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Metaverse in Education Market

Metaverse in Education Market Size, Share & Trends Analysis Report By Component (Hardware And Software) And Application (Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding), By Region, And Segment Forecasts, 2024-2031

Report ID : 1606 | Published : 2024-02-06 | Pages: 180 | Format: PDF/EXCEL

The Global Metaverse In Education Market Size is valued at 7.61 billion in 2023 and is predicted to reach 102.57 billion by the year 2031 at a 38.71% CAGR during the forecast period for 2024-2031.

Key Industry Insights & Findings from the Report:

  • This industry is anticipated to experience growth due to the rising use of virtual and augmented reality technologies in formal and professional education.
  • This industry is anticipated to witness expansion due to the increasing need for learning experiences that are both interactive and individualized.
  • North America dominated the market and accounted for a revenue share of global revenue in 2023.
  • VR/AR device prices and the absence of standards for VR/AR content production and distribution could impede the market's expansion.

metaverse in edu

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. 

Recent Developments:

  • In March 2022, The health and fitness company GOFA International has released Luca & Friends, a new ground-breaking app that uses AI (artificial intelligence) backed motion capture technology to get kids moving through fun, immersive educational games, to help families, schools, and after-school programmes address this issue in today's tech-driven world. 

Competitive Landscape:

Some of the Metaverse in Education market players are:

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Adobe Inc.
  • HP Inc.
  • Unity Software Inc.
  • Samsung Electronics
  • Lenovo
  • Roblox Corporation
  • Epic Games
  • Baidu, Inc
  • Other Prominent Players

 

Market Segmentation:

The metaverse in education market is segmented based on component and application. Based on component, 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 Components, The Hardware Segment Is A Major Contributor To The Metaverse In The Education Market

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 Witnessed Growth At A Rapid Rate

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 North America Metaverse In The Education Market Holds A Significant Revenue Share In The Region

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.

Metaverse In Education Market Report Scope:

Report Attribute

Specifications

Market size value in 2023

USD 7.61 Bn

Revenue forecast in 2031

USD 102.57 Bn

Growth rate CAGR

CAGR of 38.71% from 2024 to 2031

Quantitative units

Representation of revenue in US$ Billion, and CAGR from 2024 to 2031

Historic Year

2019 to 2023

Forecast Year

2024-2031

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; India; Japan; Brazil; Mexico; The UK; France; Italy; Spain; China; Japan; India; South Korea; Southeast Asia; 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, 2019 & 2031
5.2. Market Size (Value (US$ Mn) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Component:

5.2.1 Software

5.2.1.1 3D Mapping, Modelling, and Reconstruction
5.2.1.2 Extended Reality Software
5.2.1.3 Gaming Engines
5.2.1.4 Metaverse Platform

5.2.2 Hardware

5.2.2.1 AR Devices
5.2.2.2 Interactive Displays and Projectors
5.2.2.3 MR Devices
5.2.2.4 VR Devices

5.2.3 Professional Services

5.2.3.1 Application Development and System Integration
5.2.3.2 Strategy and Business Consulting

Chapter 6. Market Segmentation 2: by Application Estimates & Trend Analysis
6.1. by Application & Market Share, 2019 & 2031
6.2. Market Size (Value (US$ Mn) & Forecasts and Trend Analyses, 2019 to 2031 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. Metaverse in Education Market Segmentation 3: Regional Estimates & Trend Analysis

7.1. North America

7.1.1. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2024-2031
7.1.2. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
7.1.3. North America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

7.2. Europe

7.2.1. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2024-2031
7.2.2. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application,2024-2031
7.2.3. Europe Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

7.3. Asia Pacific

7.3.1. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2024-2031
7.3.2. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
7.3.3. Asia Pacific Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

7.4. Latin America

7.4.1. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2024-2031
7.4.2. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
7.4.3. Latin America Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

7.5. Middle East & Africa

7.5.1. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Component, 2024-2031
7.5.2. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
7.5.3. Middle East & Africa Metaverse in Education Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

Chapter 8. Competitive Landscape

8.1. Major Mergers and Acquisitions/Strategic Alliances

8.2. Company Profiles

8.2.1 Meta Platforms, Inc.
8.2.2 Microsoft Corporation
8.2.3 Adobe Inc.
8.2.4 HP Inc.
8.2.5 Unity Software Inc.
8.2.6 Samsung Electronics
8.2.7 Lenovo
8.2.8 Roblox Corporation
8.2.9 Epic Games
8.2.10 Baidu, Inc
8.2.11 Other Prominent Players

Segmentation of Metaverse in Education Market-

Metaverse in Education Market By Component

  • Software
    • 3D Mapping, Modelling, and Reconstruction
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
  • Hardware
    • AR Devices
    • Interactive Displays and Projectors
    • MR Devices
    • VR Devices
  • Professional Services
    • Application Development and System Integration
    • Strategy and Business Consulting

metaverse in edu

Metaverse in Education Market By Application

  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Others

Metaverse in Education Market By Region-

North America-

  • The US
  • Canada
  • Mexico

Europe-

  • Germany
  • The UK
  • France
  • Italy
  • Spain
  • Rest of Europe

Asia-Pacific-

  • China
  • Japan
  • India
  • South Korea
  • Southeast Asia
  • Rest of Asia Pacific

Latin America-

  • Brazil
  • Argentina
  • Rest of Latin America

 Middle East & Africa-

  • GCC Countries
  • South Africa
  • Rest of Middle East and 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:

  • Company websites, financial reports, annual reports, investor presentations, broker reports, and SEC filings.
  • External and internal proprietary databases, regulatory databases, and relevant patent analysis
  • Statistical databases, National government documents, and market reports
  • Press releases, news articles, and webcasts specific to the companies operating in the market

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: 

  • Industry participants: CEOs, CBO, CMO, VPs, marketing/ type managers, corporate strategy managers, and national sales managers, technical personnel, purchasing managers, resellers, and distributors.
  • Outside experts: Valuation experts, Investment bankers, research analysts specializing in specific markets
  • Key opinion leaders (KOLs) specializing in unique areas corresponding to various industry verticals
  • End-users: Vary mainly depending upon the market

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.

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Frequently Asked Questions

How big is the Metaverse in Education Market?

Metaverse in Education Market expected tog grow at a 38.71% CAGR during the forecast period for 2024-2031

Meta Platforms, Inc., Microsoft Corporation, Adobe Inc., HP Inc., Unity Software Inc., Samsung Electronics, Lenovo, Roblox Corporation, Epic Games, an

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