教育领域虚拟实境市场规模、份额及成长分析(按类型、应用、最终用户、设备类型及地区划分)-2026-2033年产业预测
市场调查报告书
商品编码
1899249

教育领域虚拟实境市场规模、份额及成长分析(按类型、应用、最终用户、设备类型及地区划分)-2026-2033年产业预测

Virtual Reality in Education Market Size, Share, and Growth Analysis, By Type (Hardware, Software), By Application (Classroom Training, Simulation and Training), By End User, By Device Type, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 203 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计到 2024 年,教育领域的虚拟实境 (VR) 市场规模将达到 1002 亿美元,到 2025 年将增长至 1285.6 亿美元,到 2033 年将增长至 9438.8 亿美元,在预测期(2026-2033 年将增长到 9438.8 亿美元,在预测期(2026-2033 年)复合年增长率为 28.3%。

虚拟实境(VR)正在革新教育领域,透过提供身临其境型三维环境来提升学习体验。使用者可以透过头戴式设备和虚拟实境服等设备,深度参与学习内容,这在工程、航空和医学等领域的培训场景中尤其有利。随着企业越来越多地转向线上运营,VR的重要性也日益凸显,因为他们越来越依赖虚拟平台进行会议和策略讨论。活动主办单位也利用VR为与会者提供引人入胜的体验。此外,建筑和规划行业正在使用VR来视觉化设计方案,并在流程早期发现潜在错误,从而节省资源。房地产公司也在采用VR进行虚拟房产参观,进一步凸显了VR在各行业的广泛应用。

教育领域虚拟实境市场驱动因素

虚拟实境(VR)正在透过提供身临其境型学习体验来改变教育环境,显着提升学生的参与度。传统的教学方法往往难以吸引学生的注意力,而VR则引入了一种动态的教学方式,鼓励学生积极参与。这种互动技术能够适应不同的学习风格,激发学生的好奇心,并加深他们对学习内容的理解。透过将学生置于逼真的场景中,VR不仅能够持续激发学生的兴趣,还能显着提高资讯记忆力。因此,VR在教育领域的应用有效地将理论知识与实践应用相结合,彻底革新了学生学习和与学习材料互动的方式。

教育领域虚拟实境市场面临的限制

虚拟实境(VR)在教育领域的应用面临着许多挑战,主要原因在于其有效实施需要严格的技术要求。高品质的VR体验需要强大的运算资源来提供高解析度影像并确保流畅的影格速率,这对于避免动晕症问题至关重要。然而,许多教育机构缺乏满足这些高要求所需的先进电脑和网路能力,基础设施的匮乏也阻碍了VR的普及。这种技术上的不匹配为VR融入传统教育体系带来了许多实际困难,最终影响了VR学习体验的整体有效性和可近性。

教育领域虚拟实境市场的发展趋势

教育领域的虚拟实境市场正经历对多感官学习体验的激增需求,这正在改变教学方式。虚拟实境技术与多种感官输入的融合正在重塑教育环境,让学生沉浸在动态的虚拟空间中,刺激他们的视觉、听觉和触觉。这种创新方法能够增强学生的参与度,并促进他们对复杂学科的理解和记忆。与传统的学习方法不同,多感官虚拟实境允许学生在逼真的场景中进行实践互动,从而在沉浸式环境中探索和体验学习内容。随着教育机构逐渐意识到这些优势,对支援此类多感官学习体验的虚拟实境解决方案的需求预计将会成长。

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

全球教育领域虚拟实境市场规模(按类型和复合年增长率划分)(2026-2033 年)

  • 硬体
  • 软体
  • 内容和服务

全球教育领域虚拟实境市场规模(按应用及复合年增长率划分)(2026-2033 年)

  • 课堂培训
  • 模拟与训练
  • 实验室实验
  • 身临其境型实地考察
  • 教育游戏

全球教育领域虚拟实境市场规模(依最终用户划分)及复合年增长率(2026-2033 年)

  • 小学和中学教育
  • 高等教育
  • 企业培训
  • 政府/军队

全球教育领域虚拟实境市场规模(按设备类型和复合年增长率划分)(2026-2033 年)

  • 头戴式显示器(HMD)
  • 行动虚拟实境(VR)头戴式设备
  • 桌面虚拟实境系统

全球虚拟实境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

  • Google LLC(USA)
  • Microsoft Corporation(USA)
  • Meta Platforms, Inc.(USA)
  • HTC Corporation(Taiwan)
  • Sony Group Corporation(Japan)
  • Samsung Electronics Co., Ltd.(South Korea)
  • zSpace, Inc.(USA)
  • ClassVR(Avantis Systems)(UK)
  • Immersive VR Education Ltd.(Ireland)
  • VictoryXR(USA)
  • Labster ApS(Denmark)
  • Nearpod(USA)
  • Veative Labs(Singapore)
  • EON Reality, Inc.(USA)
  • Osso VR, Inc.(USA)
  • Alchemy Immersive(UK)
  • Bodyswaps(UK)
  • Talespin(USA)
  • Motive.io(Canada)
  • VR Education Holdings PLC(Ireland)

结论与建议

简介目录
Product Code: SQMIG45E2307

Virtual Reality in Education Market size was valued at USD 100.2 Billion in 2024 and is poised to grow from USD 128.56 Billion in 2025 to USD 943.88 Billion by 2033, growing at a CAGR of 28.3% during the forecast period (2026-2033).

Virtual reality (VR) is revolutionizing education by providing immersive three-dimensional environments that enhance learning experiences. Through devices such as headsets and bodysuits, users can engage deeply with content, which is particularly beneficial in training scenarios for fields like engineering, aviation, and healthcare. The growing shift towards online business operations has amplified VR's relevance, as companies increasingly rely on virtual platforms for meetings and strategic discussions. Event organizers are also harnessing VR to create captivating experiences for attendees. Additionally, the architecture and planning sectors are leveraging VR for visualizing designs and detecting potential errors early in the process, which saves resources. Real estate agencies are adopting VR for virtual property tours, further emphasizing its impactful role across diverse industries.

Top-down and bottom-up approaches were used to estimate and validate the size of the 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.

Virtual Reality in Education Market Segments Analysis

Global Virtual Reality in Education Market is segmented by Type, Application, End User, Device Type and region. Based on Type, the market is segmented into Hardware, Software and Content and Services. Based on Application, the market is segmented into Classroom Training, Simulation and Training, Lab Experiments, Immersive Field Trips and Educational Games. Based on End User, the market is segmented into K-12 Education, Higher Education, Corporate Training and Government and Military. Based on Device Type, the market is segmented into Head-mounted Displays (HMDs), Mobile Virtual Reality (VR) Headsets and Desktop Virtual Reality Systems Source. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Reality in Education Market

Virtual reality (VR) is transforming the educational landscape by offering immersive learning experiences that greatly enhance student engagement. Traditional teaching methods often struggle to captivate the attention of learners, but VR introduces a dynamic approach that encourages active participation. This interactive technology caters to various learning styles, stimulating curiosity and fostering a deeper understanding of the material. By immersing students in realistic scenarios, VR not only maintains interest but also significantly aids in the retention of information. As a result, the integration of VR in education effectively connects theoretical knowledge with practical application, revolutionizing the way students learn and interact with content.

Restraints in the Virtual Reality in Education Market

The integration of Virtual Reality (VR) in education faces significant obstacles primarily due to the stringent technical requirements needed for effective implementation. High-quality VR experiences necessitate powerful computing resources to deliver high-resolution graphics and ensure smooth frame rates, which are crucial to avoid issues like motion sickness. Unfortunately, numerous educational institutions are hindered by insufficient infrastructure, lacking the advanced computers and network capabilities needed to accommodate these demanding technological needs. This discrepancy creates logistical challenges when trying to incorporate VR into traditional educational frameworks, ultimately affecting the overall effectiveness and accessibility of VR learning experiences.

Market Trends of the Virtual Reality in Education Market

The Virtual Reality in Education market is witnessing a surge in the preference for multisensory learning experiences, reshaping educational practices. By integrating VR technology with diverse sensory inputs, educational environments are transforming, immersing students in dynamic virtual landscapes that stimulate visual, auditory, and tactile engagement. This innovative approach fosters greater student interest and enhances comprehension and retention of complex subjects. Unlike traditional learning methods, multisensory VR facilitates hands-on interactions within realistic scenarios, thereby allowing students to navigate and explore content in immersive contexts. As educational institutions recognize the benefits, the demand for VR solutions that cater to these multisensory learning experiences is set to escalate.

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

Global Virtual Reality in Education Market Size by Type & CAGR (2026-2033)

  • Market Overview
  • Hardware
  • Software
  • Content and Services

Global Virtual Reality in Education Market Size by Application & CAGR (2026-2033)

  • Market Overview
  • Classroom Training
  • Simulation and Training
  • Lab Experiments
  • Immersive Field Trips
  • Educational Games

Global Virtual Reality in Education Market Size by End User & CAGR (2026-2033)

  • Market Overview
  • K-12 Education
  • Higher Education
  • Corporate Training
  • Government and Military

Global Virtual Reality in Education Market Size by Device Type & CAGR (2026-2033)

  • Market Overview
  • Head-mounted Displays (HMDs)
  • Mobile Virtual Reality (VR) Headsets
  • Desktop Virtual Reality Systems Source

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

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

  • Google LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd. (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • zSpace, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ClassVR (Avantis Systems) (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immersive VR Education Ltd. (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VictoryXR (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster ApS (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nearpod (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Veative Labs (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Osso VR, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alchemy Immersive (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bodyswaps (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Talespin (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Motive.io (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VR Education Holdings PLC (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations