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Comprehensive Market Analysis on Augmented and Virtual Reality in Education Market projected to reach USD 48.5 Billion by 2030, includes Partner and Customer Ecosystem | New Developments, Vendor & Technology Assessment

Augmented and Virtual Reality in Education Market was valued USD 16.7 Billion in 2023 and projected to reach USD 48.5 Billion by 2030, growing at a CAGR of 16.5% during the forecast period of 2023-2030 - published by MarketDigits
Published 11 December 2024

According to a research report "Augmented and Virtual Reality in Education Market, By Offerings (Software, Hardware {Sensors, Controllers, Cameras, Projectors and Displays, Others}), Services {Managed Services, Professional Services}), Devices Type (Interactive Whiteboards, Mobile Computing Devices, Head Mounted Displays, Gesture Tracing Device {Head Up Displays, Handheld Devices} Projectors & Display Walls, Others), Application (Classroom Learning, Corporate Learning Management, Certifications, E-Learning, Virtual Field Trips, Student Recruitment, Others), End Use (Academic Institutions {K-12, Higher Education}, Corporates {Healthcare & Life Science, Retail & E-commerce, Telecommunication & IT, Banking, Financial Services, And Insurance, Manufacturing, Government & Public Sector, Others}) & Region - Global Forecast to 2030.

Augmented and Virtual Reality in Education Market Scope:

  • Market size value in 2023 - USD 16.7 Billion
  • Market size value in 2030 - USD 48.5 Billion
  • CAGR (2023-2030) - 16.5%
  • Forecast Period - 2023-2030
  • Historic Data - 2019
  • Segments Covered - Offerings, Devices Type, Application, End Use & Region.
  • Geographies Covered - North America, Europe, Asia Pacific, and RoW
  • Sample of Companies Covered - Saba Software, Oracle, Edvance360, Electa Communications, BrainCert, SKYPREP, Impero Softwar, WizIQ, BigBlueButton, Digital Samba.

Download Sample Pages - https://www.marketdigits.com/request/sample/3495

Browse in-depth TOC on "Augmented and Virtual Reality in Education Market

  • 144 - Tables
  • 99 - Figures
  • 362 - Pages

Market Overview: The Augmented and Virtual Reality (AR/VR) in Education Market is experiencing a robust surge driven by the transformative impact of immersive technologies on the educational landscape. As educational institutions increasingly recognize the potential of AR and VR in enhancing learning experiences, the market witnesses a steady adoption across various levels of education. The demand is propelled by the growing need for interactive and engaging educational content, fostering student participation and comprehension. AR/VR applications are revolutionizing traditional teaching methods by providing simulated environments, virtual field trips, and interactive 3D models, thereby catering to diverse learning styles. The market is witnessing a proliferation of innovative solutions, from virtual labs for science experiments to immersive historical simulations, aimed at creating more dynamic and effective learning environments. As technology continues to advance, and the cost of AR/VR devices decreases, the market is poised for further expansion, with the potential to reshape the future of education by making it more personalized, interactive, and globally accessible.

Market Dynamics

Drivers:

  • Integrating real-time insights into interactive learning platforms to personalize and improve the learning experience
  • Growing demand for virtual Field trips to museum.

Opportunities:

  • Developing Personalization and Adaptability
  • Gamification and Motivational Learning
  • Enhanced Collaboration and Communication.

Europe dominates the market for Augmented and Virtual Reality in Education.

North America has emerged as the dominant force in the Augmented and Virtual Reality (AR/VR) in Education market due to a confluence of several factors. The region boasts a robust technological infrastructure and a high level of digital literacy, facilitating the integration and adoption of AR and VR technologies in educational settings. Secondly, North America is home to a significant number of key market players and innovators in the AR/VR space, fostering a dynamic ecosystem of research, development, and implementation. Additionally, the region's education system places a strong emphasis on innovation and technology, with many institutions actively seeking to enhance learning experiences through immersive technologies. Moreover, favorable government initiatives and investments in educational technology further propel the growth of AR/VR adoption. This combination of technological readiness, a thriving innovation landscape, and a proactive educational environment positions North America at the forefront of the AR/VR in Education market.

Top Key Players covered in the market report:

  • Sony
  • Samsung Electronics
  • HTC
  • Google
  • Microsoft
  • Panasonic
  • Hitachi
  • Barco
  • LG Electronics
  • Veative Labs
  • Cisco
  • Blackboard
  • Dell
  • IBM
  • Saba Software
  • Oracle
  • Edvance360
  • Electa Communications
  • BrainCert
  • SKYPREP
  • Impero Softwar
  • WizIQ
  • BigBlueButton
  • Digital Samba
  • TutorRoom

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Segmentations Analysis of Augmented and Virtual Reality in Education Market: -

  • By Offerings
  • By Devices Type
  • By Application
  • By End Use
  • By Region

https://www.globenewswire.com/news-release/2023/12/12/2794469/0/en/Augmented-and-Virtual-Reality-in-Education-Market-projected-to-reach-USD-48-5-Billion-by-2030-growing-at-a-CAGR-of-16-5-during-the-forecast-period-of-2023-2030-professed-by-MarketD.html

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