Opportunity Space
Educational VR Within the market of VR and AR (gaming, telepresence, media, medicine, and education), the education and training sector will be the leading market for the growth for the next five years. By 2022, market projection from OrbisResearch.com expects educational VR sector to grow at a CAGR of 59.14%, which is an increase in revenue of USD 2.2B. As VR technology is still a growing sector, it is very likely that the usage of VR in fields like education will increase, just like what the stats are implying. The market of educational VR poses excellent success in the future as VR has proven to improve students motivation and engagement in learning.
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Game-based LearningAccording to the most recent market projection done by Metaari, they expect the global Game-Based Learning market to quadruple in revenue by 2023 with reaching the US $17 billion. In fact, Metaari has done a future market projection on six other advanced learning technology and the market for GBL has the highest growth rate out of all. The main reason for this outcome is the unique market condition of GBL which has many rooms for adoption from other advanced technology such as Augmented Reality, Virtual Reality, and Artificial Intelligence. This partnership reboots the market lifecycle for GBL allowing more room for it to grow.
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Marketing Plan
Vreakout will focus on creating products for the K-12 level (mostly secondary level) in the beginning. With further investment, we have a project for higher education level. Vreakout is a subscription-based product, and the prices are located below.
What's included?
Competitors?
Vreakout is the First VR Escape Room for Education
Vreakout is the first in the field to accommodate VR Escape Room with education. Being the first means that we do not have a specific competition. However, some firms focus on the concept of escape room without the VR component. The biggest company that would be possible competition is BreakOut Edu. |
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