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市场调查报告书
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1901687

教育领域扩增实境和虚拟实境市场-全球产业规模、份额、趋势、机会和预测(按技术类型、硬体、最终用户、地区和竞争格局划分,2021-2031年预测)

Augmented and Virtual Reality in Education Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Technology Type, By Hardware, By End User, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3个工作天内

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简介目录

全球教育领域扩增实境和虚拟实境市场规模将从2025年的170.5亿美元成长到2031年的586.4亿美元,复合年增长率达22.86%。该市场涉及将沉浸式技术应用于现实世界,或将用户置于模拟环境中,以促进互动式学习。

市场概览
预测期 2027-2031
市场规模:2025年 170.5亿美元
市场规模:2031年 586.4亿美元
复合年增长率:2026-2031年 22.86%
成长最快的细分市场 大学和学院
最大的市场 亚太地区

主要市场驱动因素

模拟训练在医疗保健和STEM领域的日益普及,成为市场扩张的主要动力,从根本上改变了高风险环境下关键技能的习得方式。医疗和工程机构正越来越多地利用沉浸式技术来模拟复杂的生物系统和技术流程,使学习者能够在无需承担传统体能训练相关的伦理或经济风险的情况下掌握技能。

主要市场挑战

高昂的实施成本以及将沉浸式技术整合到现有框架中的复杂性,严重阻碍了全球教育领域扩增实境和虚拟实境市场的成长。这些解决方案需要对专用硬体(例如头戴式设备和高效能电脑)进行大量前期投资,同时还需要持续支出软体授权和内容更新费用。

主要市场趋势

将人工智慧驱动的自适应学习融入虚拟环境,正显着改变市场格局,使沉浸式教育超越静态模拟,迈向高度个人化的体验。与传统内容不同,人工智慧演算法能够即时分析学生的表现,动态调整虚拟场景的难度和节奏,从而确保最佳的认知参与度。

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:客户之声

第五章:全球教育领域扩增实境与虚拟实境市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 依硬体分类(头戴式显示器 (HMD)、智慧眼镜、手持装置、投影机)
    • 按最终使用者(学校、大学和学院、企业培训中心、教育机构)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美教育领域扩增实境与虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲教育领域扩增实境与虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区教育领域扩增实境与虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲教育领域扩增实境和虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美教育领域扩增实境与虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球教育领域扩增实境与虚拟实境市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 16017

The Global Augmented and Virtual Reality in Education Market will grow from USD 17.05 Billion in 2025 to USD 58.64 Billion by 2031 at a 22.86% CAGR. The Global Augmented and Virtual Reality in Education Market involves the application of immersive technologies that overlay digital content onto the physical world or immerse users in simulated environments to facilitate interactive learning.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 17.05 Billion
Market Size 2031USD 58.64 Billion
CAGR 2026-203122.86%
Fastest Growing SegmentUniversities and Colleges
Largest MarketAsia Pacific

Key Market Drivers

The Rising Adoption of Simulation-Based Training in Healthcare and STEM Fields serves as a primary engine for market expansion, fundamentally altering how critical skills are acquired in high-stakes environments. Medical and engineering institutions are increasingly leveraging immersive technologies to replicate complex biological systems and technical procedures, allowing learners to achieve mastery without the ethical or financial risks associated with physical training. This shift is materially supported by large-scale public sector initiatives designed to modernize workforce capabilities through virtual modalities.

Key Market Challenges

The high cost of implementation and the complexity of integrating immersive technologies into existing frameworks significantly impede the growth of the Global Augmented and Virtual Reality in Education Market. These solutions require substantial upfront investment in specialized hardware, such as headsets and high-performance computers, alongside continuous expenditure for software licensing and content updates.

Key Market Trends

The Integration of AI-Driven Adaptive Learning within Virtual Environments is significantly transforming the market by moving immersive education beyond static simulations to highly personalized experiences. Unlike traditional content, AI algorithms now analyze student performance in real-time to dynamically adjust the difficulty and pacing of virtual scenarios, ensuring optimal cognitive engagement. This convergence allows educators to address individual learning gaps immediately through tailored feedback loops, a capability that substantially increases the utility of extended reality tools in diverse academic settings.

Key Market Players

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

Report Scope:

In this report, the Global Augmented and Virtual Reality in Education Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Augmented and Virtual Reality in Education Market, By Hardware:

  • Head-Mounted Displays (HMDs)
  • Smart Glasses
  • Handheld Devices
  • Projectors

Augmented and Virtual Reality in Education Market, By End User:

  • Schools
  • Universities and Colleges
  • Corporate Training Centers
  • Educational Institutes

Augmented and Virtual Reality in Education Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented and Virtual Reality in Education Market.

Available Customizations:

Global Augmented and Virtual Reality in Education Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Augmented and Virtual Reality in Education Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Hardware (Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices, Projectors)
    • 5.2.2. By End User (Schools, Universities and Colleges, Corporate Training Centers, Educational Institutes)
    • 5.2.3. By Region
    • 5.2.4. By Company (2025)
  • 5.3. Market Map

6. North America Augmented and Virtual Reality in Education Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Hardware
    • 6.2.2. By End User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Augmented and Virtual Reality in Education Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Hardware
        • 6.3.1.2.2. By End User
    • 6.3.2. Canada Augmented and Virtual Reality in Education Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Hardware
        • 6.3.2.2.2. By End User
    • 6.3.3. Mexico Augmented and Virtual Reality in Education Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Hardware
        • 6.3.3.2.2. By End User

7. Europe Augmented and Virtual Reality in Education Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Hardware
    • 7.2.2. By End User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Augmented and Virtual Reality in Education Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Hardware
        • 7.3.1.2.2. By End User
    • 7.3.2. France Augmented and Virtual Reality in Education Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Hardware
        • 7.3.2.2.2. By End User
    • 7.3.3. United Kingdom Augmented and Virtual Reality in Education Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Hardware
        • 7.3.3.2.2. By End User
    • 7.3.4. Italy Augmented and Virtual Reality in Education Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Hardware
        • 7.3.4.2.2. By End User
    • 7.3.5. Spain Augmented and Virtual Reality in Education Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Hardware
        • 7.3.5.2.2. By End User

8. Asia Pacific Augmented and Virtual Reality in Education Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Hardware
    • 8.2.2. By End User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Augmented and Virtual Reality in Education Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Hardware
        • 8.3.1.2.2. By End User
    • 8.3.2. India Augmented and Virtual Reality in Education Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Hardware
        • 8.3.2.2.2. By End User
    • 8.3.3. Japan Augmented and Virtual Reality in Education Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Hardware
        • 8.3.3.2.2. By End User
    • 8.3.4. South Korea Augmented and Virtual Reality in Education Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Hardware
        • 8.3.4.2.2. By End User
    • 8.3.5. Australia Augmented and Virtual Reality in Education Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Hardware
        • 8.3.5.2.2. By End User

9. Middle East & Africa Augmented and Virtual Reality in Education Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Hardware
    • 9.2.2. By End User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Augmented and Virtual Reality in Education Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Hardware
        • 9.3.1.2.2. By End User
    • 9.3.2. UAE Augmented and Virtual Reality in Education Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Hardware
        • 9.3.2.2.2. By End User
    • 9.3.3. South Africa Augmented and Virtual Reality in Education Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Hardware
        • 9.3.3.2.2. By End User

10. South America Augmented and Virtual Reality in Education Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Hardware
    • 10.2.2. By End User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Augmented and Virtual Reality in Education Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Hardware
        • 10.3.1.2.2. By End User
    • 10.3.2. Colombia Augmented and Virtual Reality in Education Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Hardware
        • 10.3.2.2.2. By End User
    • 10.3.3. Argentina Augmented and Virtual Reality in Education Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Hardware
        • 10.3.3.2.2. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Augmented and Virtual Reality in Education Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Group Corporation.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Meta Platforms, Inc
  • 15.4. GOOGLE INC
  • 15.5. MICROSOFT CORPORATION
  • 15.6. SAMSUNG ELECTRONICS CO., LTD
  • 15.7. Apple Inc.
  • 15.8. PTC Inc.
  • 15.9. Seiko Epson.
  • 15.10. Panasonic Holdings Corporation

16. Strategic Recommendations

17. About Us & Disclaimer