Statistics and market data on Education & Science
http://www.statista.com/markets/411/topic/962/education-science/
This section provides statistics and facts related to education and science, including information on educational institutions, skills and levels, markets, as well as data on research and development.
Education
https://www.statista.com/search/?q=education
Statistics and Studies from more than 18,000 Sources.
Infographics
http://www.statista.com/chartoftheday/
Complex subjects visualized.
Virtual Reality (VR) – Statistics & Facts
https://www.statista.com/topics/2532/virtual-reality-vr/
Like many other seemingly impossible visions of the future, such as video-calling from a watch or the ability to access almost all the information of the world anytime, anywhere, Virtual Reality (VR) also originates from Science Fiction literature. When computer science slowly took off in the 1960s in the United States, so did research into simulation of different worlds, in which the user can immerse completely. For this reason, VR is also sometimes called ‘immersive multimedia,’ as well as ‘virtual environment (VE)’ or ‘computer-simulated life’.
Video Games & Gaming
https://www.statista.com/markets/417/topic/478/video-games-gaming/
The section on video games and gaming provides information on the video game and gaming industry, from data on the largest players in the business and their financial activities to statistics on the output and consumption of games.
Social gaming – Statistics & Facts
https://www.statista.com/topics/2965/social-gaming/
In 2017 it was estimated that the social online games market in the United States was worth 2.15 billion U.S. dollars and sources predict this figure to surpass 2.4 billion U.S. dollars in 2020.