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Augmented and Virtual Reality in Education Market By Offering (Software, Hardware, Services), By Devices Type (Mobile Computing Devices, Interactive Whiteboards, Virtual Reality Devices, Projectors & Display Walls), By Application (Corporate Learning Management, Classroom Learning, Certifications, E-Learning, Virtual Field Trips, Student Recruitment), and By Region; Growth Trends & Forecasts (2024 - 2030)

Published: February, 2024  
|   Report ID: SE3167  
|   Semiconductor and Electronics

As per Intent Market Research, the Augmented and Virtual Reality in Education Market was valued at USD 3.7 billion in 2023-e and will surpass USD 21.9 billion by 2030; growing at a CAGR of 29.1% during 2024 - 2030.

The Augmented and Virtual Reality (AR/VR) in Education Market is witnessing significant growth, driven by the increasing demand for innovative and immersive learning experiences. This market is characterized by the adoption of cutting-edge technologies aimed at enhancing educational engagement and retention among students. As educational institutions and organizations recognize the potential of AR/VR to transform traditional teaching methods, investments in these technologies are expected to surge.

The segments within the AR/VR in Education Market include hardware, software, and services. Each segment presents unique opportunities and challenges. The hardware segment, encompassing devices such as headsets and sensors, is expected to be the largest due to the essential role these devices play in delivering immersive educational experiences. Meanwhile, the software segment is projected to grow rapidly, driven by the demand for interactive and engaging educational content. Services, which include training and technical support, also play a crucial role in the implementation and adoption of AR/VR technologies in educational settings. As these segments evolve, the market is expected to witness a diversification of applications, ranging from K-12 education to higher education and corporate training.

 Augmented and Virtual Reality in Education Market

Hardware Segment is Largest Owing to High Adoption Rates

The hardware segment of the Augmented and Virtual Reality in Education Market is poised to be the largest due to the essential role it plays in delivering immersive experiences. Devices such as virtual reality headsets and augmented reality glasses are critical for engaging students in interactive learning environments. As educational institutions increasingly invest in technology to improve learning outcomes, the demand for high-quality AR/VR hardware is expected to rise significantly. Major manufacturers are focusing on developing affordable yet advanced hardware solutions to cater to the growing needs of educational institutions.

Furthermore, the integration of AR/VR hardware into curricula has demonstrated positive results in student engagement and retention rates. Research indicates that students exposed to immersive learning experiences retain information more effectively than through traditional teaching methods. This effectiveness is driving schools and universities to allocate a substantial portion of their budgets toward hardware investments, thereby solidifying the segment's dominance in the market. The collaboration between hardware manufacturers and educational content creators is expected to enhance the capabilities of AR/VR devices, fostering a richer learning environment.

Software Segment is Fastest Growing Owing to Content Demand

The software segment in the Augmented and Virtual Reality in Education Market is experiencing rapid growth, driven by the increasing demand for interactive and engaging content. Educational institutions are recognizing the need for specialized software solutions that leverage AR and VR technologies to create immersive learning experiences. As a result, the development of educational software applications that integrate AR/VR functionalities is on the rise, making this segment the fastest-growing in the market.

Innovative software solutions allow educators to create personalized learning experiences tailored to the needs of individual students. These applications encompass various subjects, from science and mathematics to arts and humanities, enhancing students' understanding and retention of complex concepts. The growing adoption of AR/VR-based simulations, gamified learning, and virtual classrooms is expected to drive substantial investment in educational software, fueling its rapid expansion. As educational content continues to evolve, partnerships between software developers and educational institutions are likely to flourish, further accelerating growth in this segment.

Services Segment is Largest Owing to Implementation Support

In the Augmented and Virtual Reality in Education Market, the services segment is the largest, primarily due to the critical support it provides in implementing and maintaining AR/VR technologies in educational institutions. Services include training, technical support, and consultation, which are essential for the successful integration of AR/VR into existing curricula. Educational institutions often require guidance and assistance to effectively utilize these technologies, driving demand for comprehensive service offerings.

The role of service providers extends beyond mere implementation; they also facilitate ongoing training for educators and students to maximize the benefits of AR/VR technologies. As institutions aim to enhance their teaching methodologies and improve student engagement, the reliance on skilled service providers is expected to grow. This trend underscores the importance of establishing strong partnerships between educational institutions and service providers, ensuring that the latest AR/VR technologies are effectively integrated into teaching practices. The services segment is expected to remain a vital component of the market, providing the necessary infrastructure for sustained growth.

K-12 Education Segment is Largest Owing to Growing Adoption

The K-12 education segment of the Augmented and Virtual Reality in Education Market is the largest, driven by the increasing adoption of AR/VR technologies in primary and secondary schools. Educational institutions at this level are increasingly leveraging immersive learning tools to enhance student engagement and improve learning outcomes. The ability of AR/VR to transform abstract concepts into tangible experiences makes it particularly appealing for K-12 educators.

Moreover, the implementation of AR/VR technologies in K-12 settings aligns with the growing trend of personalized learning. These technologies enable teachers to tailor educational experiences to meet the diverse needs of students, fostering a more inclusive learning environment. As schools seek to equip students with the skills needed for the future workforce, investments in AR/VR technologies are expected to rise, solidifying K-12 education as the largest segment within the market. The collaboration between educational content providers and K-12 institutions will further drive the adoption of AR/VR solutions, enhancing their educational offerings.

Higher Education Segment is Fastest Growing Owing to Innovative Learning Approaches

The higher education segment is witnessing rapid growth within the Augmented and Virtual Reality in Education Market, primarily due to the increasing demand for innovative and engaging learning approaches. Universities and colleges are recognizing the potential of AR/VR technologies to provide immersive learning experiences that enhance student engagement and knowledge retention. This segment is projected to experience significant growth as institutions aim to differentiate their educational offerings in a competitive landscape.

Innovative learning applications, such as virtual labs and remote field trips, are becoming increasingly popular among higher education institutions. These applications allow students to participate in realistic simulations and hands-on experiences that would otherwise be logistically challenging or costly. The rise of online learning platforms and hybrid educational models further accelerates the adoption of AR/VR technologies in higher education, positioning this segment as the fastest-growing within the market. As institutions continue to invest in these technologies, collaboration with AR/VR content creators will be crucial for developing tailored solutions that meet the specific needs of higher education.

Corporate Training Segment is Largest Owing to Skill Development Needs

The corporate training segment within the Augmented and Virtual Reality in Education Market is the largest, driven by the growing demand for effective skill development and training programs in various industries. Companies are increasingly adopting AR/VR technologies to create immersive training experiences that enhance employee engagement and retention of information. This segment is gaining traction as organizations recognize the benefits of utilizing AR/VR for onboarding, skills training, and simulations.

Moreover, AR/VR technologies offer unique advantages in terms of cost savings and efficiency. By providing employees with realistic training scenarios, companies can reduce the need for physical resources and minimize risks associated with traditional training methods. The ability to simulate real-world situations enables employees to practice and develop their skills in a safe and controlled environment, leading to improved performance and productivity. As organizations continue to prioritize employee development, the corporate training segment is expected to maintain its position as the largest segment within the market.

North America is the Largest Region Owing to Advanced Technological Infrastructure

North America is the largest region in the Augmented and Virtual Reality in Education Market, primarily due to its advanced technological infrastructure and high adoption rates of AR/VR technologies across educational institutions. The region is home to several leading technology companies and innovative educational institutions that are actively investing in AR/VR solutions. The presence of a robust ecosystem, comprising hardware manufacturers, software developers, and service providers, facilitates the growth of the market in this region.

Furthermore, the emphasis on enhancing educational experiences and outcomes has led to significant investments in AR/VR technologies by schools, universities, and corporate training organizations. Government initiatives and funding programs aimed at promoting technology integration in education are further fueling the growth of the AR/VR market in North America. As educational institutions in the region continue to embrace innovative teaching methods, North America is expected to maintain its dominance in the AR/VR in Education Market throughout the forecast period.

Competitive Landscape and Leading Companies

The competitive landscape of the Augmented and Virtual Reality in Education Market is characterized by a diverse range of players, including hardware manufacturers, software developers, and service providers. The market is witnessing increased collaboration and partnerships between technology providers and educational institutions, aimed at developing tailored solutions that meet the specific needs of educators and learners.

Key players in the market include:

  1. Google LLC: A leading technology company known for its innovative AR/VR solutions, including Google Expeditions for educational purposes.
  2. Microsoft Corporation: The creator of HoloLens, which offers immersive experiences for education and training.
  3. Qualcomm Technologies, Inc.: A key player in developing AR/VR hardware and software, focusing on enhancing educational experiences.
  4. Oculus VR (Meta Platforms, Inc.): A pioneer in virtual reality technology, providing headsets and platforms for immersive learning.
  5. zSpace, Inc.: Specializes in AR/VR solutions for K-12 education, offering interactive learning experiences.
  6. EON Reality, Inc.: Focuses on developing AR/VR content for educational institutions and enterprises.
  7. Unity Technologies: Provides a platform for creating immersive educational content and applications.
  8. Immersive VR Education PLC: Offers a platform for creating and sharing VR educational content.
  9. HTC Corporation: Known for its Vive headsets, which are increasingly used in educational settings.
  10. Wikitude GmbH: Specializes in augmented reality solutions for educational applications.

Report Objectives:

The report will help you answer some of the most critical questions in the Augmented And Virtual Reality In Education Market. A few of them are as follows:

  1. What are the key drivers, restraints, opportunities, and challenges influencing the market growth?
  2. What are the prevailing technology trends in the augmented and virtual reality in education market?
  3. What is the size of the augmented and virtual reality in education market based on segments, sub-segments, and regions?
  4. What is the size of different market segments across key regions: North America, Europe, Asia Pacific, Latin America, Middle East & Africa?
  5. What are the market opportunities for stakeholders after analyzing key market trends?
  6. Who are the leading market players and what are their market share and core competencies?
  7. What is the degree of competition in the market and what are the key growth strategies adopted by leading players?
  8. What is the competitive landscape of the market, including market share analysis, revenue analysis, and a ranking of key players?

Report Scope:

Report Features

Description

Market Size (2023-e)

USD 3.7 billion

Forecasted Value (2030)

USD 21.9 billion

CAGR (2024-2030)

29.1%

Base Year for Estimation

2023-e

Historic Year

2022

Forecast Period

2024-2030

Report Coverage

Market Forecast, Market Dynamics, Competitive Landscape, Recent Developments

Segments Covered

Augmented and Virtual Reality in Education Market By Offering (Software, Hardware, Services), By Devices Type (Mobile Computing Devices, Interactive Whiteboards, Virtual Reality Devices, Projectors & Display Walls), By Application, (Corporate Learning Management, Classroom Learning, Certifications, E-Learning, Virtual Field Trips, Student Recruitment)

Regional Analysis

North America (US, Canada), Europe (Germany, France, UK, Spain, Italy & Rest of Europe), Asia Pacific (China, Japan, South Korea, India, and rest of Asia Pacific), Latin America (Brazil, Mexico, Argentina, & Rest of Latin America), Middle East & Africa (Saudi Arabia, South Africa, Turkey, United Arab Emirates, & Rest of MEA)

Customization Scope

Customization for segments, region/country-level will be provided. Moreover, additional customization can be done based on the requirements

1.Introduction

1.1.Market Definition

1.2.Scope of the Study

1.3.Research Assumptions

1.4.Study Limitations

2.Research Methodology

2.1.Research Approach

2.1.1.Top-Down Method

2.1.2.Bottom-Up Method

2.1.3.Factor Impact Analysis

2.2.Insights & Data Collection Process

2.2.1.Secondary Research

2.2.2.Primary Research

2.3.Data Mining Process

2.3.1.Data Analysis

2.3.2.Data Validation and Revalidation

2.3.3.Data Triangulation

3.Executive Summary

3.1.Major Markets & Segments

3.2.Highest Growing Regions and Respective Countries

3.3.Impact of Growth Drivers & Inhibitors

3.4.Regulatory Overview by Country 

4.Augmented and Virtual Reality in Education Market, by Offering (Market Size & Forecast: USD Billion, 2024 – 2030)

4.1.Software

4.2.Hardware

4.2.1.Controllers

4.2.2.Projectors and Displays

4.2.3.Cameras

4.2.4.Sensors

4.2.5.Others (Integrated Circuits)

4.3.Services

4.3.1.Professional Services

4.3.2.Managed Services

5.Augmented and Virtual Reality in Education Market, by Devices Type (Market Size & Forecast: USD Billion, 2024 – 2030)

5.1.Mobile Computing Devices

5.2.Interactive Whiteboards

5.3.Virtual Reality Devices

5.3.1.Head Mounted Displays

5.3.2.Gesture Tracing Device

5.4.Projectors & Display Walls

5.5.Others (Security & Video Cameras and Attendance Tracking System)

6.Augmented and Virtual Reality in Education Market, by Application (Market Size & Forecast: USD Billion, 2024 – 2030)

6.1.Corporate Learning Management

6.2.Classroom Learning

6.3.Certifications

6.4 Student Recruitment

6.5.Virtual Field Trips

6.6.E-Learning

6.7.Others

7.Regional Analysis (Market Size & Forecast: USD Billion, 2024 – 2030)

7.1.Regional Overview

7.2.North America

7.2.1.Regional Trends & Growth Drivers

7.2.2.Barriers & Challenges

7.2.3.Opportunities

7.2.4.Factor Impact Analysis

7.2.5.Technology Trends

7.2.6.North America Augmented and Virtual Reality in Education Market, by Offering

7.2.7.North America Augmented and Virtual Reality in Education Market, by Devices Type

7.2.8.North America Augmented and Virtual Reality in Education Market, by Application

                             *Similar segmentation will be provided at each regional level

7.3.By Country

7.3.1.US

7.3.1.1.US Augmented and Virtual Reality in Education Market, by Offering

7.3.1.2.US Augmented and Virtual Reality in Education Market, by Devices Type

7.3.1.3.US Augmented and Virtual Reality in Education Market, by Application

7.3.2.Canada

                                        *Similar segmentation will be provided at each country level

7.4.Europe

7.5.APAC

7.7.Latin America

7.8.Middle East & Africa

8.Competitive Landscape

8.1.Overview of the Key Players

8.2.Competitive Ecosystem

8.2.1.Platform Manufacturers

8.2.2.Subsystem Manufacturers

8.2.3.Service Providers

8.2.4.Software Providers

8.3.Company Share Analysis

8.4.Company Benchmarking Matrix

8.4.1.Strategic Overview

8.4.2.Product Innovations

8.5.Start-up Ecosystem

8.6.Strategic Competitive Insights/ Customer Imperatives

8.7.ESG Matrix/ Sustainability Matrix

8.8.Manufacturing Network

8.8.1.Locations

8.8.2.Supply Chain and Logistics

8.8.3.Product Flexibility/Customization

8.8.4.Digital Transformation and Connectivity

8.8.5.Environmental and Regulatory Compliance

8.9.Technology Readiness Level Matrix

8.10.Technology Maturity Curve

8.11.Buying Criteria

9.Company Profiles

9.1.Sony

9.1.1.Company Overview

9.1.2.Company Financials

9.1.3.Product/Service Portfolio

9.1.4.Recent Developments

9.1.5.IMR Analysis

              *Similar information will be provided for other companies 

9.2.HTC

9.3.Meta

9.4.Alphabet

9.5.Microsoft

9.6.Panasonic Corporation

9.7.Lenovo

9.8.Oracle

9.10.Cornerstone Ondemand

10.Appendix

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A comprehensive market research approach was employed to gather and analyze data on the Augmented and Virtual Reality in Education Market. In the process, the analysis was also done to estimate the parent market and relevant adjacencies to major the impact of them on the augmented and virtual reality in education Market. The research methodology encompassed both secondary and primary research techniques, ensuring the accuracy and credibility of the findings.

Research Approach - Augmented and Virtual Reality in Education Market

Secondary Research

Secondary research involved a thorough review of pertinent industry reports, journals, articles, and publications. Additionally, annual reports, press releases, and investor presentations of industry players were scrutinized to gain insights into their market positioning and strategies.

Primary Research

Primary research involved conducting in-depth interviews with industry experts, stakeholders, and market participants across the augmented and virtual reality in education ecosystem. The primary research objectives included:

  • Validating findings and assumptions derived from secondary research
  • Gathering qualitative and quantitative data on market trends, drivers, and challenges
  • Understanding the demand-side dynamics, encompassing end-users, component manufacturers, facility providers, and service providers
  • Assessing the supply-side landscape, including technological advancements and recent developments

Market Size Estimation

A combination of top-down and bottom-up approaches was utilized to estimate the overall size of the augmented and virtual reality in education market. These methods were also employed to estimate the size of various subsegments within the market. The market size estimation methodology encompassed the following steps:

  1. Identification of key industry players and relevant revenues through extensive secondary research
  2. Determination of the industry's supply chain and market size, in terms of value, through primary and secondary research processes
  3. Calculation of percentage shares, splits, and breakdowns using secondary sources and verification through primary sources

Bottom Up and Top Down - Augmented and Virtual Reality in Education Market

Data Triangulation

To ensure the accuracy and reliability of the market size estimates, data triangulation was implemented. This involved cross-referencing data from various sources, including demand and supply side factors, market trends, and expert opinions. Additionally, top-down and bottom-up approaches were employed to validate the market size estimates.

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