
China
Japan
India
Australia
Rest of Asia Pacific
Brazil
Rest of South America
GCC
South Africa
Rest of Middle East & Africa
Figure: Global Virtual Reality in Education Market, by Region
The report offers a comprehensive evaluation of the market. It does so via in-depth qualitative insights, historical data, and verifiable projections about market size. The projections featured in the report have been derived using proven research methodologies and assumptions. By doing so, the research report serves as a repository of analysis and information for every facet of the market, including but not limited to: Regional markets, technology, types, and applications.
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vivekbajaj-grs · 3 years ago
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Global Mobile Augmented Reality Market by Player, Region, Type, Application and Sales Channel 2021-2030
This report studies the Mobile Augmented Reality market, covering market size for segment by type (Head-mounted Displays, Virtual Retinal Displays, etc.), by application (Entertainment, Medical, etc.), by sales channel (Direct Channel, Distribution Channel), by player (Google, Microsoft Corporation, VUZIX, SONY, Epson, etc.) and by region (North America, Europe, Asia-Pacific, South America and Middle East & Africa).
This report provides detailed historical analysis of global market for Mobile Augmented Reality from 2015-2020, and provides extensive market forecasts from 2021-2030 by region/country and subsectors. It covers the sales/revenue/value, gross margin, historical growth and future perspectives in the Mobile Augmented Reality market.
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Moreover, the impact of COVID-19 is also concerned. Since outbreak in December 2019, the COVID-19 virus has spread to all around the world and caused huge losses of lives and economy, and the global manufacturing, tourism and financial markets have been hit hard, while the online market/industry increase. Fortunately, with the development of vaccine and other effort by global governments and organizations, the negative impact of COVID-19 is expected to subside and the global economy is expected to recover.
This research covers COVID-19 impacts on the upstream, midstream and downstream industries. Moreover, this research provides an in-depth market evaluation by highlighting information on various aspects covering market dynamics like drivers, barriers, opportunities, threats, and industry news & trends. In the end, this report also provides in-depth analysis and professional advices on how to face the post COIVD-19 period.
The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.
Leading players of Mobile Augmented Reality including:
Google
Microsoft Corporation
VUZIX
SONY
Epson
Intel
Mindmaze
Seebright
Wikitude
Aurasma
Daqri
Metaio
Total Immersion
Qualcomm
Marxent
Blippar
Catchoom
Ngrain
Zappar
Infinity Augmented Reality
Samsung Electronics
Catchoom Technologies
Atheer
Hannovermesse
Market split by Type, can be divided into:
Head-mounted Displays
Virtual Retinal Displays
Augmented Reality Eyewear
Others
Market split by Application, can be divided into:
Entertainment
Medical
Telecommunications
Other
Market split by Sales Channel, can be divided into:
Direct Channel
Distribution Channel
Market segment by Region/Country including:
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Spain etc.)
Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
South America (Brazil, Argentina and Colombia etc.)
Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)
If you have any special requirements, please let us know and we can provide you the customized report as you want.
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Table of content
Table of Contents Chapter 1 Mobile Augmented Reality Market Overview 1.1 Mobile Augmented Reality Definition 1.2 Global Mobile Augmented Reality Market Size Status and Outlook (2015-2030) 1.3 Global Mobile Augmented Reality Market Size Comparison by Region (2015-2030) 1.4 Global Mobile Augmented Reality Market Size Comparison by Type (2015-2030) 1.5 Global Mobile Augmented Reality Market Size Comparison by Application (2015-2030) 1.6 Global Mobile Augmented Reality Market Size Comparison by Sales Channel (2015-2030) 1.7 Mobile Augmented Reality Market Dynamics (COVID-19 Impacts) 1.7.1 Market Drivers/Opportunities 1.7.2 Market Challenges/Risks 1.7.3 Market News (Mergers/Acquisitions/Expansion) 1.7.4 COVID-19 Impacts on Current Market 1.7.5 Post-Strategies of COVID-19 Outbreak Chapter 2 Mobile Augmented Reality Market Segment Analysis by Player 2.1 Global Mobile Augmented Reality Sales and Market Share by Player (2018-2020) 2.2 Global Mobile Augmented Reality Revenue and Market Share by Player (2018-2020) 2.3 Global Mobile Augmented Reality Average Price by Player (2018-2020) 2.4 Players Competition Situation & Trends 2.5 Conclusion of Segment by Player Chapter 3 Mobile Augmented Reality Market Segment Analysis by Type 3.1 Global Mobile Augmented Reality Market by Type 3.1.1 Head-mounted Displays 3.1.2 Virtual Retinal Displays 3.1.3 Augme
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kennethresearch · 3 years ago
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Augmented Reality and Virtual Reality Market Report Size 2021 Growth, Share, Product Types and Application, Top Key Players with Sales, Price, Business Overview, SWOT Analysis 2030
In a recently published report, Augmented Reality and Virtual Reality Market report for till 2030. The report further now discusses; the various strategies to be adopted or being adopted by the business players across the globe at various levels in the value chain. In view of the global economic slowdown, we further estimated that China, India, Japan and South Korea to recover fastest amongst all the countries in the Asian market. Germany, France, Italy, Spain to take the worst hit and this hit is expected to regain 25% by the end of 2021- Positive Growth in the economic demand and supply.
U S Market recovers fast; In a release on May 4th 2021, the U.S. Bureau and Economic Analysis and U.S. Census Bureau mention the recovery in the U.S. International trade in March 2021. Exports in the country reached $200 billion, up by $12.4 billion in Feb 2021. Following the continuous incremental trend, imports tallied at $274.5 billion, picked up by $16.4 billion in Feb 2021. However, as COVID19 still haunts the economies across the globe, year-over-year (y-o-y) average exports in the U.S. declined by $7.0 billion from March 2020 till March 2021 whilst imports increased by $20.7 billion during the same time. This definitely shows how the market is trying to recover back and this will have a direct impact on the Healthcare/ICT/Chemical industries, creating a huge demand for Augmented Reality and Virtual Reality Market products.
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Moreover, increase in ICT spending around the globe for hardware, software, services, new technologies and telecom among others is also anticipated to contribute to the growth of the market in the coming years. The spending on new technologies recorded around USD 0.6 million in 2018 and is further estimated to reach close to USD 1.3 million by 2023. The total ICT spending around the globe further recorded close to USD 5 million in 2019 and is further.
Global Augmented Reality and Virtual Reality Market is valued approximately at USD 18.53 billion in 2018 and is anticipated to grow with a healthy growth rate of more than 63.3% over the forecast period 2019-2026. Augmented Reality overlays the digital or virtual content over the existing user’s environment offering immersive digital experience in real-time environment. Virtual reality on the other hand is a 3D environment generated by the computer which completely immerses end-users in an artificial world without seeing the real-world. The AR applications are developed on special 3D programs enabling the developer to integrate contextual or digital content with the real world in real time. While the VR offers realistic user experience of artificial world in interactive simulated environment. The market growth is primarily driven by increasing penetration of smartphones & connected devices in multiple Device Type sectors and the soaring demand for AR and VR in the retail and e-commerce sectors and business enterprises.
The growing use of these technologies in other sectors such as healthcare, education and Media & entertainment further fuels the market growth. Further, the upsurge in the Video gaming industry due to the integration of AR and VR devices which provides realistic feel to the gamers through 3D visualization and animation has led the adoption of Augmented Reality and Virtual Reality across the forecast period. Also, augmented and virtual reality provides a cost-effective and efficient solution in training and skill development, as it replicates the actual scenarios by using technologies, is expected to fuel the demand for Augmented Reality and Virtual Reality. The rise in investments through major market players for the development of AR and VR devices presents an opportunistic market.
In the statistics by Eurostat, the total value of the ICT sector including manufacturing and services of ICT in Europe, was estimated to be more than EUR 475 billion in the year 2017. Out of these, the ICT services sector accounted for the largest share. Moreover, the ICT services sector is predicted to be ten times larger than that of ICT manufacturing. On the other hand, the ICT services consist of computer programming, consultancy and related activities, along with telecommunication activities, out of which the former held about 49.1% share while the latter held around 30.3% share in the year 2017. These factors are estimated to impact positively towards the growth of the market in the next few years. According to the statistics by GSMA Intelligence, total cellular connections worldwide as of May 2020 was recorded to 10,18 billion.
As per the Eurostat, the total value of the ICT sector in Europe, including the ICT manufacturing and ICT services, was estimated to be more than EUR 475 billion in 2017. In this sector, the ICT services account for the major share as it is predicted to be ten times larger than the share held by ICT manufacturing. ICT services consist of computer programming, consultancy and related activities which held about 49.1% share while the telecommunications activities held around 30.3% share in the segment in 2017. These factors are estimated to impact the market growth in a positive manner in the next few years.
The regional analysis of global Augmented Reality and Virtual Reality market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the rapid adoption of new technology by the masses and presence of several augmented & virtual reality companies. U.S. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2019-2026. Factors such as rise in adoption of technologically advanced solutions, increase in application areas among end-use industries, and surge in penetration of smartphones in the emerging economies such as China and India would create lucrative growth prospects for the Augmented Reality and Virtual Reality market across Asia-Pacific region.
Major market player included in this report are: Sony Corporation (Japan) Oculus VR (US) Samsung Electronics Co. Ltd. (South Korea) HTC Corporation (Taiwan) Google Inc. (US) PTC Inc. (US) Microsoft Corporation (US) Wikitude (Austria) DAQRI (US) Zugara (US)
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below: By Device Type: AR Devices VR Devices By Component: Hardware Software
By Application: Commercial Consumer Aerospace & Defense Healthcare Enterprise
By Region: North America U.S. Canada Europe UK Germany Asia Pacific China India Japan Latin America Brazil Mexico Rest of the World
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Furthermore, years considered for the study are as follows:
Historical year – 2016, 2017 Base year – 2018 Forecast period – 2019 to 2026
Target Audience of the Global Augmented Reality and Virtual Reality Market in Market Study:
Key Consulting Companies & Advisors Large, medium-sized, and small enterprises Venture capitalists Value-Added Resellers (VARs) Third-party knowledge providers Investment bankers Investor
Chapter 1. Executive Summary 1.1. Market Snapshot 1.2. Global & Segmental Market Estimates & Forecasts, 2017-2026 (USD Billion) 1.2.1. Augmented Reality and Virtual Reality Market, by Region, 2017-2026 (USD Billion) 1.2.2. Augmented Reality and Virtual Reality Market, by Device Type, 2017-2026 (USD Billion) 1.2.3. Augmented Reality and Virtual Reality Market, by Component, 2017-2026 (USD Billion) 1.2.4. Augmented Reality and Virtual Reality Market, by Application, 2017-2026 (USD Billion) 1.3. Key Trends 1.4. Estimation Methodology 1.5. Research Assumption Chapter 2. Global Augmented Reality and Virtual Reality Market Definition and Scope 2.1. Objective of the Study 2.2. Market Definition & Scope 2.2.1. Scope of the Study 2.2.2. Industry Evolution 2.3. Years Considered for the Study 2.4. Currency Conversion Rates Chapter 3. Global Augmented Reality and Virtual Reality Market Dynamics 3.1. Augmented Reality and Virtual Reality Market Impact Analysis (2018-2026) 3.1.1. Market Drivers 3.1.2. Market Challenges 3.1.3. Market Opportunities Chapter 4. Global Augmented Reality and Virtual Reality Market: Industry Analysis 4.1. Porter’s 5 Force Model 4.1.1. Bargaining Power of Suppliers 4.1.2. Bargaining Power of Buyers 4.1.3. Threat of New Entrants 4.1.4. Threat of Substitutes 4.1.5. Competitive Rivalry 4.1.6. Futuristic Approach to Porter’s 5 Force Model (2016-2026) 4.2. PEST Analysis 4.2.1. Political 4.2.2. Economical 4.2.3. Social 4.2.4. Technological 4.3. Investment Adoption Model 4.4. Analyst Recommendation & Conclusion Chapter 5. Global Augmented Reality and Virtual Reality Market, by Device Type 5.1. Market Snapshot 5.2. Global Augmented Reality and Virtual Reality Market by Device Type, Performance – Potential Analysis 5.3. Global Augmented Reality and Virtual Reality Market Estimates & Forecasts by Device Type 2016-2026 (USD Billion) 5.4. Augmented Reality and Virtual Reality Market, Sub Segment Analysis 5.4.1. AR Devices 5.4.2. VR Devices
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sotimemachinesweets · 3 years ago
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Artificial Intelligence in Education Market 2026 Emergence by Key Opinion Leaders, Current Industry Scenario, Future Merchandise Size, Macro Economical and Governing Factors
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Artificial Intelligence in Education Market was valued at USD 390.23 million in 2017 and expected to grow at CAGR 36.4% over the forecast period 2019–2026. Artificial intelligence in education market is expected to witness exponential growth during the forecast period, 2019–2026. This is attributed to increased adoption of advanced technologies in education sector such as intelligent tutoring systems (ITS), chatbots, and others for better understanding of concept among students. Additionally, rapid adoption to digitization and cloud-based technologies are expected to boost the AI in education market. Implementation of AI in education is expected to bring in opportunities for time management including grading & admissions, and behavior management of students through face recognition capabilities. AI integrated with augmented and virtual reality installed on digital devices such as smartphones, tablets and wearable devices for students are expected to drive the artificial intelligence in education market during the forecast period, 2019–2026. Analyzing of large inputs of data generated by education software is processed by NLP technology. This results to increased usage of NLP technology in educational applications to synthesize the generated educational data owing to rise in demand for NLP technology in artificial intelligence in education market. Integration of NLP technology in educational institutes assists in developing an effective e-learning content thus improving the academic performance. Grab a Free Sample PDF copy of the Artificial Intelligence in Education Market Report 2019 @ https://straitsresearch.com/report/artificial-intelligence-in-education-market/request-sample The Major Players Covered in this Report: International Business Machines Corporation (U.S.), Google (U.S.), Pearson (U.K), Microsoft (U.S.), Cognizant (U.S.), Amazon Web Services, Inc. (U.S.), DREAMBOX LEARNING (U.S.), Fishtree Inc. (U.S.), BridgeU (U.S.), Jellynote (France), Metacog, Inc. (U.S.), & More... By Component, Solution, Services, By Deployment type, On-premises, Cloud-based By Technology, Machine Learning, Deep learning, Natural Language Processing (NLP), Others By Application, ITS, Virtual facilitators, Content delivery systems, Interactive websites, Chatbots, Others By End User, Higher Education Institutes, Universities, K-12 Education, Corporate training, Others View Full Report @ https://straitsresearch.com/report/artificial-intelligence-in-education-market/global/ Growing Domestic Demand and Expanding Pharmaceutical Sector to Drive the Demand for Artificial Intelligence in Education in the APAC Region Asia-Pacific region is anticipated to hold the largest market share in the global Artificial Intelligence in Education market during the forecast period 2019-2026. The growth in this region can be attributed to the presence of emerging economies like India, China, Japan, Vietnam, and Indonesia, which account for the largest share in this region. India is one of the largest producers of Artificial Intelligence in Education and a major exporter of the product to various countries across the globe. India accounts for around 80% of the world’s exports of Artificial Intelligence in Education. The favorable climatic conditions and growth of agricultural inputs and allied services like cold storage and warehousing in India are prompting higher production. Buy Full Report with Detail Analysis with COVID-19 Impact –https://straitsresearch.com/buy-now/artificial-intelligence-in-education-market/global/ Why buy this report? Our report covers artificial intelligence in education market insights, focusing on recent developments in the market in different regions and development strategies of the companies. Moreover, the following sections are specifically covered in the report. a. Definitive Market Data b. Competitor Analysis c. The market concentration of the top five players d. Analysis of artificial intelligence in the education market by regions e. Potential Ventures View this report with a detailed description and TOC @ https://straitsresearch.com/report/artificial-intelligence-in-education-market/toc Would you like to discuss Artificial Intelligence in Education Market challenges with the experts at Straits Research? For more details, please contact us - Straits Research Email: [email protected] Address: 825 3rd Avenue, New York, NY 10022 Tel: +1 646 480 7505, +44 208 068 9665 Website: https://straitsresearch.com/ About Us: Regardless of whether you're looking at business sectors in the next town or crosswise over continents, we understand the significance of being acquainted with what customers purchase. We overcome the issues of our customers by recognizing and deciphering just the target group, while simultaneously generating leads with the highest precision. We seek to collaborate with our customers to deliver a broad spectrum of results through a blend of market and business research approaches.
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shashiemrf · 3 years ago
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Transparent Display Market Next Big Thing | Industry Growth Drivers, Platforms Type and Geographical Overview 2024
Market Highlights
Transparent displays are a core element for the emerging wearable computing devices. Therefore, wearable display manufacturers are focusing and investing in this technology to improve its transparent wearable display devices, considering factors such as size, cost, power consumption, resolution, and contrast. Growing demand for transparent displays such as organic light-emitting diode (OLED), passive-matrix OLED (PMOLED), augmented transparent displays, and rollable transparent displays are expected to propel the growth of the market. As these displays consume less power, they are witnessing a growing demand owing to the rising adoption of energy efficient materials by companies across industry verticals.
The Global Transparent Display Market is Expected to Grow from USD 412.2 Million in 2018 to USD 3,744.8 Million by 2024, at a CAGR of 44.5% During the Forecast Period.
Regional Analysis
Asia-Pacific holds the largest market share in transparent display market owing to the growing demand for these displays in various industries, including automotive where they are used as windshields and in retail chains, where they are used for displaying advertisements. The companies in this region are investing in research and development of products to explore new opportunities across various applications. In June 2019, Leyard Optoelectronic, a Chinese electronics manufacturer producing LED products, launched a next-generation Planar LookThru transparent OLED display, leveraging the transparent organic light-emitting diode (OLED) technology to provide a self-emitting transparent display without the need for backlighting or enclosures. The market in North America is expeced to show significant growth in the coming years owing to the innovative developments in the field of HMDs and virtual reality technology. Moreover, the advancements in gaming industry in this region is expected to create significant opportunities for the transparent display market. Furthermore, the growing demand for transparent displays in the automotive industry in European countries, especially in Germany, is expected to significantly contribute to the growth of this market.
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Key Players
The prominent players in the global transparent display market are Planar Systems (US), Samsung Display (South Korea), Pro Display (UK), Crystal Display System (UK), LG Electronics (South Korea), Panasonic Corporation (Japan), BenQ (Taiwan), ClearLED (US), Kent Optronics (US), and NEC Display Solutions (Japan).
Other players in the global transparent display market are Universal Display Corporation (US), Evoluce GmbH (Germany), Globus Infocom Ltd. (India), Hangzhou Hikvision Digital Technology Co., Ltd (China), Japan Display Inc. (Japan), Optinvent (France), Pilot Screentime GmbH (Germany), Shenzhen NEXNOVO Technology co., Ltd (China), Shenzhen HOXLED Optoelectronic Technology Co., Ltd. (China), and Shenzhen AuroLED Technology Co., Ltd (China), among others.
Table of Content:
4 Market Landscape
4.1 Porter’s Five Forces Analysis
4.1.1 Threat Of New Entrants
4.1.2 Bargaining Power Of Buyers
4.1.3 Threat Of Substitutes
4.1.4 Intensity Of Rivalry
4.1.5 Bargaining Power Of Suppliers
4.2 Value Chain/Supply Chain Of Global Functional Printing Market
5 Market Landscape
5.1 Introduction
5.2 Growth Drivers
5.3 Impact Analysis
5.4 Market Restraints
6 Market Trends
6.1 Introduction
6.2 Growth Trends
6.3 Impact Analysis
7 Global Functional Printing Market, By Display Size
7.1 Introduction
7.2 Small And Medium-Sized
7.2.1 Market Estimates & Forecast, 2020–2027
7.3 Large
7.3.1 Market Estimates & Forecast, 2020–2027
8 Global Functional Printing Market, By Resolution
8.1 Introduction
8.2 Ultra-High Definition (UHD)
8.2.1 Market Estimates & Forecast, 2020–2027
8.3 Full HD
8.3.1 Market Estimates & Forecast, 2020–2027
8.4 HD
8.4.1 Market Estimates & Forecast, 2020–2027
9 Global Functional Printing Market, By Technology
9.1 Introduction
9.2 LCD
9.2.1 Market Estimates & Forecast, 2020–2027
9.3 OLED
9.3.1 Market Estimates & Forecast, 2020–2027
9.4 Others
9.4.1 Market Estimates & Forecast, 2020–2027
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About Us
Market Research Future (MRFR) is an esteemed company with a reputation of serving clients across domains of information technology (IT), healthcare, and chemicals. Our analysts undertake painstaking primary and secondary research to provide a seamless report with a 360 degree perspective. Data is compared against reputed organizations, trustworthy databases, and international surveys for producing impeccable reports backed with graphical and statistical information.
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aigfgm · 3 years ago
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Gaming platforms have seen nearly 50% growth in new user registrations after Covid': Ronald Landers
The gaming industry has been creating abundant direct and indirect jobs owing to the exponential growth in the number of users post Covid. Marketing and capitalisation in the industry has also witnessed a boom. Gaming Federation's CEO, Roland Landers, opens up on the rising trends in the gaming industry, giving insights about the need for a regulatory body, advertising in games, and more. Landers shares that the Indian online gaming industry is flourishing in terms of users, revenue and investments. 
Rising trends of the online gaming industry over the years
The online gaming sector in India has witnessed an exponential growth in the last few years. It has started growing rapidly and now has a user base of around 360 million which is projected to grow faster than the global online gaming segment. Online gaming and streaming have seen a new boom, the gameplay has increased three folds on the online platform and many online skill gaming platforms are reporting three times more user engagement and higher traffic in mobile gaming. Some of the biggest trends in 2021 have been:
• Gaming is becoming more interactive, immersive and social
• Gaming technologies are becoming more affordable 
• The emphasis has shifted to localized themes and games. Many indigenous game developers are building titles in multiple local languages for customized content
• The introduction of cloud gaming services Arcade and Stadia
• Advancement in augmented reality (AR) and virtual reality (VR)
• Smartphone penetration with affordable & faster data 
• Growth of Digital ecosystem for payments
• Growing investments in the sector
• Increased recognition and growing popularity amongst the youngsters have made it a valuable career option 
This phenomenal change in online gaming has given way to numerous tech trends which will be ruling the roost in the coming years.
What do you think of having a centralized regulatory body to avoid stakeholder violations? 
Currently, the gaming industry follows a self-regulatory model which incorporates the necessary checks and balances to ensure sufficient responsible gaming and protection of gamers. Regulating this sunrise sector can boost investment trends in states, create jobs, and contribute economically.
The Indian gaming industry over the years has been working to bring due attention to this sunrise sector. As an industry body, AIGF has been at the forefront of ensuring global best practices for its stakeholders through the self-regulation skill games charter that covers all aspects of the online business process. AIGF’s self-regulatory mechanism needs to be recognized and strengthened for uniformity.
Some of the initiatives that need to be considered are; Instead of taking restrictive actions against online skill gaming, States should aim to collaborate positively with industry stakeholders to develop a regulatory model that is in the best interest of all parties involved. AIGF and its advisory panel of domain experts will be very happy to assist in playing a consultative role with the relevant policy makers for the same.
A look at technological progress, a game-changer for the online gaming industry 
The Indian online gaming industry is thriving in terms of users, revenue, investments, etc. The increased use of pocket-friendly gadgets like smartphones made it easy to access data whilst the proliferation of digital payment applications has benefited the growth of this industry. The unrelenting ‘Covid’ pandemic was in reality a test of the sector’s robustness and determination to grow despite the constraints.
India is predominantly a smartphone-first market, with audiences preferring mobile gaming and esports over other devices. With the passage of time, the Indian online gaming industry has matured, and players are branching out beyond handheld devices. Moreover, the amelioration of technology has further influenced online gaming, to the point that certain gamers have softened the boundaries between realism and fiction.
This industry is driven profusely by Mobile Gaming technology and in recent years, the advancement of innovations such as machine learning (ML), artificial intelligence (AI), virtual reality (VR), and augmented reality (AR), among others have intensified.
Technology innovations are changing the world with the market metamorphosing and expanding through many of its verticals, including e-sports, fantasy sports, card games, and other skill-based education.
However, as the industry evolves, self-regulating industry bodies like the AIGF must enforce their responsible gaming guidelines covering minor gameplay, security, data safety, content guidelines, etc.
How has the lockdown impacted the growth of the gaming industry? 
Yes, the gaming industry in India saw a surge during the lockdown last year. The number of games played and hours spent online had shot up. The gaming platforms had seen approximately 50% growth in new user registrations and also witnessed around a 20% increase in terms of daily active users.
Furthermore, Online gaming continues to see a rise and the segment will further grow across all its verticals viz, esports, fantasy sport, casual gaming, and other games of skill. Though in my opinion, revenue growth will be led by mobile-based real-money gaming applications across these verticals.  
How have the gaming apps transitioned? What attracts brands to this segment and what kind of brands capitalize on the same?
The scope of the AIGF covers all forms of Online Skill Gaming that are subscription based (ORMG). However, for the leading youth-centric brands, advertisement-led online gaming platforms happen to be the topmost on their media plans considering the overlap in the target audience.
Expected revenues and growth numbers of the gaming industry
As per the EY-FICCI Report 2021, the online gaming segment grew 18% in 2020 to reach INR77 billion, as online gamers increased by 20% from 300 million in 2019 to 360 million in 2020, transaction-based game revenues increased by 21% due to fantasy sports, and casual gaming revenues increased by 8%, led by in-app purchases. They estimate that the online gaming industry will continue to grow and reach 500 million gamers by 2025 to become the third-largest segment of the Indian M & E sector.
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