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Augmented Reality and Virtual Reality for Education Market Size Worth $29 Billion By 2030: IndustryARC

Sep 4, 2024 9:00 AM ET

Augmented Reality and Virtual Reality for Education Market Size Worth $29 Billion By 2030: IndustryARC

Global Augmented Reality and Virtual Reality for Education Market size is predicted to reach $29 billion by 2030, growing at a CAGR of 11% during the forecast period 2024-2030 according to the latest market research report published by IndustryARC. Increasing applications of Augmented Reality and Virtual Reality for Education in diverse sectors, including vocational training in agrochemicals, pharmaceuticals, and environmental sciences, along with advancements in AR/VR content development and delivery technologies, are poised to propel market growth, finds IndustryARC in its recent report, titled “Augmented Reality and Virtual Reality for Education Market – By Type – AR (Hardware, Software and Services), VR (Hardware, Software and Services), By Device Type – AR (HMD, HUD), VR (HMD, Gesture Control Device, Projector and Display Wall), By Technology – AR (Marker, Markerless), VR (Non-Immersive, Semi-Immersive and Fully Immersive), By End Use Industry – Aerospace and Defense, Retail, Gaming and entertainment, Medical, Commercial and Others), By Geography – Global Opportunity Analysis & Industry Forecast, 2023-2030”

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Asia Pacific to Register Highest Growth:

In 2023, Asia-Pacific emerged as the leader in the Augmented Reality and Virtual Reality for Education market, holding a commanding 37% market share, outpacing other regions such as North America and Europe. This dominance is fueled by the region’s rapid technological adoption, expanding educational infrastructure, and increasing focus on digital learning solutions. Significant investments in AR and VR technologies for education, coupled with government initiatives to enhance digital literacy, are driving market growth in the region. The growing student population, combined with rising demand for immersive and interactive learning experiences, positions Asia-Pacific as a critical driver of the Augmented Reality and Virtual Reality for Education industry.

Augmented Reality and Virtual Reality for Education Market 2024-2030: Scope of the Report

Report Metric

Details

Base Year Considered

2023

Forecast Period

2024–2030

CAGR

11%

Market Size in 2030

$29 billion

Segments Covered

By Type, By Device Type, By Technology, By End Use, and By Region

Geographies Covered

North America (U.S., Canada and Mexico), Europe (Germany, France, UK, Italy, Spain, Russia and the Rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Australia, New Zealand and the Rest of Asia-Pacific), South America (Brazil, Argentina, Chile, Colombia and Rest of South America), Rest of the World (Middle East and Africa).

Key Market Players

1.     Meta

2.     Samsung

3.     Microsoft

4.     Google Inc.

5.     HTC Corporation

6.     EON Reality

7.     Zappar Limited

8.     Lenovo

9.     Sony Corporation

10.  zSpace

 

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Augmented Reality and Virtual Reality for Education Market Report – Key Takeaways:

  • Rising Adoption of Cloud-Based Solutions

The Augmented Reality and Virtual Reality for Education market is increasingly shifting towards cloud-based deployment models. Cloud-based solutions offer flexibility, scalability, and cost-effectiveness, making them particularly attractive for educational institutions and corporate training programs. The ability to access AR/VR content from anywhere and on any device without significant infrastructure investment is driving this trend. Companies offering robust cloud-based AR/VR platforms with seamless integration capabilities are well-positioned to capture market share as more institutions transition to digital learning environments.

  • Growth in Hardware Innovation and Integration

The hardware segment of the Augmented Reality and Virtual Reality for Education market is witnessing rapid innovation, particularly in interactive whiteboards, head-mounted displays, and mobile computing devices. These advancements are enhancing the user experience by offering more immersive and interactive educational content. The integration of these devices with existing educational technologies, such as projectors and display walls, is creating a more connected and effective learning environment. Companies that focus on developing cutting-edge hardware with advanced features and seamless compatibility with other educational tools are likely to see increased demand.

  • Expansion of Corporate Training Applications

Beyond traditional academic settings, the Augmented Reality and Virtual Reality for Education market is expanding significantly in corporate training and development. Sectors like IT & Telecommunication, BFSI, and Healthcare are increasingly adopting AR/VR technologies for immersive training experiences, certifications, and virtual field trips. The ability to provide realistic simulations and hands-on learning in a virtual environment is driving adoption in these industries. This trend presents opportunities for AR/VR providers to tailor their solutions for specific corporate needs, thereby tapping into a growing segment of the market.

  • Increased Focus on E-learning and Virtual Field Trips

E-learning platforms and virtual field trips are becoming integral components of the educational landscape, especially with the growing demand for remote learning solutions. Augmented Reality and Virtual Reality technologies are enhancing these experiences by providing interactive and immersive content that engages students more effectively than traditional methods. The rising popularity of e-learning in both academic and corporate settings is driving the demand for AR/VR content and platforms that can deliver high-quality, engaging educational experiences. Companies that develop content-rich, user-friendly AR/VR e-learning solutions are poised to benefit from this expanding market trend.

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Key Opportunity Analysis:

  1. Expansion of AR/VR in Corporate Training and Skill Development

The corporate sector is increasingly recognizing the value of AR/VR technologies for employee training and skill development. AR/VR provides immersive and interactive learning experiences, which are particularly useful in industries like healthcare, manufacturing, and IT, where practical, hands-on training is crucial. Companies are adopting AR/VR to conduct virtual workshops, simulations, and skill assessments, reducing the need for physical training environments and lowering costs. This trend presents an opportunity for AR/VR solution providers to develop specialized training modules and platforms that cater to the unique needs of different industries, thereby expanding their market reach.

    2. Rising Demand for AR/VR in Virtual Classrooms and E-learning Platforms

As education increasingly moves online, the demand for virtual classrooms and e-learning platforms is on the rise. AR/VR technologies offer a more engaging and immersive learning experience compared to traditional online methods, making them particularly attractive for educational institutions looking to enhance student engagement and learning outcomes. The shift towards hybrid and remote learning models presents a significant opportunity for AR/VR providers to partner with educational institutions and e-learning platforms to integrate AR/VR content and tools, thereby driving the adoption of these technologies in mainstream education.

    3. Opportunities in Language Learning and Cultural Immersion Programs

AR/VR technologies are well-suited for language learning and cultural immersion programs, where students can benefit from immersive experiences that replicate real-world environments. These technologies allow learners to practice languages in virtual settings, interact with native speakers, and explore different cultures in a more engaging way. As the demand for language learning and cultural exchange programs continues to grow globally, AR/VR providers have the opportunity to develop specialized applications that cater to this niche market, offering unique experiences that traditional learning methods cannot match

     4. Development of AR/VR Solutions for STEM Education

The demand for STEM (Science, Technology, Engineering, and Mathematics) education is increasing, with a growing emphasis on hands-on, experiential learning. AR/VR technologies are perfectly positioned to enhance STEM education by providing students with virtual laboratories, 3D simulations, and interactive experiments. These tools can make complex scientific concepts more accessible and engaging for students. As educational institutions and governments continue to invest in STEM education, AR/VR providers have the opportunity to develop targeted solutions that align with curriculum requirements and support the broader goal of improving STEM literacy and skills among students.

 

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The report also covers the following areas:

  • Augmented Reality and Virtual Reality for Education Market Size and Forecast
  • Augmented Reality and Virtual Reality for Education Market Trends
  • Augmented Reality and Virtual Reality for Education Market Analysis by Product Type

Augmented Reality and Virtual Reality for Education Market 2024-2030: Key Highlights

  • CAGR of the market during the forecast period 2024-2030
  • Value Chain Analysis of key stakeholders
  • Detailed analysis of market drivers and opportunities during the forecast period
  • Augmented Reality and Virtual Reality for Education Market size estimation and forecast
  • Analysis and predictions on end users’ behavior and upcoming trends
  • Competitive landscape and Vendor market analysis including offerings, developments, and financials
  • Comprehensive analysis of challenges and constraints in the Augmented Reality and Virtual Reality for Education Market

Covid and Ukrainian Crisis Impact:

  • The Covid-19 pandemic temporarily disrupted the Augmented Reality and Virtual Reality for Education market, with widespread lockdowns and restrictions causing significant interruptions. These measures resulted in the temporary closure of manufacturing facilities and led to delays in the supply chain, affecting the production and delivery of AR/VR educational tools.
  • The ongoing geopolitical tensions between Russia and Ukraine have introduced challenges for the Augmented Reality and Virtual Reality for Education market. The conflict has caused disruptions in global supply chains, impacting the availability and cost of essential raw materials and components required for AR/VR devices.

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List of Key Market Players in the Augmented Reality and Virtual Reality for Education Market:

The Global Augmented Reality and Virtual Reality for Education Market is fragmented with several global and regional companies operating with expansive manufacturing capabilities and extensive distribution networks. The key companies profiled are listed below:

  • Meta
  • Samsung
  • Microsoft
  • Google Inc.
  • HTC Corporation
  • EON Reality
  • Zappar Limited
  • Lenovo
  • Sony Corporation
  • zSpace

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Augmented Reality and Virtual Reality Market: Rising Focus on Improving Customer Experience

About IndustryARC™:

IndustryARC primarily focuses on Market Research and Consulting Services specific to Cutting Edge Technologies and Newer Application segments of the market. The company’s Custom Research Services are designed to provide insights into the constant flux in the global demand-supply gap of markets. 

IndustryARC’s goal is to provide the right information required by the stakeholder at the right point in time, in a format that assists an intelligent and informed decision-making process.

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Contact Information:

Mr. Venkat Reddy Email: [email protected] USA: (+1) 518 282 4727



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