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教育领域的元宇宙市场:按组成部分、最终用户划分 - 2024-2030 年全球预测Metaverse in Education Market by Component (Hardware, Services, Software), End-User (Corporate, Education) - Global Forecast 2024-2030 |
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预计2023年元宇宙教育市场规模为56.4亿美元,2024年达76.8亿美元,预计2030年将达547.8亿美元,复合年增长率为38.35%。
元宇宙全球教育领域市场
主要市场统计 | |
---|---|
基准年[2023] | 56.4亿美元 |
预测年份 [2024] | 76.8亿美元 |
预测年份 [2030] | 547.8亿美元 |
复合年增长率(%) | 38.35% |
教育领域的元宇宙利用基于虚拟和扩增实境实境的互连宇宙的力量来实现教育目的。这个市场包括身临其境型学习体验、线上课堂、协作平台、3D模拟、培训模组和互动内容的开拓和部署,以增强正式和非正式学习环境中的传统教学方法。应用范围从为年轻学习者提供身临其境型讲故事到为医疗保健、工程、设计甚至娱乐等行业的专业人士提供复杂的技能开发。随着数位学习的日益普及,人们对身临其境型学习环境的兴趣日益浓厚,正在推动市场成长。此外,AR/VR 技术的快速进步带来了更实惠的硬体选择和复杂的软体平台,可以满足各种学习需求。此外,教育领域与元宇宙相关的高成本限制了元宇宙在教育领域的采用。虚拟学习环境中的大量资料收集引起了对使用者隐私和安全漏洞的担忧。全球越来越多地采用 5G 技术,以及机器学习和人工智慧的进步,为市场成长创造了利润丰厚的机会。
区域洞察
包括美国和加拿大在内的美国国家正在越来越多地投资用于教育目的的虚拟实境和扩增实境技术。该地区着名的高等教育机构正在利用 VR/AR 技术提供身临其境型学习体验。此外,Google LLC 和 Meta Platforms, Inc. 等科技公司正在大力投资这些技术,推动该地区的成长。欧盟 (EU) 处于教育领域采用新兴技术的最前线。欧盟资助计画正在资助多个与身临其境型技术相关的研究计划,例如用于终身学习的 AR/VR。此外,德国、法国等国家正透过工业4.0等国家战略积极推动数位技能的发展。亚太地区主要经济体的政府正致力于将先进技术融入其教育体系。中国、日本和印度已与学校建立合作伙伴关係,将 AR/VR 技术用于教育目的。
FPNV定位矩阵
FPNV定位矩阵对于评估元宇宙教育市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一个综合工具,可以对教育市场元宇宙供应商的现状进行深入而深入的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵考察,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。这种详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1-市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2-市场开拓:我们深入研究利润丰厚的新兴市场,并分析它们在成熟细分市场中的渗透率。
3- 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4-竞争力评估与资讯:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况、製造能力等进行全面评估。
5- 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1-元界元宇宙领域市场规模及预测是多少?
2-元界元宇宙市场预测期内需要考虑投资的产品、细分市场、应用程式和领域有哪些?
3-教育领域元宇宙市场的技术趋势和法律规范是什么?
4-元宇宙教育领域主要厂商的市场占有率是多少?
5-教育领域进入元宇宙市场的合适型态和战略手段是什么?
[183 Pages Report] The Metaverse in Education Market size was estimated at USD 5.64 billion in 2023 and expected to reach USD 7.68 billion in 2024, at a CAGR 38.35% to reach USD 54.78 billion by 2030.
Global Metaverse in Education Market
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 5.64 billion |
Estimated Year [2024] | USD 7.68 billion |
Forecast Year [2030] | USD 54.78 billion |
CAGR (%) | 38.35% |
The metaverse in education leverages the capabilities of a virtual and augmented reality-based interconnected universe for educational purposes. This market encompasses the development and deployment of immersive learning experiences, online classrooms, collaborative platforms, 3D simulations, training modules, and interactive content to enhance traditional teaching methods both in formal and informal learning environments. The applications range from immersive storytelling for young learners to complex skills development for professionals across industries like healthcare, engineering, design, and even entertainment. Increasing interest in immersed learning environments with the rise in e-learning adoptions driving the growth of the market. Moreover, the rapid progress in AR/VR technologies has led to more affordable hardware options and sophisticated software platforms that can cater to diverse learning needs. Furthermore, the high cost associated with metaverse in education limits the adoption of metaverse in education. Collecting extensive data in virtual learning environments raises concerns about user privacy and security breaches. Rising deployment of 5G technology across the world and ongoing advancements in machine learning and artificial intelligence create lucrative opportunities for market growth.
Regional Insights
American countries, including the United States and Canada, are increasing investments in virtual reality and augmented reality technologies for educational purposes. Notable higher learning institutions in this region have been leveraging VR/AR technologies for an immersive learning experience. Moreover, technology companies including Google LLC and Meta Platforms, Inc. are investing heavily in these technologies, driving growth in this region. The European Union is at the forefront of adopting emerging technologies for education. The EU's funding initiative has funded several research projects related to immersive technologies like AR/VR for lifelong learning purposes. Additionally, countries including Germany and France are actively promoting digital skills development through national strategies such as Industrie 4.0. In Asia-Pacific's leading economies, governments are focusing on integrating advanced technology into their education systems. China, Japan, and India established partnerships with schools to deploy AR/VR technologies for teaching purposes.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Metaverse in Education Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Metaverse in Education Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Metaverse in Education Market, highlighting leading vendors and their innovative profiles. These include Axon Park, BrainCert, Inc., Cisco Systems, Inc., Dell Inc., Digital Samba, SL, Electa Communications Ltd., Hitachi, Ltd., Immerse Inc., International Business Machines Corporation, Lenovo Group Limited, Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Oracle Corporation, ThirdEye Gen, Inc., Varjo Technologies Oy, Veative Group, and Vuzix.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Metaverse in Education Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Metaverse in Education Market?
3. What are the technology trends and regulatory frameworks in the Metaverse in Education Market?
4. What is the market share of the leading vendors in the Metaverse in Education Market?
5. Which modes and strategic moves are suitable for entering the Metaverse in Education Market?