封面
市场调查报告书
商品编码
1743316

教育市场 AR 和 VR 规模、份额及成长分析(按技术类型、组件、应用、最终用户和地区)—产业预测,2025 年至 2032 年

Augmented and Virtual Reality in Education Market Size, Share, and Growth Analysis, By Technology Type (Augmented Reality, Virtual Reality ), By Component, By Application, By End-User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 193 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计2023年全球教育AR/VR市场规模将达到108亿美元,将从2024年的129.5亿美元成长到2032年的553.1亿美元,预测期间(2025-2032年)的复合年增长率为19.9%。

全球教育领域的 AR 和 VR 市场受到技术的快速进步、教室数位化以及教育科技投资的不断增加的推动。随着教育系统适应数位原民代的需求,AR 和 VR 因其提高参与度、加强知识保留和消除地理障碍的能力而受到认可。 XR 涵盖 AR 和 VR,正在改变学生与学习互动的互动方式。例如,身临其境型平台允许学生无需实体设定即可进行虚拟实验,而其他工具则提供对历史遗迹和复杂主题的虚拟体验。这些技术透过提供公平优质的学习机会并促进学生之间的全球合作,解决了重大的教育障碍,尤其是在服务不足地区的教育障碍。

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

各技术类型教育 AR/VR 市场规模及复合年增长率(2025-2032)

  • 市场概览
  • AR
  • VR
  • MR

教育领域 AR/VR 市场规模(按组件划分)及复合年增长率(2025-2032 年)

  • 市场概览
  • 硬体
    • 头戴式显示器(HMD)
    • 感应器和摄影机
    • 其他的
  • 软体
    • 内容产生工具
    • 学习管理系统 (LMS) 集成
    • 其他的

教育领域 AR/VR 市场规模(按应用划分)及复合年增长率(2025-2032 年)

  • 市场概览
  • K-12教育
  • 高等教育
  • 职业训练
  • 企业培训
  • 其他的

按最终用户分類的教育 AR/VR 市场规模,复合年增长率(2025-2032 年)

  • 市场概览
  • 教育机构
  • 公司
  • 政府
  • 其他的

各地区教育 AR/VR 市场规模及复合年增长率(2025-2032 年)

  • 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

  • Microsoft Corporation(US)
  • Google LLC(US)
  • Sony Corporation(Japan)
  • HTC Corporation(Taiwan)
  • EON Reality Inc.(US)
  • Pixo VR(US)
  • Magic Leap, Inc.(US)
  • Lenovo Group Ltd.(China)
  • Varjo Technologies Oy(Finland)
  • Meta Platforms, Inc.(US)
  • ClassVR(Avantis Systems Ltd.)(UK)
  • InstaVR(US)
  • 3D Bear(Poland)
  • Labster(Denmark)
  • Unimersiv(UK)
  • Nearpod, Inc.(US)
  • zSpace, Inc.(US)
  • Virti Ltd.(UK)
  • Immersive VR Education(UK)

结论和建议

简介目录
Product Code: SQMIG45A2617

Global Augmented and Virtual Reality in Education Market size was valued at USD 10.8 billion in 2023 and is poised to grow from USD 12.95 billion in 2024 to USD 55.31 billion by 2032, growing at a CAGR of 19.9% during the forecast period (2025-2032).

The global market for augmented and virtual reality in education is driven by swift technological advancements, increasing classroom digitalization, and rising EdTech investments. As educational systems adapt to the needs of a digital-native generation, AR and VR are recognized for their ability to boost engagement, enhance knowledge retention, and eliminate geographical barriers. Extended Reality (XR), which encompasses both AR and VR, is transforming student interactions with educational material. For example, immersive platforms enable students to conduct labs virtually without physical setups, while other tools offer access to virtual experiences of historical sites and complex subjects. These technologies address significant educational obstacles, particularly in underserved areas, by delivering equitable, high-quality learning opportunities and fostering global collaboration among students.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Augmented and Virtual Reality 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 Augmented and Virtual Reality in Education Market Segments Analysis

Global Augmented and Virtual Reality in Education Market is segmented by Technology Type, Component, Application, End-User and region. Based on Technology Type, the market is segmented into Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR). Based on Component, the market is segmented into Hardware and Software. Based on Application, the market is segmented into K-12 Education, Higher Education, Vocational Training, Corporate Training and Others. Based on End-User, the market is segmented into Educational Institutions, Corporate, Government Organizations and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market is driven by the ability of AR and VR technologies to immerse students in complex subjects such as biology, chemistry, history, and math within a simulated environment, enhancing both engagement and effectiveness in learning. These innovative tools promote experiential learning that significantly boosts retention rates and encourages active participation among students. For example, learners can delve into 3D explorations of ancient civilizations or human anatomy, resulting in a dynamic classroom experience that far surpasses traditional learning methods like textbooks and videos. Consequently, these technologies are transforming educational experiences globally.

Restraints in the Global Augmented and Virtual Reality in Education Market

Although the prices of augmented and virtual reality (AR/VR) equipment have decreased, devices such as headsets, motion sensors, and compatible hardware still pose a financial challenge for numerous educational institutions, especially in developing areas. Furthermore, the continuous expenses associated with content updates, hardware upkeep, and IT support create substantial obstacles to the extensive adoption of these technologies. This economic burden restricts the integration of AR/VR, particularly in public schools, which often operate under tight budget constraints, ultimately hindering the potential benefits that these immersive technologies could provide in enhancing learning experiences.

Market Trends of the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market is witnessing a significant trend towards the integration of Artificial Intelligence, enhancing the personalization and adaptability of educational experiences. As of 2024, numerous startups are emerging with AI-enhanced VR platforms capable of real-time performance analysis and tailored content delivery, such as customized quizzes based on individual engagement and learning pace. These technologies utilize sophisticated algorithms to interpret voice commands and facial expressions, creating more intelligent and interactive learning environments. This fusion of AI and immersive technologies is reshaping educational methodologies, making learning more engaging, effective, and suited to diverse learner needs worldwide.

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 Augmented and Virtual Reality in Education Market Size by Technology Type & CAGR (2025-2032)

  • Market Overview
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)

Global Augmented and Virtual Reality in Education Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • Head-Mounted Displays (HMDs)
    • Sensors and Cameras
    • Others
  • Software
    • Content Creation Tools
    • Learning Management Systems (LMS) Integration
    • Others

Global Augmented and Virtual Reality in Education Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • K-12 Education
  • Higher Education
  • Vocational Training
  • Corporate Training
  • Others

Global Augmented and Virtual Reality in Education Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Educational Institutions
  • Corporate
  • Government Organizations
  • Others

Global Augmented and Virtual Reality in Education Market Size & CAGR (2025-2032)

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

  • Microsoft Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pixo VR (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lenovo Group Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo Technologies Oy (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ClassVR (Avantis Systems Ltd.) (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • InstaVR (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 3D Bear (Poland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unimersiv (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nearpod, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • zSpace, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virti Ltd. (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immersive VR Education (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations