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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 End-Use, By Region, And Segment Forecasts, 2025-2034

Report ID : 1606 | Published : 2025-04-09 | Pages: 180 | Format: PDF/EXCEL/Power BI Dashbord

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:

  • 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 2024.
  • VR/AR device prices and the absence of standards for VR/AR content production and distribution could impede the market's expansion.

 metaverse in education

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 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.

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.

Based On End Use, The Academic Segment Is Accounted As A Significant Contributor To The Pharmaceutical Packaging Market

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 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 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

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 education

Metaverse in Education Market By Application

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

Metaverse in Education By End Use

  • Academic
    • K-12
    • Higher Education
  • Corporate

Metaverse in Education Market By Region-

North America-

  • The US
  • Canada

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
  • Mexico
  • 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 38.0% CAGR during the forecast period for 2025-2034

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

Metaverse in education market is segmented based on component, application and end-use

North American region is leading the Metaverse in Education Market.

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