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E-Learning Virtual Reality Market to Expand at a CAGR of 10.70% by 2032 | MRFR Report

Oct 13, 2023 7:00 PM ET

E-Learning Virtual Reality Market to Expand at a CAGR of 10.70% by 2032 | MRFR Report

E-Learning Virtual Reality Market Analysis

The virtual reality e-learning market was valued at USD 235.5 billion in 2022. The virtual reality e-learning market is expected to grow from USD 260.69 billion in 2023 to USD 587.92 billion by 2032, with a compound CAGR of 10.70% during the forecast period (2023 – 2032). Growing demand for mobile learning apps and providing better and more innovative learning are the major drivers for the growth of the market. VR technology overcomes the limits of physical distance, allowing students and teachers to communicate and interact in a virtual environment regardless of their geographic location. This trend has become particularly important in the context of distance learning, which has seen increased demand during the COVID-19 pandemic. Virtual reality promotes collaboration and social interaction among students through shared virtual spaces and avatars. Students can participate in group projects, engage in virtual discussion, and collaborate on solving tasks, replicating the benefits of face-to-face interaction.

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Key Companies in the E-Learning Virtual Reality Market include

  • Immersive Vr Education (Ireland)
  • Oculus Vr (U.S.)
  • Nearpod (U.S.)
  • Eon Reality Inc (U.S.)
  • Schell Games (U.S.)
  • Gamar (U.S.)
  • Thing link (Finland)
  • Google Inc. (U.S.)
  • Zspace Inc. (U.S.)
  • Curiscope (U.K.)

 

Communicating and learning together in a virtual environment helps create a sense of community and facilitates peer learning. In addition, VR-based distance learning offers professionals and lifelong learners’ access to high-quality learning resources and learning programs. Virtual reality simulations and virtual classrooms provide a hands-on and engaging learning environment for vocational training, skill development and continuing education.  Another important trend in the virtual reality e-learning market is the combination of gamification and personalized learning approaches. VR-based gameplay creates an engaging and enjoyable learning environment that encourages students to actively participate in learning and progress. With the help of virtual reality, teachers can adapt the learning content according to the needs, preferences and learning styles of the students.

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By analysing student interactions in a VR environment, personalized learning algorithms can provide tailored content and customizable feedback. This trend increases student engagement, encourages self-directed learning, and meets the diverse learning demands of different abilities and interests. Segmentation of e-learning virtual reality market based on components includes hardware and software. The hardware segment dominated the market. It includes headsets, motion sensors and other equipment necessary for virtual reality experiences. The increasing affordability and accessibility of VR devices has contributed to their widespread use in the online education sector.

E-Learning Virtual Reality Market Segmentation

 Segmentation of the virtual reality e-learning market based on technology includes non-immersive and fully immersive. The non-immersive category generated the most revenue. Segmentation of e-learning virtual reality market based on application includes academic and commercial. The academic segment dominated the market.  By region, the study provides a market overview of North America, Europe, Asia Pacific, and rest of the world. The North American e-learning virtual reality market is witnessing significant market growth due to the presence of large technology companies and educational institutions. In the region, VR technology has been widely adopted in the education sector, and many schools and universities are incorporating VR-based learning solutions into their curricula. In addition, the region has a strong startup ecosystem, with many VR companies focused on developing innovative educational content and platforms.

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