市场调查报告书
商品编码
1500482
教育领域元宇宙市场: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 |
※ 本网页内容可能与最新版本有所差异。详细情况请与我们联繫。
预计2023年元宇宙教育领域市场规模为56.4亿美元,2024年达76.8亿美元,预计2030年将达到547.8亿美元,复合年增长率为38.35%。
教育领域的元宇宙利用基于虚拟和扩增实境的互连宇宙的功能来实现教育目的。该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 技术的快速进步正在创造更实惠的硬体选择和复杂的软体平台,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。 5G 技术在全球范围内的不断部署以及机器学习和人工智慧的进步为市场成长创造了机会。
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% |
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。该地区的着名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越来越多地将先进技术融入其教育系统。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製造商的市场定位至关重要。此矩阵提供了对供应商的全面评估,并检验了与业务策略和产品满意度相关的关键指标。这种详细的评估使用户能够根据自己的要求做出明智的决定。根据评估结果,供应商被分为代表其成功程度的四个像限: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种综合工具,可对教育元宇宙市场中供应商的现状进行深入而详细的评估。透过仔细比较和分析供应商的贡献,您可以更深入地了解每个供应商的绩效以及他们在争夺市场占有率时面临的挑战。这些贡献包括整体收益、客户群和其他重要指标。此外,该分析还提供了对该行业竞争力的宝贵见解,包括研究基准年期间观察到的累积、分散主导地位和合併特征等因素。有了这些详细信息,供应商可以做出更明智的决策并製定有效的策略,以在市场竞争中保持领先地位。
策略分析与建议
策略分析对于寻求在全球市场站稳脚跟的组织至关重要。对目前在教育元宇宙市场中的地位进行全面评估,使公司能够做出符合其长期愿望的明智决策。此关键评估涉及对组织的资源、能力和整体绩效进行彻底分析,以确定核心优势和需要改进的领域。
[199 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.
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.
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% |
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.
Market Insights
The market dynamics represent an ever-changing landscape of the Metaverse in Education Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Metaverse in Education Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment 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, namely 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 assessment of the current state of vendors in the Metaverse in Education Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. 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 these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Meta Partner 15 US Universities to Transform Education with Metaverse Technologies
Meta Platforms, Inc. has announced a strategic partnership with 15 universities in the United States to explore the potential of metaverse technologies in the education sector. The universities participating in the partnership program are harnessing the power of VR and AR technologies across a wide range of subjects. [Published On: 2023-09-12]
AICTE & Meta Team Up to Launch 'Creators of Metaverse' Programme for College Students
The All India Council for Technical Education (AICTE) and Meta Platforms, Inc. have collaborated to launch the 'Creators of Metaverse' program to prepare India's youth for the future of immersive technology. The program is designed to equip 100,000 college students and 20,000 faculty members with essential knowledge and technical skills in Augmented Reality (AR) through the Meta Spark platform. [Published On: 2023-08-03]
Genius Group Launches Genius Metaversity in Partnership with Vatom
Genius Group Limited has launched Genius Metaversity, a virtual reality learning environment in collaboration with Vatom. This innovative platform aims to offer educational courses and summits in the Metaverse. This collaboration marks an important milestone in the education sector, leveraging virtual reality and transformative technology to create a new era of learning. [Published On: 2023-06-15]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Metaverse in Education Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
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