教育领域扩增实境(AR) 和虚拟实境 (VR) 市场规模、份额和成长分析(按技术类型、组件、应用、最终用户和地区划分)—产业预测 (2026-2033)
市场调查报告书
商品编码
1897336

教育领域扩增实境(AR) 和虚拟实境 (VR) 市场规模、份额和成长分析(按技术类型、组件、应用、最终用户和地区划分)—产业预测 (2026-2033)

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 2026-2033

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

全球教育领域扩增实境(AR)和虚拟实境(VR)市场预计到 2024 年将达到 129.5 亿美元,到 2025 年将成长至 155.3 亿美元,到 2033 年将成长至 663.2 亿美元,在预测期(2026-2033 年)年增长率为 19.9%。

全球教育领域扩增实境(AR) 和虚拟实境 (VR) 市场的发展动力源于科技的快速进步、课堂数位化程度的不断提高以及教育科技的巨额投资。随着教育系统不断调整以满足精通数位科技的年轻一代的期望,AR 和 VR 技术正在激发学生的学习动力,促进知识巩固,并打破地域壁垒。扩增实境(XR) 正在从根本上改变我们与教育内容的互动方式,例如 Labster 平台无需实体实验室即可实现身临其境型科学实验,而 ClassVR 则提供对重要地点和概念的虚拟探索。这些技术透过提供一致且高品质的学习体验,应对了重要的教育挑战,尤其是在教育资源匮乏的地区。协作式虚拟环境进一步普及了优质教育资源,并促进了世界各地学生之间的合作。

推动全球教育领域扩增实境(AR)与虚拟实境(VR)市场发展的因素

全球教育领域扩增实境(AR) 和虚拟实境 (VR) 市场的发展动力源自于 AR 和 VR 技术革新学习体验的能力。这些技术使学生能够在身临其境型模拟环境中视觉化并互动学习生物、化学、历史和数学等复杂学科。这种创新的教育方法透过促进体验式学习,提高了学习者的参与和学习效率,从而增强了知识保留率和学习动机。透过以3D探索古代文明和人体解剖学等概念,这些技术创造了一个更动态的课堂环境,远远超越了传统教科书和影片的限制。

限制全球教育领域扩增实境(AR)与虚拟实境(VR)市场发展

全球教育领域的扩增实境(AR) 和虚拟实境 (VR) 市场面临着许多限制因素,其中 AR/VR 设备(例如头戴式设备和动作感测器)的高成本尤为突出。对于许多教育机构,特别是发展中地区的教育机构而言,这些设备仍然价格不菲。此外,内容维护、硬体维护和 IT 支援等持续性成本也严重阻碍了 AR/VR 技术的广泛应用。公立学校往往面临严格的预算限制,因此这种经济负担尤其突出,阻碍了 AR 和 VR 技术在教育环境中的有效整合。

全球教育领域扩增实境(AR)与虚拟实境(VR)市场趋势

全球教育领域的扩增实境(AR) 和虚拟实境 (VR) 市场正经历着一场重大变革,人工智慧 (AI) 的融入将进一步提升个人化学习体验。 AI 演算法正被用于分析学生的即时学习状态,并动态调整虚拟内容,从而提供个人化的测验和辅助。新兴的Start-Ups公司正在开发 AI 增强 VR 平台,这些平台能够适应学习者的个别反应,例如语音指令和脸部表情,使教育更具回应性和个人化。这一趋势表明,人们正致力于创造能够适应不同学习风格和进度的自适应智慧教育环境,最终推动身临其境型技术在教育领域的演进。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 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
  • 细分市场机会分析

市场动态与展望

  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2025)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 监管环境
  • 案例研究
  • 技术分析

全球教育领域扩增实境(AR)和虚拟实境(VR)市场规模(按技术类型和复合年增长率划分)(2026-2033 年)

  • 扩增实境(AR)
  • 虚拟实境(VR)
  • 混合实境(MR)

全球教育领域扩增实境(AR)和虚拟实境(VR)市场规模(按组件和复合年增长率划分)(2026-2033 年)

  • 硬体
    • 头戴式显示器(HMD)
    • 感应器和摄影机
    • 其他的
  • 软体
    • 内容创作工具
    • 学习管理系统 (LMS) 集成
    • 其他的

全球教育领域扩增实境(AR)与虚拟实境(VR)市场规模(按应用及复合年增长率划分)(2026-2033 年)

  • 小学和中学教育
  • 高等教育
  • 职业训练
  • 企业培训
  • 其他的

全球教育领域扩增实境(AR)与虚拟实境(VR)市场规模(按最终用户划分)及复合年增长率(2026-2033)

  • 教育机构
  • 公司
  • 政府机构
  • 其他的

全球扩增实境(AR)与虚拟实境(VR)市场规模及复合年增长率(2026-2033)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 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
  • 主要企业的市场定位(2025 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2023-2025年营收年比比较

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)

结论与建议

简介目录
Product Code: SQMIG45A2617

Global Augmented and Virtual Reality in Education Market size was valued at USD 12.95 Billion in 2024 and is poised to grow from USD 15.53 Billion in 2025 to USD 66.32 Billion by 2033, growing at a CAGR of 19.9% during the forecast period (2026-2033).

The global market for augmented and virtual reality in education is driven by rapid technological advancements, increasing digital integration in classrooms, and significant investments in educational technology. As educational systems adapt to meet the expectations of a digitally savvy generation, AR and VR technologies enhance student engagement, improve knowledge retention, and eliminate geographic barriers. Extended Reality (XR) is fundamentally changing interactions with educational content, exemplified by platforms like Labster, enabling immersive science experiments without physical labs, and ClassVR, which offers virtual explorations of significant sites and concepts. These technologies address crucial educational challenges, especially in underserved regions by providing consistent, high-quality learning experiences. Collaborative virtual environments further democratize access to premium education, fostering cooperation among students worldwide.

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 transform the learning experience by allowing students to visualize and interact with intricate subjects such as biology, chemistry, history, and mathematics within immersive simulated environments. This innovative approach to education enhances engagement and effectiveness, as it promotes experiential learning, leading to improved retention and active participation among students. By enabling learners to explore concepts like ancient civilizations or human anatomy in three dimensions, these technologies create a more dynamic classroom atmosphere, far surpassing the limitations of conventional textbooks and videos.

Restraints in the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market faces significant limitations due to the high costs associated with AR/VR equipment, such as headsets and motion sensors, which remain prohibitively expensive for many educational institutions, particularly in developing areas. Furthermore, the ongoing expenses related to content maintenance, hardware upkeep, and IT support contribute to these challenges, creating substantial obstacles for widespread adoption. This financial burden is especially pronounced in public schools that often operate under tight budget constraints, ultimately hindering the effective integration of AR and VR technologies in educational settings.

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 shift towards the integration of Artificial Intelligence, enhancing personalized learning experiences. AI algorithms are leveraged to analyze real-time student performance, dynamically modifying virtual content to provide tailored quizzes and support. Emerging startups are developing AI-enhanced VR platforms that adapt to individual learner interactions, such as voice commands and facial expressions, making education increasingly responsive and personalized. This trend indicates a growing commitment to creating adaptive, intelligent educational environments that cater to diverse learning styles and paces, ultimately driving the evolution of immersive technology in the education sector.

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, 2025
  • 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 (2026-2033)

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

Global Augmented and Virtual Reality in Education Market Size by Component & CAGR (2026-2033)

  • 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 (2026-2033)

  • 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 (2026-2033)

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

Global Augmented and Virtual Reality in Education Market Size & CAGR (2026-2033)

  • 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, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

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