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Virtual Reality in Education Market

Virtual Reality in Education Market Size, Share, and Analysis, By Component (Content, Hardware, Software), By Deployment Mode (Cloud, On-Premises), By Application (Higher Education, K-12, Vocational Training), By Corporate Training (IT and Telecom, Healthcare, Retail and E-commerce), By Content (Language Learning, STEM Education, Arts and Humanities, Others), and Regional Forecasts, 2022-2032

Published on: Jun-2023
Report Code: FG ICT 01575
No. of Pages: 170-350
Report Format: PDF

PRODUCT OVERVIEW:

Virtual Reality in Education Market size was USD 4.06 billion in 2021 and projected to grow from USD 8 billion in 2023 to USD 179.8 billion by 2032, exhibiting a CAGR of 41.2% during the forecast period.

The virtual reality (VR) in education market represents the use of VR technology in the education field. It includes the use of virtual reality software and hardware to develop interactive learning. Several educational institutions like colleges, schools, universities, and EdTech companies start and use virtual reality solutions to improve the learning and teaching procedure. Virtual reality in education includes many areas like developing of virtual environments, interactive content and simulations that recreate real-world situations or permit observation of several abstract concepts.

MARKET HIGHLIGHTS

Virtual Reality in Education Market is expected to project a CAGR of 41.2% during the forecast period, 2022-2032

Virtual Reality in Education Market is expected to reach USD 179.8 billion, growing at a CAGR of 41.2% during forecast period owing to the increasing popularity of this field which unite the power of educational experiences and technology. The fusion of Virtual Reality software, hardware, and content in educational institutions aids in improving the learning and teaching processes. Various advancements in virtual reality technology with enhanced awareness on the benefits associated with learning experiences, development of simulations and virtual field trips and reducing costs of VR hardware are expected to drive the growth of the Virtual Reality in Education market.

 

VIRTUAL REALITY IN EDUCATION MARKET SEGMENTATION:

Hardware segment is expected to grow with high CAGR during the forecast period

Virtual Reality in Education Market is classified based on the Component into Content, Hardware, Software. Hardware segment is expected to dominate the market during the forecast period. The Virtual Reality hardware is surrounded between the HMD’s, virtual reality headsets, and other controllers. The innovations in the virtual reality headsets and affordability of headsets are anticipated to drive the growth of segment in the Virtual Reality in Education Market.

Higher Education segment expected to grow with high CAGR during the forecast period

Virtual Reality in Education Market is classified based on the Application into Higher Education, K-12, Vocational Training. Higher Education segment is expected to dominate the market during the forecast period owing to the benefits offered by virtual reality in ideal learning. Due to the advancements in technology, experimental learning, personalized learning and mastery-based learning have showcased viable advantages Virtual Reality in Education market. Few advantages of virtual reality in education market include the student recruitment, fundraising, immersive learning which are expected to boost the growth of the segment in Virtual Reality in Education market.

MARKET DYNAMICS:   

Growth Drivers

Growing Acceptance of Virtual Field Trips is Expected to Boost the Growth of the Market

The demand and acceptance of field trips virtually is increasing. Educational institutions are focusing on arranging virtual trips to museums and the use of virtual reality headset in home/ classroom has increased which is expected to drive the growth of the market. The acceptance of virtual trips by students provides chance to acquire useful experience which are anticipated to drive the demand and growth of the Virtual Reality in Education market. Virtual trips help in creating exclusive interesting spaces and individual virtual experiences which is also expected to boost the growth of the market.

Increased Smart Devices Utilization is Expected to Boost the Growth of the Market

The trend of e-learning is booming compared to the traditional learning. The smart way of learning is expected to boost the growth of the market. The use of smart devices like tablets, mobile phones, MacBook, iPad etc. had increased rather than using projectors and laptops is expected to boost the demand of the market. The constant changes and advancements in technology are expected to further boost the growth of the Virtual Reality in Education Market.

Restraint

Data Privacy Issues May Restrain the Growth of the Market

Data privacy issues associated with arrangement of virtual reality platform is expected to restrain the growth of the market. Use of virtual reality for academic purpose include sensitive data, and data breaches or data leak may hamper the growth of the market. The upgrading policies and regulations may restrain the growth in the market.

RECENT DEVELOPMENTS:

  • In October 2021, Facebook announced the introduction of new reality tools to aid AR developers.
  • In October 2021, Varjo, declared the initiation of Varjo Aero, a virtual reality device for healthcare, medical, and education industries.

VIRTUAL REALITY IN EDUCATION MARKET

Key Players Covered:

  • Sony
  • Samsung
  • HTC
  • Google Corporation
  • EON Reality Inc.
  • RegattaVR
  • Veative Labs
  • Unimersiv
  • Schell Games
  • Facebook Technologies, LLC.
  • Avantis Systems Ltd.
  • Alchemy Immersive
  • Other Prominent Players (Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis)

REGIONAL ANALYSIS

Virtual Reality in Education Market is segmented based on regional analysis into five major regions: North America, Latin America, Europe, Asia Pacific and the Middle East and Africa. North America dominated the virtual reality in education market in 2021 and is expected to dominate the market during the forecast period owing to the presence of key market players in this region like Facebook, Google which are focusing on development of virtual reality based educational games which are expected to boost the growth of the Virtual Reality in Education market during the forecast period.

 

IMPACT OF COVID-19 ON VIRTUAL REALITY IN EDUCATION MARKET

The COVID-19 outbreak had resulted in the economic downfall. Several countries had imposed lockdowns and applied travel restrictions to control the spread of the virus. Virtual Reality technology had demand in the pandemic period owing to the preference of people to socialize and shopping using this technology. COVID-19 pandemic impacted the students in allowing them to opt virtual world of remote education. Covid-19 had a positive impact on the growth of the Virtual Reality in Education market. ​

Virtual Reality in Education Market is further segmented by region into:

  • North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United States and Canada
  • Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil and Rest of Latin America
  • Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey and Rest of Europe
  • Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia and Rest of APAC
  • Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa and Rest of MENA.

VIRTUAL REALITY IN EDUCATION MARKET SCOPE AND SEGMENTS:

ATTRIBUTE

  DETAILS

Study Period

2018-2032

Base Year

2022

Forecast Period

2021-2032

Historical Period

2019-2021

Growth Rate

CAGR of 41.2% from 2022-2032

Unit

Value (USD Billion)

Segmentation

Main Segments List

Component

  • Content
  • Hardware
  • Software

Deployment Mode

  • Cloud
  • On-Premises

Application

  • Higher Education
  • K-12
  • Vocational Training

Corporate Training

  • IT and Telecom
  • Healthcare
  • Retail
  • E-commerce

Content

  • Language Learning
  • STEM Education
  • Arts and Humanities
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Scandinavia
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Frequently Asked Questions (FAQ):

Virtual Reality in Education Market size was estimated at USD 4.06 billion in 2021 and is expected to reach USD 179.8 billion in 2032.

The virtual reality (VR) in education market represents the use of VR technology in the education field. It includes the use of virtual reality software and hardware to develop interactive learning.

Hardware and Higher Education segment accounted for the largest Virtual Reality in Education market share.

Key players: Sony, Samsung, HTC, Google Corporation, EON Reality Inc., RegattaVR, Veative Labs, Unimersiv, Schell Games, Facebook Technologies, LLC., Avantis Systems Ltd., Alchemy Immersive and Other Prominent Players are the key players in the Virtual Reality in Education Market.

Growing Acceptance of Virtual Field Trips and Increased Smart Devices Utilization are the factors driving the Virtual Reality in Education market.

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