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Report Description

Report Description

Forecast Period

2024-2028

Market Size (2022)

USD 13.67 Billion

CAGR (2023-2028)

15.62%

Fastest Growing Segment

Universities and Colleges

Largest Market

Asia Pacific

 

Market Overview

The global Augmented and Virtual Reality in Education market had been valued at USD 13.67 billion by the end of 2022. This advancement is driven by a robust compound annual growth rate (CAGR) of 15.62% forecasted throughout the prediction period. Within the dynamic landscape of educational technology solutions, the Augmented and Virtual Reality in Education market emerges as a pivotal driving force.

This market's essence lies in delivering seamless learning experiences, fortified educational tools, and innovative approaches that elevate learning engagement and student outcomes. Notably, the escalating demand for immersive and interactive learning solutions and the integration of Augmented and Virtual Reality in Education technologies are key catalysts. These advancements are supported by innovations such as Internet of Things (IoT)-infused learning platforms and interactive applications.

The transition towards technology-enhanced educational solutions, underpinned by pedagogical advancements, is harmoniously aligned with the overarching theme of education transformation. Educational institutions, schools, and training centers are harnessing Augmented and Virtual Reality in Education technologies to enrich learning experiences and empower learners with new dimensions of understanding. However, amidst these opportunities, challenges related to digital privacy regulations and security concerns require careful attention. Striking a balance between technological advancement and pedagogical effectiveness remains pivotal.

In the ever-evolving landscape of education technology, the Augmented and Virtual Reality in Education market stands as a steadfast enabler, propelling modernization in learning methodologies. Its influence reverberates through enhancing engagement, adaptability, and educational outcomes. As education continues to evolve, this market continually redefines the boundaries of traditional learning, thereby laying a robust foundation for an interconnected and innovative learning paradigm.

Key Market Drivers

Revolutionizing Learning Landscapes through IoT Integration

The Global Augmented and Virtual Reality in Education market gains impetus from the rapid integration of IoT (Internet of Things) technology, revolutionizing educational solutions with interconnected devices and data-driven learning enhancements. This transformative trend spans across industries, embedding IoT devices in domains from industrial automation to smart homes. As these interconnected devices demand robust security, the demand for Augmented and Virtual Reality in Education solutions surges, offering secure elements and authentication systems. The synergy between IoT and Augmented and Virtual Reality in Education not only enhances device-level security but also fortifies the overall protection of interconnected educational ecosystems. Conquering challenges like end-to-end security assurance and managing the diversity of IoT devices, the industry paves the way for continuous innovation.

Empowering Education with Secure Connectivity in Digital Transformations

Catalyzing Secure Connectivity in Dynamic Digital Transformations

Amidst the rapidly evolving terrain of digital transformations, the Global Augmented and Virtual Reality in Education market is being significantly propelled by the emergence of secure connectivity as a pivotal driving force. As educational institutions ardently embrace the era of digitalization, the necessity for robust security measures to ensure the safeguarding of data, transactions, and communication takes center stage. This urgency has prompted organizations to seamlessly incorporate solutions within Augmented and Virtual Reality in Education, encompassing hardware security modules (HSMs) and secure elements. Through this strategic integration, organizations effectively address the vital requirement for fortified security measures, delivering encrypted communication channels, secure authentication protocols, and the crucial preservation of data integrity.

This burgeoning trend is particularly accentuated within the education sector, where the exchange of sensitive information stands as a cornerstone. By ardently embracing the tenets of secure connectivity, not only are institutions effectively shielded against the burgeoning landscape of cyber threats, but a milieu of student and stakeholder trust is also cultivated. Simultaneously, strict adherence to regulatory norms is seamlessly upheld, underscoring the criticality of this paradigm shift.

However, the journey towards secure connectivity is not bereft of its challenges. The intricacies lie within orchestrating seamless integration, facilitating scalability, and perpetually staying attuned to the dynamic realm of security complexities that continue to evolve. These challenges, in essence, present a unique juncture of opportunity for education providers. It is within these complexities that education providers can chart their trajectory towards sustainable growth, harnessing secure connectivity as a foundational pillar.

In essence, as the Global Augmented and Virtual Reality in Education market witnesses the profound impacts of secure connectivity, the contours of education are irrevocably transformed. The fusion of educational technology solutions with robust security mechanisms not only augments the resilience of institutions against threats but also paves the way for an enriched, secure, and innovative educational landscape, poised to flourish in the digital age.

Navigating Privacy and Compliance Waters: Upholding Regulatory Standards

Upholding Regulatory Alignment through Privacy and Compliance

A significant driver underpinning the Global Augmented and Virtual Reality in Education market is the growing emphasis on privacy and regulatory compliance. In the evolving landscape of data protection laws like GDPR and CCPA, educational institutions find themselves compelled to institute robust security measures that uphold user data security and align with stringent regulations. Augmented and Virtual Reality in Education solutions, encompassing trusted platform modules (TPMs) and secure authentication mechanisms, play a pivotal role in enabling organizations to encrypt sensitive data, enforce access controls, and maintain comprehensive audit trails. Heightened awareness about data privacy and the potential consequences of security breaches further fuels the demand for Augmented and Virtual Reality in Education solutions. However, navigating the intricate maze of regulations, achieving cross-border compliance, and staying informed about evolving standards present challenges. As privacy concerns take center stage, the integration of Augmented and Virtual Reality in Education solutions becomes not only a competitive advantage but a necessity for educational institutions aiming to thrive within the evolving data privacy landscape. 

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Key Market Challenges

Navigating Evolving Cybersecurity Landscape: Safeguarding Against Emerging Threats

Championing Vigilance Amidst Evolving Cybersecurity Landscape

Within the realm of the Global Augmented and Virtual Reality in Education market, a paramount challenge centers on effectively navigating emerging cybersecurity threats. These imperative demands unwavering vigilance as interconnected embedded devices permeate diverse industries. The growing interconnectivity exposes entities to heightened risks of cyberattacks, data breaches, and system vulnerabilities. In response to the dynamic tactics of malicious actors, ranging from sophisticated hacking methodologies to ransomware assaults, a steadfast commitment to proactive defense strategies is essential.

Addressing this challenge necessitates stakeholder investment in cutting-edge security solutions, encompassing advanced encryption techniques, intrusion detection systems, and behavioral analytics. Collaborative endeavors with cybersecurity experts, continuous monitoring, and swift incident response protocols play pivotal roles in identifying and mitigating potential threats. Given the pivotal role of embedded devices across sectors such as Corporate Training Centers, Educational Institutes, and industrial automation, ensuring the integrity and security of these systems remains crucial to fostering user trust and public safety.

Navigating Complex Regulatory Landscape: Orchestrating Compliance Efforts

Harmonizing Compliance Amidst Complex Regulatory Realities

In the evolving expanse of the Global Augmented and Virtual Reality in Education market, a complex challenge emerges in navigating intricate regulatory terrain, requiring strategic acumen. The widespread adoption of data privacy regulations, including the General Data Protection Regulation (GDPR), California Consumer Privacy Act (CCPA), and forthcoming mandates like the European Union's Digital Services Act (DSA), necessitates compliance while ensuring seamless user experiences.

Balancing data protection, user consent, and transparency across diverse regions and jurisdictions presents intricate complexities. The core lies in harmonizing compliance requisites while acknowledging cultural and regional nuances inherent in data protection laws and user rights. Overlooking these intricacies can result in legal consequences, reputational harm, and erosion of user trust.

Tackling this challenge mandates Augmented and Virtual Reality in Education platforms to engage adept legal experts well-versed in global data privacy regulations. This entails crafting robust consent management systems, enacting comprehensive data protection measures, and maintaining meticulous audit trails. Furthermore, a proactive approach to monitoring and adapting to evolving regulations ensures resilience in the face of a dynamic regulatory environment. By proactively addressing these challenges, Augmented and Virtual Reality in Education platforms fortify their competitive edge and nurture unwavering trust among global user communities.

Key Market Trends

Elevating User Experiences through AI Integration

Augmenting User Engagement through AI Synergy

A significant trend influencing the Global Augmented and Virtual Reality in Education market revolves around the strategic integration of advanced artificial intelligence (AI) technologies to enhance user experiences. Educational institutions are leveraging AI-powered insights to deeply analyse user behaviours, preferences, and security patterns. This profound understanding empowers Augmented and Virtual Reality in Education solutions to offer personalized security recommendations, customized access controls, and real-time threat detection. Additionally, AI-driven chatbots and virtual assistants are enriching user interactions, providing instant support and intelligent responses. This trend not only amplifies user engagement but also reinforces security protocols, fostering heightened user trust and enduring loyalty within a competitive market landscape.

Leveraging IoT and Smart Sensors for Enhanced Security

Transforming Security through IoT Integration and Smart Sensors

The rapid adoption of Internet of Things (IoT) technology and smart sensors is driving a transformative trend in the Global Augmented and Virtual Reality in Education market. Augmented and Virtual Reality in Education solutions are harnessing the potential of IoT devices and sensors to capture real-time data on security breaches, access patterns, and potential vulnerabilities. This data-centric approach enables continuous surveillance and efficient management of security systems, optimizing resource allocation and enhancing user safety. The incorporation of IoT also enables predictive analytics, allowing Augmented and Virtual Reality in Education systems to proactively anticipate security threats and take pre-emptive actions, thereby bolstering overall security effectiveness.

Embracing Blockchain for Unmatched Security Assurance

Revolutionizing Security Paradigms through Blockchain Integration

An emerging trend reshaping the Global Augmented and Virtual Reality in Education market involves the strategic adoption of blockchain technology to ensure unparalleled security assurance. The decentralized and tamper-proof nature of blockchain makes it ideal for secure data storage, identity verification, and access control. Augmented and Virtual Reality in Education solutions are leveraging blockchain to establish immutable audit trails, verify user identities, and enhance the traceability of security events. This trend not only enhances security measures but also addresses concerns related to data integrity and verification, positioning Augmented and Virtual Reality in Education solutions as robust safeguards in an increasingly interconnected digital landscape.

Green Initiatives in Augmented and Virtual Reality in Education Solutions

Sustainability Driving Change in the Landscape

A growing trend in the Global Augmented and Virtual Reality in Education market is the integration of green initiatives. As environmental consciousness increases, businesses are emphasizing sustainability, extending these principles to the technology sector. Augmented and Virtual Reality in Education solutions are aligning with eco-friendly practices by incorporating energy-efficient designs, recyclable materials, and reduced carbon footprints. This trend not only underscores corporate social responsibility but also resonates with environmentally conscious consumers and regulatory frameworks. By embracing sustainable practices, Augmented and Virtual Reality in Education solutions contribute to a greener future while gaining a competitive advantage in a conscientious market landscape.

Segmental Insights

Hardware Insights

In the year 2022, the Global Augmented and Virtual Reality in Education Market was predominantly led by the Head-Mounted Displays (HMDs) segment, capturing a significant market share. This dominance is anticipated to persist throughout the forecast period. The ascendancy of HMDs is attributed to their immersive and interactive nature, which offers an unparalleled educational experience to students and learners. The utilization of HMDs in educational settings allows for a seamless integration of virtual and augmented reality content, enabling students to engage with subjects in a three-dimensional, lifelike environment. The immersive learning experiences facilitated by HMDs foster deeper comprehension, retention, and engagement, making them an ideal choice for educational institutions striving to enhance pedagogical approaches. Furthermore, the continuous advancements in HMD technology, including improved visual quality, comfort, and user-friendly interfaces, are poised to further solidify the dominance of this segment. As the education sector increasingly adopts immersive technologies to revolutionize the learning process, HMDs are expected to remain the primary hardware choice for educators and students, redefining the way knowledge is imparted and absorbed.

End User Insights

In the year 2022, the Global Augmented and Virtual Reality in Education Market was prominently led by the Universities and Colleges segment, asserting a notable market dominance that is projected to persist throughout the forecast period. This dominance is fuelled by the profound impact of immersive technologies on higher education, where universities and colleges are increasingly integrating augmented and virtual reality solutions to enhance the learning experience. The versatility of these technologies allows for interactive and engaging educational content across various disciplines, enabling students to explore complex concepts in a tangible and dynamic manner. Moreover, universities and colleges are leveraging augmented and virtual reality to facilitate virtual campus tours, remote collaborations, and laboratory simulations, transcending geographical limitations and enhancing the overall educational journey. As institutions of higher learning continue to prioritize innovative teaching methods and prepare students for a technology-driven future, the adoption of augmented and virtual reality solutions is expected to remain a strategic imperative. The investments in cutting-edge hardware, software, and content creation tools, along with the growing emphasis on personalized and immersive learning, position the Universities and Colleges segment to maintain its dominance in reshaping the landscape of education.

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Regional Insights

In the year 2022, the dominance of the Global Augmented and Virtual Reality in Education Market was prominently held by the North America region, a trend projected to endure over the forecast period. North America's commanding position is attributed to the region's robust technological infrastructure, extensive adoption of digital learning tools, and a thriving ecosystem of innovative tech companies specializing in augmented and virtual reality. The United States, in particular, stands out as a frontrunner in integrating these immersive technologies into educational settings. The presence of leading universities, research institutions, and corporate training centers that actively embrace augmented and virtual reality further bolsters North America's prominence. These institutions are leveraging immersive experiences to enhance curriculum delivery, foster interactive learning environments, and provide hands-on training across various disciplines. Additionally, the region's commitment to fostering a culture of innovation, coupled with a strong emphasis on personalized and experiential education, propels the continuous adoption of augmented and virtual reality solutions. As investment in AR and VR technology continues to grow and collaboration between educational institutions and technology providers flourishes, North America is poised to maintain its dominance in reshaping the educational landscape through immersive experiences that cater to the evolving needs of learners in the digital age.

 Recent Developments

  • In August 2022, Google has been active in the education technology space with its Google for Education platform. They have been developing and promoting Google Expeditions, which is an AR and VR platform that allows students to take virtual field trips using VR headsets. Google Expeditions provide immersive educational experiences, allowing students to explore historical sites, landmarks, and scientific concepts in a virtual environment.
  • In February 2023, Microsoft has continued its expansion in the education technology sector with a focus on Mixed Reality tools. Their offerings include the Microsoft HoloLens, an augmented reality headset designed for educational applications. Additionally, Microsoft has introduced "Microsoft Mesh," a mixed reality platform that facilitates collaborative experiences across various devices and locations, potentially enhancing virtual learning environments. By expanding their operational hub in Metropark, key players in the Augmented and Virtual Reality in Education industry demonstrate their resolute commitment to solidify their position within the global landscape. This strategic move is aligned with their objective to not only diversify their range of services but also proactively adapt to the ever-evolving market dynamics, enabling them to provide a comprehensive suite of solutions to their esteemed global clientele.

Key Market Players

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

By Technology Type

By Hardware

By End User

By Region

       Augmented Reality (AR)

       Virtual Reality (VR)

       Head-Mounted Displays (HMDs)

       Smart Glasses

       Handheld Devices

       Projectors

       Schools

       Universities and Colleges

       Corporate Training Centers

       Educational Institutes

       North America

       Europe

       South America

       Middle East & Africa

       Asia Pacific

 

Report Scope:

In this report, the global Augmented and Virtual Reality in Education market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Global Augmented and Virtual Reality in Education Market, By Technology Type:

o   Augmented Reality (AR)

o   Virtual Reality (VR)

  • Global Augmented and Virtual Reality in Education Market, By Hardware:

o   Head-Mounted Displays (HMDs)

o   Smart Glasses

o   Handheld Devices

o   Projectors

  • Global Augmented and Virtual Reality in Education Market, By End User:

o   Schools

o   Universities and Colleges

o   Corporate Training Centers

o   Educational Institutes

  • Global Augmented and Virtual Reality in Education Market, By Region:

o   North America

o   Europe

o   South America

o   Middle East & Africa

o   Asia Pacific

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented and Virtual Reality in Education Market.

Available Customizations:

Global Augmented and Virtual Reality in Education market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Augmented and Virtual Reality in Education Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at sales@techsciresearch.com  

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

4.    Impact of COVID-19 on Global Augmented and Virtual Reality in Education Market

5.    Voice of Customer

6.    Global Augmented and Virtual Reality in Education Market Overview

7.    Global Augmented and Virtual Reality in Education Market Outlook

7.1.  Market Size & Forecast

7.1.1.       By Value

7.2.  Market Share & Forecast

7.2.1.      By Technology Type (Augmented Reality (AR), Virtual Reality (VR))

7.2.2.      By Hardware (Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices Projectors)

7.2.3.      By End User (Schools, Universities and Colleges, Corporate Training Centers, Educational Institutes,)

7.2.4.      By Top 10 Country

7.2.5.      By Company (2022)

7.3.  Market Map

8.    North America Augmented and Virtual Reality in Education Market Outlook

8.1.  Market Size & Forecast

8.1.1.       By Value

8.2.  Market Share & Forecast

8.2.1.      By Technology Type

8.2.2.      By Hardware

8.2.3.      By End User

8.3.    North America: Country Analysis

8.3.1.      United States Augmented and Virtual Reality in Education Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value 

8.3.1.2.  Market Share & Forecast

8.3.1.2.1. By Technology Type

8.3.1.2.2. By Hardware

8.3.1.2.3. By End User

8.3.2.      Canada Augmented and Virtual Reality in Education Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value 

8.3.2.2.  Market Share & Forecast

8.3.2.2.1. By Technology Type

8.3.2.2.2. By Hardware

8.3.2.2.3. By End User

8.3.3.      Mexico Augmented and Virtual Reality in Education Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value 

8.3.3.2.  Market Share & Forecast

8.3.3.2.1. By Technology Type

8.3.3.2.2. By Hardware

8.3.3.2.3. By End User

9.    Europe Augmented and Virtual Reality in Education Market Outlook

9.1.  Market Size & Forecast

9.1.1.       By Value

9.2.  Market Share & Forecast

9.2.1.      By Technology Type

9.2.2.      By Hardware

9.2.3.      By End User

9.3.    Europe: Country Analysis

9.3.1.      Germany Augmented and Virtual Reality in Education Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value 

9.3.1.2.  Market Share & Forecast

9.3.1.2.1. By Technology Type

9.3.1.2.2. By Hardware

9.3.1.2.3. By End User

9.3.2.        United Kingdom Augmented and Virtual Reality in Education Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value 

9.3.2.2.  Market Share & Forecast

9.3.2.2.1. By Technology Type

9.3.2.2.2. By Hardware

9.3.2.2.3. By End User

9.3.3.      France Augmented and Virtual Reality in Education Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value 

9.3.3.2.  Market Share & Forecast

9.3.3.2.1. By Technology Type

9.3.3.2.2. By Hardware

9.3.3.2.3. By End User

9.3.4.      Spain Augmented and Virtual Reality in Education Market Outlook

9.3.4.1.  Market Size & Forecast

9.3.4.1.1.  By Value 

9.3.4.2.  Market Share & Forecast

9.3.4.2.1. By Technology Type

9.3.4.2.2. By Hardware

9.3.4.2.3. By End User

9.3.5.      Italy Augmented and Virtual Reality in Education Market Outlook

9.3.5.1.  Market Size & Forecast

9.3.5.1.1.  By Value 

9.3.5.2.  Market Share & Forecast

9.3.5.2.1. By Technology Type

9.3.5.2.2. By Hardware

9.3.5.2.3. By End User

10. South America Augmented and Virtual Reality in Education Market Outlook

10.1.   Market Size & Forecast

10.1.1.    By Value

10.2.   Market Share & Forecast

10.2.1.    By Technology Type

10.2.2.    By Hardware

10.2.3.    By End User

10.3. South America: Country Analysis

10.3.1.    Brazil Augmented and Virtual Reality in Education Market Outlook

10.3.1.1. Market Size & Forecast

10.3.1.1.1.   By Value 

10.3.1.2. Market Share & Forecast

10.3.1.2.1.   By Technology Type

10.3.1.2.2.   By Hardware

10.3.1.2.3.   By End User

10.3.2.     Argentina Augmented and Virtual Reality in Education Market Outlook

10.3.2.1. Market Size & Forecast

10.3.2.1.1.   By Value 

10.3.2.2. Market Share & Forecast

10.3.2.2.1.   By Technology Type

10.3.2.2.2.   By Hardware

10.3.2.2.3.   By End User

10.3.3.    Colombia Augmented and Virtual Reality in Education Market Outlook

10.3.3.1. Market Size & Forecast

10.3.3.1.1.   By Value 

10.3.3.2. Market Share & Forecast

10.3.3.2.1.   By Technology Type

10.3.3.2.2.   By Hardware

10.3.3.2.3.   By End User

11. Middle East & Africa Augmented and Virtual Reality in Education Market Outlook

11.1.   Market Size & Forecast

11.1.1.    By Value

11.2.   Market Share & Forecast

11.2.1.    By Technology Type

11.2.2.    By Hardware

11.2.3.    By End User

11.3. Middle East & America: Country Analysis

11.3.1.    Israel Augmented and Virtual Reality in Education Market Outlook

11.3.1.1. Market Size & Forecast

11.3.1.1.1. By Value 

11.3.1.2. Market Share & Forecast

11.3.1.2.1.   By Technology Type

11.3.1.2.2.   By Hardware

11.3.1.2.3.   By End User

11.3.2.     Qatar Augmented and Virtual Reality in Education Market Outlook

11.3.2.1. Market Size & Forecast

11.3.2.1.1. By Value 

11.3.2.2. Market Share & Forecast

11.3.2.2.1.   By Technology Type

11.3.2.2.2.   By Hardware

11.3.2.2.3.   By End User

11.3.3.    UAE Augmented and Virtual Reality in Education Market Outlook

11.3.3.1. Market Size & Forecast

11.3.3.1.1. By Value 

11.3.3.2. Market Share & Forecast

11.3.3.2.1.   By Technology Type

11.3.3.2.2.   By Hardware

11.3.3.2.3.   By End User

11.3.4.    Saudi Arabia Augmented and Virtual Reality in Education Market Outlook

11.3.4.1. Market Size & Forecast

11.3.4.1.1. By Value 

11.3.4.2. Market Share & Forecast

11.3.4.2.1.   By Technology Type

11.3.4.2.2.   By Hardware

11.3.4.2.3.   By End User

12. Asia Pacific Augmented and Virtual Reality in Education Market Outlook

12.1.   Market Size & Forecast

12.1.1.    By Value

12.2.   Market Share & Forecast

12.2.1.    By Technology Type

12.2.2.    By Hardware

12.2.3.    By End User

12.3. Asia Pacific: Country Analysis

12.3.1.    China Augmented and Virtual Reality in Education Market Outlook

12.3.1.1. Market Size & Forecast

12.3.1.1.1.   By Value 

12.3.1.2. Market Share & Forecast

12.3.1.2.1.   By Technology Type

12.3.1.2.2.   By Hardware

12.3.1.2.3.   By End User

12.3.2.     Japan Augmented and Virtual Reality in Education Market Outlook

12.3.2.1. Market Size & Forecast

12.3.2.1.1.   By Value 

12.3.2.2. Market Share & Forecast

12.3.2.2.1.   By Technology Type

12.3.2.2.2.   By Hardware

12.3.2.2.3.   By End User

12.3.3.    South Korea Augmented and Virtual Reality in Education Market Outlook

12.3.3.1. Market Size & Forecast

12.3.3.1.1.   By Value 

12.3.3.2. Market Share & Forecast

12.3.3.2.1.   By Technology Type

12.3.3.2.2.   By Hardware

12.3.3.2.3.   By End User

12.3.4.    India Augmented and Virtual Reality in Education Market Outlook

12.3.4.1. Market Size & Forecast

12.3.4.1.1.   By Value 

12.3.4.2. Market Share & Forecast

12.3.4.2.1.   By Technology Type

12.3.4.2.2.   By Hardware

12.3.4.2.3.   By End User

12.3.5.    Australia Augmented and Virtual Reality in Education Market Outlook

12.3.5.1. Market Size & Forecast

12.3.5.1.1.   By Value 

12.3.5.2. Market Share & Forecast

12.3.5.2.1.   By Technology Type

12.3.5.2.2.   By Hardware

12.3.5.2.3.   By End User

13. Market Dynamics

13.1.   Drivers

13.2.   Challenges

14. Market Trends and Developments

15. Company Profiles

15.1.   Sony Group Corporation.

15.1.1. Business Overview

15.1.2. Key Financials & Revenue

15.1.3. Key Contact Person

15.1.4. Headquarters Address

15.1.5. Key Product/Service Offered

15.2.   HTC Corporation

15.2.1. Business Overview

15.2.2. Key Financials & Revenue

15.2.3. Key Contact Person

15.2.4. Headquarters Address

15.2.5. Key Product/Service Offered

15.3.   Meta Platforms, Inc

15.3.1. Business Overview

15.3.2. Key Financials & Revenue

15.3.3. Key Contact Person

15.3.4. Headquarters Address

15.3.5. Key Product/Service Offered

15.4.   GOOGLE INC

15.4.1. Business Overview

15.4.2. Key Financials & Revenue

15.4.3. Key Contact Person

15.4.4. Headquarters Address

15.4.5. Key Product/Service Offered

15.5.   MICROSOFT CORPORATION

15.5.1. Business Overview

15.5.2. Key Financials & Revenue

15.5.3. Key Contact Person

15.5.4. Headquarters Address

15.5.5. Key Product/Service Offered

15.6.   SAMSUNG ELECTRONICS CO., LTD.

15.6.1. Business Overview

15.6.2. Key Financials & Revenue

15.6.3. Key Contact Person

15.6.4. Headquarters Address

15.6.5. Key Product/Service Offered

15.7.   Apple Inc..

15.7.1. Business Overview

15.7.2. Key Financials & Revenue

15.7.3. Key Contact Person

15.7.4. Headquarters Address

15.7.5. Key Product/Service Offered

15.8.   PTC Inc.

15.8.1. Business Overview

15.8.2. Key Financials & Revenue

15.8.3. Key Contact Person

15.8.4. Headquarters Address

15.8.5. Key Product/Service Offered

15.9.   Seiko Epson

15.9.1. Business Overview

15.9.2. Key Financials & Revenue

15.9.3. Key Contact Person

15.9.4. Headquarters Address

15.9.5. Key Product/Service Offered

15.10.Panasonic Holdings Corporation

15.10.1.  Business Overview

15.10.2.  Key Financials & Revenue

15.10.3.  Key Contact Person

15.10.4.  Headquarters Address

15.10.5.  Key Product/Service Offered

16. Strategic Recommendations

17. About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the global Augmented and Virtual Reality in Education market was USD 13.67 billion in 2022.

The dominant segment by Technology Type in the Global Augmented and Virtual Reality in Education Market in 2022 was the "Augmented Reality " segment. This dominance can be attributed to the fact that AR technologies often require less specialized hardware compared to VR, as they can be experienced through smartphones, tablets, or smart glasses. This accessibility could have contributed to a broader user base within educational institutions. AR allows virtual information to be overlaid onto the real world, making it suitable for enhancing real-world learning experiences. This integration of virtual and physical content could have been particularly beneficial in educational contexts.

Key players in the market are Sony Group Corporation., HTC Corporation, Meta Platforms, Inc, GOOGLE INC, MICROSOFT CORPORATION, SAMSUNG ELECTRONICS CO., LTD., Apple Inc.., PTC Inc., Seiko Epson, Panasonic Holdings Corporation and Hardware.

The major drivers for the Global Augmented and Virtual Reality in Education Market include enhanced learning experiences, interactive content delivery, and the growing demand for immersive and engaging educational technologies.

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