封面
市场调查报告书
商品编码
1724854

元宇宙教育市场规模、份额、成长分析(按组件、按用户类型、按技术、按应用、按最终用户、按地区)—2025 年至 2032 年行业预测

Metaverse in Education Market Size, Share, and Growth Analysis, By Component (Hardware, Software), By User Type (Students, Educators), By Technology, By Application, By End User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 194 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2023 年全球教育元宇宙宇宙市场规模价值 41 亿美元,预计将从 2024 年的 56 亿美元成长到 2032 年的 679 亿美元,预测期间(2025-2032 年)的复合年增长率为 36.6%。

全球教育元宇宙市场主要受 VR 和 AR 技术的进步所推动,将传统学习转变为身临其境型体验。高解析度VR头戴装置和支援 AR 的设备等硬体的增强正在提高虚拟教育的品质。因此,教育机构越来越多地采用元宇宙解决方案,以实现虚拟教室、3D 模拟和人工智慧个人化教学,让学生与学科互动并提高对学习材料的记忆和理解。例如,医学生可以在虚拟环境中练习手术,历史系学生可以探索古代文明。然而,实施这些技术需要大量的前期投资,这对教育机构,特别是发展中地区的教育机构构成了挑战。克服这些财务障碍的可负担性和熟练的人力对于成功融入教育课程至关重要。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 监管格局
  • 案例研究
  • 技术分析

元宇宙教育领域市场规模(依组成部分及复合年增长率) (2025-2032)

  • 市场概览
  • 硬体
    • AR装置
    • VR装置
    • 混合实境装置
    • 互动式显示器和投影仪
  • 软体
    • 扩增实境软体
    • 游戏引擎
    • 元宇宙平台
    • 3D映射、建模和重建
  • 专业服务
    • 应用开发和系统集成
    • 策略与商业咨询

元宇宙教育领域市场规模(依使用者类型及复合年增长率) (2025-2032)

  • 市场概览
  • 学生
  • 教育家
  • 机构

元宇宙教育市场规模(依技术类型及复合年增长率) (2025-2032)

  • 市场概览
  • 虚拟实境
  • 扩增实境
  • 混合实境

元宇宙教育领域市场规模(按应用及复合年增长率) (2025-2032)

  • 市场概览
  • 学习
  • 技能发展
  • 教育应用程式
  • 自控能力
  • 文化理解
  • 其他的

元宇宙教育领域市场规模(依最终用户划分)及复合年增长率(2025-2032)

  • 市场概览
  • 学术的
    • K-12
    • 高等教育
  • 公司

元宇宙教育领域市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Meta Platforms Inc.(USA)
  • Microsoft Corporation(USA)
  • Adobe Inc.(USA)
  • Epic Games Inc.(USA)
  • Roblox Corporation(USA)
  • Axon Park(USA)
  • Immerse Learning(UK)
  • Labster(Denmark)
  • NextMeet(India)
  • Hatch Kids(Camp K12)(India)
  • MARVRUS(South Korea)
  • Skillful Craftsman Education Technology Ltd.(China)
  • BitDegree(Lithuania)
  • EON Reality(USA)
  • Virti(UK)
  • Savivo(Denmark)
  • ZSpace Inc.(USA)
  • High Fidelity Inc.(USA)

结论和建议

简介目录
Product Code: SQMIG45D2147

Global Metaverse in Education Market size was valued at USD 4.1 billion in 2023 and is poised to grow from USD 5.6 billion in 2024 to USD 67.9 billion by 2032, growing at a CAGR of 36.6% during the forecast period (2025-2032).

The global metaverse in education market is primarily driven by advancements in VR and AR technologies, which are revolutionizing traditional learning into immersive experiences. Enhanced hardware, such as high-resolution VR headsets and AR-enabled devices, has improved the quality of virtual education. Consequently, educational institutions are increasingly implementing metaverse solutions to facilitate virtual classrooms, 3D simulations, and AI-powered tutoring, enabling students to engage interactively with subjects, thereby boosting retention and understanding. For example, medical students can practice surgeries in virtual settings, while history learners can explore ancient civilizations. However, the significant initial investment required for deploying these technologies presents challenges, particularly for institutions in developing regions. Affordability and skilled personnel are vital for overcoming these financial barriers to ensure successful integration into educational curricula.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Metaverse in Education market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Metaverse in Education Market Segments Analysis

Global Metaverse in Education Market is segmented by Component, User Type, Technology, Application, End User and region. Based on Component, the market is segmented into Hardware, Software and Professional Services. Based on User Type, the market is segmented into Students, Educators and Institutions. Based on Technology, the market is segmented into Virtual Reality, Augmented Reality and Mixed Reality. Based on Application, the market is segmented into Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding and Others. Based on End User, the market is segmented into Academic and Corporate. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Metaverse in Education Market

The global metaverse in education market is experiencing robust growth, fueled by ongoing advancements in artificial intelligence (AI), virtual reality (VR), and augmented reality (AR). AI-driven virtual tutors and adaptive learning systems, combined with real-time performance analytics, significantly enhance personalized learning experiences. Meanwhile, developments in VR technology provide immersive simulations, particularly beneficial for STEM fields, medical training, and vocational education. This evolution makes educational content more engaging, scalable, and accessible to learners across the globe, ultimately transforming the landscape of education and fostering more interactive learning environments.

Restraints in the Global Metaverse in Education Market

The Global Metaverse in Education market faces significant constraints due to the lack of universal standards, which leads to compatibility problems among various platforms. Many educational institutions encounter difficulties due to a scarcity of content that is ready for metaverse integration, complicating the process of adoption. Furthermore, the absence of a standardized curriculum for virtual and augmented reality learning hinders educational providers, making it challenging to implement immersive technologies uniformly across different regions and institutions. This inconsistency can impede the overall growth and effectiveness of metaverse-based education in a global context.

Market Trends of the Global Metaverse in Education Market

The global metaverse in education market is witnessing a significant trend towards the integration of Virtual Reality (VR), transforming traditional pedagogical approaches. As educational institutions increasingly adopt VR technology, students are provided with immersive 3D environments that foster deeper engagement and understanding of complex subjects. This shift enables experiential learning through realistic simulations of historical events, scientific experiments, and practical scenarios, thereby enhancing knowledge retention and interactivity. Furthermore, the growing emphasis on personalized learning experiences makes VR an attractive tool for educators seeking to captivate and motivate students. This trend underscores a broader transformation in education, driven by technological advancements and a need for innovative educational strategies.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Metaverse in Education Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • AR Devices
    • VR Devices
    • MR Devices
    • Interactive Displays and Projectors
  • Software
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
    • 3D Mapping, Modelling, and Reconstruction
  • Professional Services
    • Application Development and System Integration
    • Strategy and Business Consulting

Global Metaverse in Education Market Size by User Type & CAGR (2025-2032)

  • Market Overview
  • Students
  • Educators
  • Institutions

Global Metaverse in Education Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality

Global Metaverse in Education Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Others

Global Metaverse in Education Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • Academic
    • K-12
    • Higher Education
  • Corporate

Global Metaverse in Education Market Size & CAGR (2025-2032)

  • North America (Component, User Type, Technology, Application, End User)
    • US
    • Canada
  • Europe (Component, User Type, Technology, Application, End User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, User Type, Technology, Application, End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, User Type, Technology, Application, End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, User Type, Technology, Application, End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta Platforms Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adobe Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Axon Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immerse Learning (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NextMeet (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hatch Kids (Camp K12) (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MARVRUS (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Skillful Craftsman Education Technology Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BitDegree (Lithuania)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virti (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Savivo (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • High Fidelity Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations