Global Augmented and Virtual Reality in Education Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Deployment;

On-Premise and Cloud.

By Offering Type;

Software, Hardware and Services.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn670985585 Published Date: December, 2024 Updated Date: January, 2025

Introduction

Global Augmented and Virtual Reality in Education Market (USD Million), 2020 - 2030

In the year 2023, the Global Augmented and Virtual Reality in Education Market was valued at USD 18,597.24 million. The size of this market is expected to increase to USD 53,841.77 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 16.4%.

Augmented and virtual reality technologies are revolutionizing traditional educational paradigms by offering immersive, interactive, and engaging experiences that transcend the limitations of conventional teaching methods. This market encompasses a wide array of applications, from virtual classrooms and interactive simulations to augmented reality textbooks and immersive learning experiences. Augmented reality overlays digital content onto the real world, enhancing learners' perception and understanding of their physical environment. In educational settings, AR applications enable students to explore virtual objects, dissect complex concepts, and interact with three-dimensional models in real-time. From anatomy lessons to historical reenactments, AR enriches educational experiences by providing contextualized and interactive learning opportunities that cater to diverse learning styles and preferences.

Virtual reality immerses learners in entirely digital environments, creating simulated experiences that simulate real-world scenarios or abstract concepts. VR technologies transport students to virtual landscapes, historical events, or scientific phenomena, allowing them to explore, experiment, and learn in a safe and controlled environment. Whether it's exploring the surface of Mars, conducting virtual chemistry experiments, or practicing language skills in a simulated cultural context, VR enables experiential learning that transcends traditional classroom boundaries.

The Global AR/VR in Education Market is driven by a confluence of factors, including the increasing accessibility of AR/VR devices, advancements in immersive technologies, and the growing recognition of the value of experiential learning. Educational institutions, from K-12 schools to universities, are embracing AR/VR as powerful tools for enhancing student engagement, improving learning outcomes, and preparing learners for the demands of the digital age. Additionally, the COVID-19 pandemic has accelerated the adoption of AR/VR in education, as remote and hybrid learning models have highlighted the need for innovative and interactive learning solutions.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Deployment
    2. Market Snapshot, By Offering Type
    3. Market Snapshot, By Region
  4. Global Augmented and Virtual Reality in Education Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Enhanced Learning Experiences

        2. Technological Advancements

        3. Growing Digitalization Trend

      2. Restraints
        1. Cost and Affordability

        2. Technological Complexity

        3. Content Quality Concerns

      3. Opportunities
        1. Remote Learning Solutions

        2. Personalized Learning Environments

        3. Lifelong Learning Initiatives

    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Augmented and Virtual Reality in Education Market, By Deployment, 2020 - 2030 (USD Million)
      1. On-Premise

      2. Cloud

    2. Global Augmented and Virtual Reality in Education Market, By Offering Type, 2020 - 2030 (USD Million)
      1. Software

      2. Hardware

      3. Services

    3. Global Augmented and Virtual Reality in Education Market, By Geography, 2020 - 2030 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Sony Group Corporation (Japan)
      2. HTC Corporation (Taiwan)
      3. Meta (US)
      4. Google (US)
      5. Microsoft (US)
      6. Panasonic Holdings Corporation (Japan)
      7. Vuzix (US)
  7. Analyst Views
  8. Future Outlook of the Market