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市场调查报告书
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1803132

全球扩增实境阅读障碍学习市场:2032 年预测 - 按组件、年龄层、部署方法、技术、应用、最终用户和地区进行分析

Dyslexia AR Learning Market Forecasts to 2032 - Global Analysis By Component, Age Group (Early childhood, Primary, Secondary and Adults), Deployment, Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,预测期内,全球阅读障碍 AR 学习市场预计将实现 16% 的复合年增长率。

扩增实境 (AR) 阅读障碍学习是指利用扩增实境(AR) 技术来支持阅读障碍患者的阅读和写作能力发展。它融合了互动式 3D 视觉效果、音讯支援和游戏化学习体验,创造出多感官环境,使学习更具吸引力,也更易于理解。透过将数位元素迭加到现实世界中,AR 可以帮助阅读障碍学习者将单字与图像、声音和动作联繫起来,从而增强记忆力并减轻认知负荷。这种创新方法将传统的学习方式转变为一种互动性强、适应性强且趣味十足的体验,为阅读障碍学生提供个人化学习、增强自信心并提升学习成果。

提高对阅读障碍的认识与诊断

早期诊断有助于及时干预,从而催生了对先进学习工具的需求。扩增实境(AR) 解决方案提供了一种引人入胜且个人化的方式来提升阅读和理解能力。为了支持患有阅读障碍的学习者,家长和教育工作者越来越多地采用基于 AR 的平台。学校和教育机构也在整合此类技术,以提供包容性教育。人们对客製化解决方案的日益接受和关注,正在显着推动市场发展。

身临其境型科技中的无障碍障碍

有些 AR 工具缺乏可自订的语音合成、字体和对比选项,这使得患有阅读障碍的学习者难以使用。高昂的设备成本和复杂的介面进一步限制了资源匮乏的学校的采用。跨平台设计标准不一致,降低了基于 AR 的学习解决方案的有效性。教育工作者在无障碍 AR 使用方面的培训有限,这进一步增加了采用方面的挑战。总而言之,这些障碍减缓了市场成长,并限制了专门针对阅读障碍的 AR 学习工具的广泛应用。

技术创新和诊断改进

先进的 AR 工具提供互动式、多感官的学习体验,帮助患有阅读障碍的学习者更好地记忆资讯。改进的诊断解决方案能够及早准确地识别阅读障碍,确保透过基于 AR 的程序及时介入。人工智慧评估进一步个人化学习路径,提高参与度和学习成果。 AR 与游戏化学习的结合,使课程更加有趣和有效。这些进步将推动针对阅读障碍学生的 AR 学习解决方案的需求。

地区和社会经济群体的不平等获取机会

在农村和欠发达地区,网路连线不良以及现代设备的缺乏限制了基于扩增实境 (AR) 的学习解决方案的使用。低收入家庭通常无力承担此类技术,从而降低了整体性。贫困地区的学校也缺乏采用 AR 工具的资源,这降低了人们对 AR 的认知度和可及性,并进一步加深了数位学习鸿沟。因此,市场扩张放缓,学校面临扩大规模以覆盖更广泛受众的挑战。

COVID-19的影响:

新冠疫情对阅读障碍AR学习市场产生了重大影响,加速了数位和远距学习工具的普及。学校停课和保持社交距离的措施凸显了阅读障碍学生对便利、引人入胜且科技主导的学习解决方案的需求。教育工作者和家长越来越多地转向基于AR的平台,以便在家庭学习环境中提供互动式个人化支援。这种转变促进了AR应用的创新,同时也提高了人们对数位干预措施的认识。然而,诸如设备取得受限、连接问题以及训练差异等挑战,影响了不同地区AR技术的持续应用。

预计软体领域将成为预测期内最大的领域

软体领域预计将在预测期内占据最大的市场占有率,这得益于其提供能够适应学生个体需求的互动式、可客製化学习应用程式。先进的扩增实境 (AR) 软体透过沉浸式视觉效果和游戏化体验提升参与度,使阅读练习更加愉悦。它还提供即时回馈和学习进度跟踪,使教师和家长能够有效地监控学习进度。云端基础和行动的解决方案扩展了可访问性,使学习者可以随时随地练习。持续更新和人工智慧主导的个人化整合进一步增强了软体在推动市场成长方面的作用。

预计家庭用户细分市场在预测期内将实现最高复合年增长率

预计家庭用户细分市场将在预测期内实现最高增长率,这得益于传统课堂之外个性化和灵活学习解决方案的提供。越来越多的家长采用基于扩增实境 (AR) 的工具,以引人入胜的方式帮助孩子提升阅读和理解能力。居家使用便利性鼓励了使用者的持续使用,从而提升了学习效果。家庭对阅读障碍早期疗育的不断提升,进一步推动了这一细分市场的需求。此外,基于行动装置的扩增实境 (AR) 应用价格实惠,使其在家庭中的应用更加便捷,也更加广泛。

占比最大的地区:

在预测期内,北美预计将占据最大的市场占有率,这得益于其完善的教育和医疗基础设施以及对辅助技术的广泛支持。学校和治疗机构正在将扩增实境 (AR) 系统纳入其教学策略,以提高诵读困难学习者的阅读流畅度和学习参与度。研究机构和教育科技创新者的存在正在推动针对学习差异量身定制的身临其境型扩增实境 (AR) 工具的开发。强大的早期诊断和早期疗育文化鼓励专家和组织将扩增实境 (AR) 作为传统诵读困难干预措施的补充,从而促进诵读困难 AR 学习生态系统的成熟和发展。

复合年增长率最高的地区:

预计亚太地区将在预测期内实现最高的复合年增长率,这得益于人们对学习障碍的认识不断提高以及教育科技投资的不断增加。各国政府和非营利组织,尤其是主要经济体的政府和非营利组织,已开始将专门针对阅读障碍的工具整合到学校中。新兴Start-Ups和教育机构正在试验基于扩增实境 (AR) 的阅读辅助和诊断工具,这得益于都市区网路和智慧型手机普及率的不断提高。虽然文化因素和语言多样性对主流应用构成了挑战,但包容性教育倡议和本地创新正在加速基于扩增实境 (AR) 的阅读障碍支持的发展势头。

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  • 公司简介
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  • 区域分类
    • 根据客户兴趣对主要国家进行的市场估计、预测和复合年增长率(註:基于可行性检查)
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目录

第一章执行摘要

第 2 章 简介

  • 概述
  • 相关利益者
  • 分析范围
  • 分析方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 分析方法
  • 分析材料
    • 主要研究资料
    • 二手研究资讯来源
    • 先决条件

第三章市场走势分析

  • 驱动程式
  • 抑制因素
  • 市场机会
  • 威胁
  • 技术分析
  • 应用分析
  • 最终用户分析
  • 新兴市场
  • COVID-19的感染疾病

第四章 波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代产品的威胁
  • 新参与企业的威胁
  • 企业之间的竞争

5. 全球阅读障碍扩增实境学习市场(按组件)

  • 硬体
  • 软体
  • 服务

6. 全球阅读障碍 AR 学习市场(依年龄层)

  • 幼儿期(3-7岁)
  • 小学(8-11岁)
  • 中学教育(12-17岁)
  • 成人

7. 全球阅读障碍 AR 学习市场(以部署方式)

  • 云端基础
  • 本地
  • 杂交种

8. 全球阅读障碍扩增实境学习市场(按技术)

  • 基于标记的扩增实境
  • 无标记扩增实境
  • 支持 AI/NLP 的 AR
  • 游戏化 AR

9. 全球阅读障碍 AR 学习市场(按应用)

  • 筛检和早期检测
  • 恢復计划
  • 技能发展与实践
  • 治疗师支持
  • 评估和进展跟踪
  • 其他用途

第 10 章 全球阅读障碍 AR 学习市场(按最终用户)

  • K-12学校
  • 特殊教育中心
  • 家庭用户
  • 政府/非政府组织
  • 其他最终用户

11. 全球阅读障碍 AR 学习市场(按地区)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十二章:主要趋势

  • 合约、商业伙伴关係和合资企业
  • 企业合併与收购(M&A)
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第十三章:公司概况

  • Microsoft
  • Google
  • Apple
  • Amazon
  • Samsung
  • Intel
  • IBM
  • Cisco
  • Magic Leap
  • EON Reality
  • Practically
  • Pearson
  • Lenovo
  • HP
  • Meta
  • Unity Technologies
  • Adobe
Product Code: SMRC30657

According to Stratistics MRC, the Global Dyslexia AR Learning Market is accounted at a CAGR of 16% during the forecast period. Dyslexia AR Learning refers to the use of Augmented Reality (AR) technology to support individuals with dyslexia in improving their reading, writing, and comprehension skills. It integrates interactive 3D visuals, audio support, and gamified learning experiences to create a multi-sensory environment that makes learning more engaging and accessible. By overlaying digital elements onto real-world contexts, AR helps dyslexic learners associate words with images, sounds, and actions, thereby strengthening memory retention and reducing cognitive load. This innovative approach promotes personalized learning, boosts confidence, and enhances educational outcomes by transforming traditional learning methods into interactive, adaptive, and enjoyable experiences for dyslexic students.

Market Dynamics:

Driver:

Growing awareness and diagnosis of dyslexia

Early diagnosis allows timely intervention, creating demand for advanced learning tools. Augmented Reality (AR) solutions offer engaging and personalized methods to improve reading and comprehension skills. Parents and educators are increasingly adopting AR-based platforms to support dyslexic learners. Schools and institutions are also integrating such technologies to provide inclusive education. This rising acceptance and focus on tailored solutions significantly propel the market.

Restraint:

Accessibility barriers in immersive technologies

Several AR tools lack customizable text-to-speech, font, and contrast options, making them less inclusive for dyslexic learners. High equipment costs and complex interfaces further restrict adoption in schools with limited resources. Inconsistent design standards across platforms reduce the effectiveness of AR-based learning solutions. Limited training for educators on accessible AR use creates additional implementation challenges. These barriers collectively slow market growth and restrict widespread adoption of dyslexia-focused AR learning tools.

Opportunity:

Technological innovations and diagnostic improvements

Advanced AR tools provide interactive, multisensory learning experiences that help dyslexic learners better retain information. Improved diagnostic solutions enable early and accurate identification of dyslexia, ensuring timely intervention with AR-based programs. AI-powered assessments further personalize learning paths, enhancing engagement and outcomes. Integration of AR with gamified learning makes sessions more enjoyable and effective. These advancements collectively propel demand for AR learning solutions tailored to dyslexic students.

Threat:

Unequal access across regions or socioeconomic groups

In rural and underdeveloped regions, poor internet connectivity and absence of modern devices limit the use of AR-based learning solutions. Low-income families often cannot afford such technologies, which reduces inclusiveness. Schools in less-privileged areas also struggle with inadequate resources to adopt AR tools. This lowers awareness and access, further deepening the digital learning divide. Consequently, the market experiences slower expansion and faces challenges in scaling to reach broader audiences.

Covid-19 Impact:

The Covid-19 pandemic significantly influenced the Dyslexia AR Learning Market, accelerating the adoption of digital and remote learning tools. School closures and social distancing measures highlighted the need for accessible, engaging, and technology-driven learning solutions for students with dyslexia. Educators and parents increasingly turned to AR-based platforms to provide interactive, personalized support in home-learning environments. This shift boosted awareness of digital interventions while fostering innovation in AR applications. However, challenges such as limited device access, connectivity issues, and training gaps affected consistent implementation across different regions.

The software segment is expected to be the largest during the forecast period

The software segment is expected to account for the largest market share during the forecast period by offering interactive and customizable learning applications that adapt to individual student needs. Advanced AR-based software enhances engagement through immersive visuals and gamified experiences, making reading practice more enjoyable. It provides real-time feedback and progress tracking, enabling teachers and parents to monitor improvements effectively. Cloud-based and mobile-compatible solutions expand accessibility, allowing learners to practice anytime and anywhere. Continuous updates and integration of AI-driven personalization further strengthen the role of software in driving market growth.

The home users segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the home users segment is predicted to witness the highest growth rate by offering personalized and flexible learning solutions outside traditional classrooms. Parents increasingly adopt AR-based tools to support their children's reading and comprehension skills in an engaging way. The convenience of at-home accessibility encourages consistent usage, leading to improved learning outcomes. Rising awareness among families about early intervention for dyslexia further boosts demand in this segment. Additionally, the affordability and availability of mobile-based AR applications make home adoption easier and more widespread.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share by established educational and healthcare infrastructures and widespread support for assistive technologies. Schools and therapy providers are incorporating AR systems into instructional strategies to enhance reading fluency and engagement for dyslexic learners. The presence of research institutions and ed-tech innovators fosters development of immersive, evidence-based AR tools tailored to learning differences. With a strong culture of early diagnosis and intervention, professionals and organizations are embracing AR as a complement to traditional dyslexia interventions, contributing to a mature and evolving AR learning ecosystem for dyslexia.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR due to increasing awareness of learning disabilities and growing investments in educational technology. Governments and non-profits are beginning to integrate tools tailored for dyslexia within schools, especially in major countries. Emerging start-ups and institutions are experimenting with AR-based reading aids and diagnostic tools, benefiting from rising internet penetration and smartphone adoption in urban centers. Cultural factors and diverse languages present challenges in mainstream uptake, but inclusive education initiatives and local innovation are driving forward momentum in AR-enabled dyslexia support.

Key players in the market

Some of the key players in Dyslexia AR Learning Market include Microsoft, Google, Apple, Amazon, Samsung, Intel, IBM, Cisco, Magic Leap, EON Reality, Practically, Pearson, Lenovo, HP, Meta, Unity Technologies, Adobe and Coursera.

Key Developments:

In August 2025, AWS partnered with University Start-ups to develop "Trinity," a generative AI assistant that helps students with disabilities including dyslexia create personalized transition plans for postsecondary education and careers. Built on Amazon Bedrock, this tool uses interactive workflows and external APIs to guide students.

In July 2024, Samsung acquired this AI start-up specializing in knowledge graph technology. The acquisition enhances Samsung's ability to deliver hyper-personalized learning experiences, which can benefit dyslexic users through contextualized content delivery.

In May 2022, Google acquired Raxium, a startup specializing in AR microdisplays, for ~$1 billion. This acquisition supports future AR hardware that could be adapted for educational and accessibility use, including dyslexia-friendly interfaces.

Components Covered:

  • Hardware
  • Software
  • Services

Age Groups Covered:

  • Early childhood (3-7 years)
  • Primary (8-11 years)
  • Secondary (12-17 years)
  • Adults

Deployments Covered:

  • Cloud-based
  • On-premises
  • Hybrid

Technologies Covered:

  • Marker-based AR
  • Markerless AR
  • AI & NLP-enabled AR
  • Gamified AR

Applications Covered:

  • Screening & early detection
  • Remediation programs
  • Skill reinforcement & practice
  • therapist support
  • Assessment & progress tracking
  • Other Applications

End Users Covered:

  • K-12 schools
  • Special education centers
  • Home users
  • Government & NGOs
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Dyslexia AR Learning Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

6 Global Dyslexia AR Learning Market, By Age Group

  • 6.1 Introduction
  • 6.2 Early childhood (3-7 years)
  • 6.3 Primary (8-11 years)
  • 6.4 Secondary (12-17 years)
  • 6.5 Adults

7 Global Dyslexia AR Learning Market, By Deployment

  • 7.1 Introduction
  • 7.2 Cloud-based
  • 7.3 On-premises
  • 7.4 Hybrid

8 Global Dyslexia AR Learning Market, By Technology

  • 8.1 Introduction
  • 8.2 Marker-based AR
  • 8.3 Markerless AR
  • 8.4 AI & NLP-enabled AR
  • 8.5 Gamified AR

9 Global Dyslexia AR Learning Market, By Application

  • 9.1 Introduction
  • 9.2 Screening & early detection
  • 9.3 Remediation programs
  • 9.4 Skill reinforcement & practice
  • 9.5 therapist support
  • 9.6 Assessment & progress tracking
  • 9.7 Other Applications

10 Global Dyslexia AR Learning Market, By End User

  • 10.1 Introduction
  • 10.2 K-12 schools
  • 10.3 Special education centers
  • 10.4 Home users
  • 10.5 Government & NGOs
  • 10.6 Other End Users

11 Global Dyslexia AR Learning Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Microsoft
  • 13.2 Google
  • 13.3 Apple
  • 13.4 Amazon
  • 13.5 Samsung
  • 13.6 Intel
  • 13.7 IBM
  • 13.8 Cisco
  • 13.9 Magic Leap
  • 13.10 EON Reality
  • 13.11 Practically
  • 13.12 Pearson
  • 13.13 Lenovo
  • 13.14 HP
  • 13.15 Meta
  • 13.16 Unity Technologies
  • 13.17 Adobe

List of Tables

  • Table 1 Global Dyslexia AR Learning Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Dyslexia AR Learning Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Dyslexia AR Learning Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Dyslexia AR Learning Market Outlook, By Software (2024-2032) ($MN)
  • Table 5 Global Dyslexia AR Learning Market Outlook, By Services (2024-2032) ($MN)
  • Table 6 Global Dyslexia AR Learning Market Outlook, By Age Group (2024-2032) ($MN)
  • Table 7 Global Dyslexia AR Learning Market Outlook, By Early childhood (3-7 years) (2024-2032) ($MN)
  • Table 8 Global Dyslexia AR Learning Market Outlook, By Primary (8-11 years) (2024-2032) ($MN)
  • Table 9 Global Dyslexia AR Learning Market Outlook, By Secondary (12-17 years) (2024-2032) ($MN)
  • Table 10 Global Dyslexia AR Learning Market Outlook, By Adults (2024-2032) ($MN)
  • Table 11 Global Dyslexia AR Learning Market Outlook, By Deployment (2024-2032) ($MN)
  • Table 12 Global Dyslexia AR Learning Market Outlook, By Cloud-based (2024-2032) ($MN)
  • Table 13 Global Dyslexia AR Learning Market Outlook, By On-premises (2024-2032) ($MN)
  • Table 14 Global Dyslexia AR Learning Market Outlook, By Hybrid (2024-2032) ($MN)
  • Table 15 Global Dyslexia AR Learning Market Outlook, By Technology (2024-2032) ($MN)
  • Table 16 Global Dyslexia AR Learning Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 17 Global Dyslexia AR Learning Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 18 Global Dyslexia AR Learning Market Outlook, By AI & NLP-enabled AR (2024-2032) ($MN)
  • Table 19 Global Dyslexia AR Learning Market Outlook, By Gamified AR (2024-2032) ($MN)
  • Table 20 Global Dyslexia AR Learning Market Outlook, By Application (2024-2032) ($MN)
  • Table 21 Global Dyslexia AR Learning Market Outlook, By Screening & early detection (2024-2032) ($MN)
  • Table 22 Global Dyslexia AR Learning Market Outlook, By Remediation programs (2024-2032) ($MN)
  • Table 23 Global Dyslexia AR Learning Market Outlook, By Skill reinforcement & practice (2024-2032) ($MN)
  • Table 24 Global Dyslexia AR Learning Market Outlook, By therapist support (2024-2032) ($MN)
  • Table 25 Global Dyslexia AR Learning Market Outlook, By Assessment & progress tracking (2024-2032) ($MN)
  • Table 26 Global Dyslexia AR Learning Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 27 Global Dyslexia AR Learning Market Outlook, By End User (2024-2032) ($MN)
  • Table 28 Global Dyslexia AR Learning Market Outlook, By K-12 schools (2024-2032) ($MN)
  • Table 29 Global Dyslexia AR Learning Market Outlook, By Special education centers (2024-2032) ($MN)
  • Table 30 Global Dyslexia AR Learning Market Outlook, By Home users (2024-2032) ($MN)
  • Table 31 Global Dyslexia AR Learning Market Outlook, By Government & NGOs (2024-2032) ($MN)
  • Table 32 Global Dyslexia AR Learning Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.