Global Augmented and Virtual Reality in Education Market (2023-2028) by Offering, Device Type, Deployment, Application, and Regional Analysis, AI and Sustainability Footprints, and Market Success Strategies

Publish Date

27-10-2023

Report ID

JI-Consumer G&S-002

Pages

198

Report Format
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Introduction

The Global Augmented and Virtual Reality Market in Education Market is estimated to be USD 3.1 Bn in 2023 and is expected to reach USD 7.15 Bn by 2028, growing at a CAGR of 18.20%.

In the realm of education, the continuous evolution and expansion of Augmented Reality (AR) and Virtual Reality (VR) technologies stand as significant drivers for innovation. These advancements offer a transformative force, enhancing educational experiences through immersive simulations, realistic virtual environments, and interactive content. The ongoing progress in AR and VR contributes to an overall improvement in educational content and delivery methods, engaging students in ways not achievable through traditional approaches.

However, the global AR and VR in education market faces notable restraints. Technical glitches and compatibility issues pose challenges as educational institutions integrate AR and VR solutions into their systems. Seamless integration and resolution of technical problems are imperative to prevent disruptions in the learning experience. The absence of standardized practices and interoperability among different AR and VR platforms presents another hurdle, limiting scalability and adoption in educational settings. Addressing these challenges requires the establishment of industry standards to promote compatibility and facilitate the integration of diverse technologies.

Opportunities and Trending News in the Business

Amid these challenges, there are exciting opportunities for the AR and VR in education market. The integration of Artificial Intelligence (AI) with AR and VR technologies holds immense potential for transforming education. AI can personalize and adapt educational content, tailoring it to individual learning needs by analyzing student performance data. This integration has the power to revolutionize traditional teaching methods, making education more engaging, effective, and customized for each student’s pace and learning style.

An exemplary initiative, Blue Nudge, is leading the charge in environmental education by leveraging cutting-edge AR and VR technologies. Through immersive and transformative learning experiences, this initiative involves students actively in projects, providing profound insights into the atmosphere and the planet. Meanwhile, researchers at IIT Madras are developing an AR/VR-based educational model tailored for rural schools, aiming to overcome traditional classroom limitations and bridge the digital divide. These endeavors signify a promising future where AR and VR innovations revolutionize education on multiple fronts.

 

Segment Analysis

Segments of the Global Augmented and Virtual Reality in Education Market include Offering, Device Type, Deployment, and Application.

Global Augmented and Virtual Reality in Education Market, By Application

Classroom learning in AR/VR integrates augmented or virtual reality to enhance traditional teaching by creating immersive experiences for interactive, engaging education. It can include virtual field trips, simulations, and 3D models that augment the learning experience.

Corporate learning management involves the use of AR/VR technologies in training and development within a corporate setting. This application focuses on enhancing employee learning experiences by incorporating immersive and interactive elements. A more engaging and effective learning environment can be provided by utilizing AR/VR for employee onboarding, skill development, and ongoing training programs.

The application of AR/VR in certifications involves using these technologies to facilitate and enhance certification programs. This may include virtual simulations for skill assessments, interactive training modules, and immersive experiences to validate and certify individuals in specific competencies or skills. Certifications through AR/VR bring a dynamic and practical dimension to the assessment process.

E-learning, or electronic learning, involves the use of digital technologies, and in this context, AR/VR, to deliver educational content outside of traditional classrooms. AR/VR in e-learning provides learners with immersive experiences, making online education more interactive and engaging. This application expands the reach of education beyond physical boundaries, enabling individuals to access quality learning resources from anywhere in the world.

 

Regional Analysis

The APAC region stands out as a dynamic and swiftly expanding market for AR and VR in education. Nations like China, Japan, and South Korea are pioneering the adoption of these technologies within their educational institutions.

In the Americas, particularly in North America, the AR and VR education market thrives due to its well-established infrastructure and substantial investments in educational technology solutions (edtech). Furthermore, the United States plays a pivotal role in adopting AR and VR technologies within educational settings, with educational institutions increasingly leveraging these technologies to enhance learning experiences, especially within higher education and corporate training.

Europe is currently experiencing notable growth in the utilization of AR and VR in education, with countries such as the United Kingdom, Germany, and France enthusiastically embracing these technologies to render learning more captivating and effective. The European Union’s focus on digital skills and innovation has led to the development of initiatives supporting AR and VR integration within the education sector.

The EMEA region comprises diverse countries, each at varying AR and VR adoption stages within their education systems. While some Middle Eastern countries invest in these technologies to improve educational outcomes, African nations are in the nascent phases of AR and VR adoption, concentrating on broadening access to educational resources.

 

List of Companies

The report provides profiles of the key companies, outlining their history, business segments, product overview, and company financials. Some companies from competitive analysis are Meta, Sony, Microsoft, Lenovo, Panasonic, Google LLC, and HTC.

 

Key Developments

Meta collaborates with 15 universities in the US to grow the adoption of AR/VR in conducting classroom sessions and exercises.  September 2023

BMW Group and Meta’s Reality Labs present joint research for interlinking extended reality devices with the digital vehicle ecosystem. – May 2023

Qualcomm Announces Collaboration with Microsoft to Expand and Accelerate AR to Usher in New Gateways to the Metaverse. – January 2022

 

Frequently Asked Questions

How Much Is The Global Augmented and Virtual Reality in Education Market  Size?

The Global Augmented and Virtual Reality Market in Education Market is estimated to be USD 3.1 Bn in 2023 and is expected to reach USD 11.60 Bn by 2028, growing at a CAGR of 30.20%.

What Is The Major Global Augmented and Virtual Reality in Education Market  Driver?

  • Enhanced Understanding through Visualization
  • AR and VR Enable Students to Explore the Human Body in 3D

What are the Major Augmented and Virtual Reality in Education Market opportunities?

  • Immersive Collaboration and Communication
  • Augmented Collaboration in AR and VR Education

Which Region Held The Highest CAGR In The Augmented and Virtual Reality in Education Market?

Increasing Integration of AR and VR Technologies in Educational Practices, Transforming the Learning Experiences of Students in the Asia Pacific Region.

Who Are The Global Augmented and Virtual Reality in Education Market Players?

Google LLC, HTC Corporation, Lenovo, Lifeliqe, Inc., Merge Labs, Inc., etc.

1. Introduction
1.1 Scope of the Study
1.2 Purpose of the Study
1.3 Limitations of the Study
1.4 Currency

2. Executive Summary
2.1 Market Definition
2.2 Market Size and Segmentation
2.3 Insights for CXOs

3. Market Forces
3.1 Drivers
3.1.1 Increasing Demand for Immersive Learning Encounters
3.1.2 Improved Comprehension of Intricate Concepts through Visualization
3.1.3 Ongoing Innovation and Expansion in AR and VR Technologies
3.2 Restraints
3.2.1 Technical Glitches and Compatibility Issues
3.2.2 Lack of Standardization and Interoperability
3.3 Opportunities
3.3.1 Transforming Education through AI Integration
3.3.2 Immersive Collaboration and Communication among Students
3.3.3 Immersive Data Visualization and Analytics
3.4 Challenges
3.4.1 Inadequate Infrastructure and Technical Support
3.4.2 High Adoption Cost of AR and VR
3.4.3 Ethical and Safety Considerations

4. AI and Sustainability Footprints
4.1 Market Trends of AI and Sustainability
4.2 Application of AI - AI Adoption Levels
4.3 Environmental and Emission Reduction Initiatives

5.  Market Analysis
5.1 Government Regulations
5.2 Patent Analysis
5.3 PESTLE Analysis
5.4 Porter's Five Forces Analysis
5.5 Pricing Analysis
5.6 Technology Trends

6. Market Segmentations
6.1 Global Augmented and Virtual Reality in Education Market, By Offering
6.1.1 Market Overview, Size and Forecast
6.1.2 Hardware
6.1.2.1 Sensors
6.1.2.2 Controllers
6.1.2.3 Cameras
6.1.2.4 Projectors & Displays
6.1.2.5 Others
6.1.3 Software
6.1.4 Services
6.1.4.1 Managed Services
6.1.4.2 Professional Services

6.2 Global Augmented and Virtual Reality in Education Market, By Device Type
6.2.1 Market Overview, Size and Forecast
6.2.2 Augmented Reality (AR) Devices
6.2.2.1 AR Glasses
6.2.2.2 Head-Mounted Displays (HMDs)
6.2.3 Virtual Reality (VR) Devices
6.2.3.1 HMDS
6.2.3.2 Gesture-Tracking Devices
6.2.4 Mobile Computing Devices
6.2.5 Projectors & Display Walls
6.2.6 Others

6.3 Global Augmented and Virtual Reality in Education Market, By Deployment
6.3.1 Market Overview, Size and Forecast
6.3.2 On-Premises
6.3.3 Cloud-Based

6.4 Global Augmented and Virtual Reality in Education Market, By Application
6.4.1 Market Overview, Size and Forecast
6.4.2 Classroom Learning
6.4.3 Corporate Learning Management
6.4.4 Certifications
6.4.5 E-Learning
6.4.6 Virtual Field Trips
6.4.7 Student Recruitment
6.4.8 Others

7. Region Analysis of the Global Augmented and Virtual Reality in Education Market
7.1 Americas
7.1.1 Brazil
7.1.2 Canada
7.1.3 Mexico
7.1.4 US
7.1.5 Others
7.2 Europe
7.2.1 France
7.2.2 Germany
7.2.3 Italy
7.2.4 Russia
7.2.5 United Kingdom
7.2.6 Others
7.3 Middle East & Africa
7.3.1 Israel
7.3.2 Nigeria
7.3.3 Saudi Arabia
7.3.4 South Africa
7.3.5 UAE
7.3.6 Others
7.4 Asia
7.4.1 Australia – New Zealand
7.4.2 China
7.4.3 India
7.4.4 Japan
7.4.5 South Korea
7.4.6 Others

8. Market Success Strategies
8.1 Best Marketing Practices
8.2 Market Entry Strategies

9. Competitive Analysis
9.1 Alchemy Immersive
9.2 Anthology Inc
9.3 Avantis Systems Ltd.
9.4 Boulevard Arts
9.5 Cornerstone Ondemand Inc
9.6 Curioscope
9.7 Engage PLC
9.8 EON Reality
9.9 Google LLC
9.10 HTC Corporation
9.11 Lenovo
9.12 Lifeliqe, Inc.
9.13 Merge Labs, Inc.
9.14 Meta
9.15 Microsoft
9.16 Nearpod
9.17 Oracle
9.18 Panasonic Holdings Corporation
9.19 PTC
9.20 Sony Corporation
9.21 Veative Group
9.22 Vuzix
9.23 WizIQ
9.24 Zspace Inc

10. Case Studies
10.1 Analysis of Successful Companies
10.2 Lessons from Market Failures

11. Appendix
11.1 Research Methodology
11.2 Assumptions for the Report
11.3 List of Abbreviations

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