Global Metaverse In Education Market Size is valued at USD 5.4 Billion in 2024 and is predicted to reach USD 134.4 Billion by the year 2034 at a 38.0% CAGR during the forecast period for 2025-2034.
Key Industry Insights & Findings from the Report:
A digital approach to social learning and skill development is achieved by metaverse, which makes use of augmented reality tools and decentralized technology to encourage communication and engagement among users. With the growth of internet platforms, lecturers can now impart knowledge to live audiences in real-time while also conducting online classes, which has the potential to alter how institutional education can be financially supported.
Additionally, continuing to increase e-learning adoption, rising interest in immersed learning environments, and rising spending on metaverse-related learning is a prime factor driving metaverse in education market expansion. The global economy has grown tremendously due to the constant expansion of internet connectivity and several technical breakthroughs, including 5G, cryptocurrency, cloud services, the (IoT), and (AI). Thus, anticipated to fuel the metaverse in education market demand.
The metaverse in the education market is segmented based on components, applications, and end-use. Based on components, the metaverse in the education market is segmented as hardware, software, and professional services. The software segment comprises 3D Mapping, Modelling, and Reconstruction, Extended Reality Software, Gaming Engines, and Metaverse Platforms. Secondly, the Hardware segment comprises AR Devices, Interactive Displays and Projectors, MR Devices, and VR Devices. The Professional Services include Application Development and System Integration, Strategy, and Business Consulting. The market is segmented by application learning, skill development, educational apps, self-regulation skills, cultural understanding, and others. Based on the end use, the metaverse in the education market is categorized into academic and corporate. Academics are further divided into K-12 and higher education.
The hardware category is expected to hold a major share in the global Metaverse in Education market in 2021 due to an increasing focus among companies on manufacturing products that give a better user experience and enable more extended user immersion. Manufacturers are also attempting to create more sophisticated gear, such as VR/AR headgear, sensory devices, and sensors, to enhance the realism of virtual worlds. This market's expected revenue growth will also be fueled by the creation of user interfaces that let users access 3D material on some gadgets, including cellphones, upcoming TVs, and the augmented reality (smart glasses known as HoloLens.
The educational apps segment is projected to grow rapidly in the global metaverse in the education market. Creating educational apps for all age groups drives the market's growth over the anticipated period. The market's expansion depends on some variables, such as increasing public programs, rising interest in STEM-related apps, and a rise in cellular internet use. Therefore, mobile apps are the most interesting and educational tools for students to advance their studies and boost productivity. Modern educational applications are among the most enjoyable and practical ways to motivate pupils to learn and boost output. According to research, children will have access to mobile phones in this technologically advanced era and will be more motivated to learn outside the classroom.
The academics are expected to hold a significant share of the global pharmaceutical packaging market. The metaverse encourages students to actively participate by providing a more dynamic and captivating learning environment. Students from various places can collaborate on projects, carry out experiments, and have debates in virtual spaces created by the metaverse. This prepares students for a transnational workforce by fostering teamwork, collaboration, and communication skills. Students who live in remote locations or have disabilities may find education more accessible thanks to the metaverse. All students can take part in a rich learning experience thanks to the ability to customize virtual settings to meet their specific needs.
The North America metaverse in the education market is expected to witness the highest market share in revenue soon. The regional market is projected to experience faster revenue growth due to the growing number of start-ups focusing on developing metaverse platforms for commercialization. Asia Pacific is also anticipated to have rapid growth in the global metaverse education market.
The expanding number of foreign competitors in the "metaverse in education market" is predicted to further fuel industry expansion. The market is also projected to be encouraged during the study by rising capital invested by significant suppliers in product capabilities and business expansion. Many market participants are seeing promising opportunities in developing nations like China and India, where sizable populations are paired with recent advancements in numerous industries.
Report Attribute |
Specifications |
Market size value in 2024 |
USD 5.4 Bn |
Revenue forecast in 2034 |
USD 134.4 Bn |
Growth rate CAGR |
CAGR of 38.0% from 2025 to 2034 |
Quantitative units |
Representation of revenue in US$ Billion, and CAGR from 2025 to 2034 |
Historic Year |
2021 to 2024 |
Forecast Year |
2025-2034 |
Report coverage |
The forecast of revenue, the position of the company, the competitive market statistics, growth prospects, and trends |
Segments covered |
Component And Application |
Regional scope |
North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
Country scope |
U.S.; Canada; U.K.; Germany; China; Japan; Brazil; Mexico; France; Italy; Spain; India; South Korea; Southeast Asia |
Competitive Landscape |
Meta Platforms, Inc., Microsoft Corporation, Adobe Inc., HP Inc., Unity Software Inc., Samsung Electronics, Lenovo, Roblox Corporation, Epic Games, Baidu, Inc, Other Prominent Players |
Customization scope |
Free customization report with the procurement of the report, Modifications to the regional and segment scope. Particular Geographic competitive landscape. |
Pricing and available payment methods |
Explore pricing alternatives that are customized to your particular study requirements. |
Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumptions
Chapter 2. Executive Summary
Chapter 3. Global Metaverse in Education Market Snapshot
Chapter 4. Global Metaverse in Education Market Variables, Trends & Scope
4.1. Market Segmentation & Scope
4.2. Drivers
4.3. Challenges
4.4. Trends
4.5. Investment and Funding Analysis
4.6. Industry Analysis – Porter’s Five Forces Analysis
4.7. Competitive Landscape & Market Share Analysis
4.8. Impact of Covid-19 Analysis
Chapter 5. Market Segmentation 1: by Component Estimates & Trend Analysis
5.1. by Component & Market Share, 2024 & 2034
5.2. Market Size (Value (US$ Mn) & Forecasts and Trend Analyses, 2024 to 2034 for the following by Component:
5.2.1. Hardware
5.2.2. Software
Chapter 6. Market Segmentation 2: by Application Estimates & Trend Analysis
6.1. by Application & Market Share, 2024 & 2034
6.2. Market Size (Value (US$ Mn) & Forecasts and Trend Analyses, 2024 to 2034 for the following by Application:
6.2.1. Learning
6.2.2. Skill Development
6.2.3. Educational Apps
6.2.4. Self-Regulation Skills
6.2.5. Cultural Understanding
6.2.6. Others
Chapter 7. Market Segmentation 3: by End Use Estimates & Trend Analysis
7.1. by End Use & Market Share, 2024 & 2034
7.2. Market Size (Value (US$ Mn) & Forecasts and Trend Analyses, 2024 to 2034 for the following by End Use:
7.2.1. Academic
7.2.1.1. K-12
7.2.1.2. Higher Education
7.2.2. Corporate
Chapter 8. Metaverse in Education Market Segmentation 4: Regional Estimates & Trend Analysis
8.1. North America
8.1.1. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2021-2034
8.1.2. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2021-2034
8.1.3. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by End Use, 2021-2034
8.1.4. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2021-2034
8.2. Europe
8.2.1. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2021-2034
8.2.2. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2021-2034
8.2.3. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by End Use, 2021-2034
8.2.4. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2021-2034
8.3. Asia Pacific
8.3.1. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2021-2034
8.3.2. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2021-2034
8.3.3. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by End Use, 2021-2034
8.3.4. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2021-2034
8.4. Latin America
8.4.1. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2021-2034
8.4.2. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2021-2034
8.4.3. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by End Use, 2021-2034
8.4.4. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2021-2034
8.5. Middle East & Africa
8.5.1. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2021-2034
8.5.2. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2021-2034
8.5.3. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by End Use, 2021-2034
8.5.4. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2021-2034
Chapter 9. Competitive Landscape
9.1. Major Mergers and Acquisitions/Strategic Alliances
9.2. Company Profiles
9.2.1. Invact Metaversity
9.2.2. Tomorrow’s Education
9.2.3. Sophia Technologies Ltd. Metaverse Group
9.2.4. Shenzhen Meten International Education Co. Ltd.
9.2.5. Shenzhen Shengxue Culture Communication Co. Ltd.
9.2.6. WU Executive Academy
9.2.7. 21K School
9.2.8. Luca & Friends
9.2.9. Skillful Craftsman Education Technology Ltd.
9.2.10. Jiangsu Hibao Tech Software Co. Ltd.
9.2.11. Roblox
9.2.12. Microsoft
9.2.13. The University of Miami
9.2.14. The University of Nevada
9.2.15. Other Prominent Players
Metaverse in Education Market By Component
Metaverse in Education Market By Application
Metaverse in Education By End Use
Metaverse in Education Market By Region-
North America-
Europe-
Asia-Pacific-
Latin America-
Middle East & Africa-
InsightAce Analytic follows a standard and comprehensive market research methodology focused on offering the most accurate and precise market insights. The methods followed for all our market research studies include three significant steps – primary research, secondary research, and data modeling and analysis - to derive the current market size and forecast it over the forecast period. In this study, these three steps were used iteratively to generate valid data points (minimum deviation), which were cross-validated through multiple approaches mentioned below in the data modeling section.
Through secondary research methods, information on the market under study, its peer, and the parent market was collected. This information was then entered into data models. The resulted data points and insights were then validated by primary participants.
Based on additional insights from these primary participants, more directional efforts were put into doing secondary research and optimize data models. This process was repeated till all data models used in the study produced similar results (with minimum deviation). This way, this iterative process was able to generate the most accurate market numbers and qualitative insights.
Secondary research
The secondary research sources that are typically mentioned to include, but are not limited to:
The paid sources for secondary research like Factiva, OneSource, Hoovers, and Statista
Primary Research:
Primary research involves telephonic interviews, e-mail interactions, as well as face-to-face interviews for each market, category, segment, and subsegment across geographies
The contributors who typically take part in such a course include, but are not limited to:
Data Modeling and Analysis:
In the iterative process (mentioned above), data models received inputs from primary as well as secondary sources. But analysts working on these models were the key. They used their extensive knowledge and experience about industry and topic to make changes and fine-tuning these models as per the product/service under study.
The standard data models used while studying this market were the top-down and bottom-up approaches and the company shares analysis model. However, other methods were also used along with these – which were specific to the industry and product/service under study.
To know more about the research methodology used for this study, kindly contact us/click here.