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 Pages: 180 Published: 09 April 2025 Format: PDF / PPT / Excel / Power BI
Share With : linkedin twitter facebook

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.

Need specific information/chapter from the report of the custom data table, graph or complete report? Tell us more.

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 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 
Name field cannot be blank!
Email field cannot be blank!(Use email format)
Designation field cannot be blank!
Company field cannot be blank!
Contact No field cannot be blank!
Message field cannot be blank!
3268
Security Code field cannot be blank!

Frequently Asked Questions

Metaverse In Education Market Size is valued at 5.4 billion in 2024 and is predicted to reach 134.4 billion by the year 2034

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.
Get Sample Report Enquiry Before Buying