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The Virtual Reality Market In Education Sector size is forecast to increase by USD 47.28 billion at a CAGR of 84.3% between 2023 and 2028. The virtual reality (VR) market in the education sector is experiencing significant growth, driven by several key trends. One major factor is the increased affordability of VR gear, making it more accessible to educational institutions and students. Another trend is the increasing number of social VR spaces, which provide learning experiences and foster collaboration among students. However, the lack of high-quality educational content remains a challenge for the market. Artificial Intelligence (AI), machine learning, and generative AI are integral to VR-based education, enabling personalized learning experiences for learners with attention deficit disorders and other learning differences. To address this, there is a growing focus on developing VR educational applications and partnerships between content providers and educational institutions. Overall, the VR market in education offers immense potential for innovation and transformation, with the ability to provide interactive and engaging learning experiences. The market report forecast market size, historical data spanning from 2018 - 2022, and future projections, all presented in terms of value in USD million for each of the mentioned segments.
Virtual reality (VR) technology is revolutionizing the education sector with its 3D simulations and XR technology. Artificial intelligence (AI) and machine learning algorithms are being integrated into VR software to provide personalized learning experiences for students with attention deficit disorders and other learning differences. Corporate training is adopting VR for services training and consulting, offering interactive and engaging experiences. K-12 learning and academic institutions are embracing VR for telecom-enabled virtual classrooms, using head-mounted displays, VR headsets, projectors, and cloud-based or on-premises solutions. Universities and colleges are utilizing VR for creating virtual learning environments, enhancing residential and academic training, and offering managed services to students. Generative AI is being used to create realistic simulations for various fields, from medical to engineering, further expanding the applications of VR in education.
The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in "USD billion" for the period 2024-2028, as well as historical data from 2018 - 2022 for the following segments.
The VR hardware segment is estimated to witness significant growth during the forecast period. The virtual reality market in the education sector is experiencing significant growth, driven by the integration of advanced technologies such as 3D simulations, generative AI, and XR technology. Artificial intelligence and machine learning are being employed to cater to the needs of learners with Attention Deficit Disorders, enhancing their learning experiences. Corporate training programs and academic institutions, ranging from K-12 to higher education, are adopting learning solutions using VR technologies for practical applications. IT and telecommunication, retail and e-commerce, healthcare, and various other industries are leveraging VR for software, services training, consulting, and managed services.
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The VR hardware segment accounted for USD 293 million in 2018. The affordability of VR hardware, including budget-friendly options like Google Cardboard, is driving market growth. VR is transforming learning experiences by offering excursions, lab experiments, group activities, projects, and real-life simulations, making education more engaging and effective. With the advent of 5G technology, the potential for VR in education is vast, offering opportunities for further innovation and expansion.
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North America is estimated to contribute 33% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
The Virtual Reality (VR) market in the education sector is experiencing significant growth, with textbook material being transformed into interactive learning experiences. Biology lessons, for instance, can now be explored through virtual reality headsets, allowing students to delve deeper into complex concepts. Remote and online education are becoming more popular, offering flexible schedules and individual accountability in a student-centered learning environment. Virtual learning environments, including simulated environments and augmented reality, are revolutionizing education by providing personalized learning experiences. Training simulators offer hands-on experience in various fields, from K-12 to vocational training and universities. Logistics and customer service are streamlined through web-based portals, accessible to smartphone subscribers with a 5G network connection. Head-mounted displays and projectors are becoming increasingly common in academic training institutions, providing learning experiences. The use of VR and AR in education is expanding beyond the realm of entertainment, with applications in defense and defense industries. The cloud and on-premises solutions cater to both residential and academic users, offering a blend of physical learning materials and virtual experiences.
Our researchers analyzed the data with 2023 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
The increased affordability of virtual reality (VR) gear is notably driving market growth. The virtual reality market in the education sector is experiencing significant growth due to the increasing affordability of XR technology, including 3D simulations and VR headsets. Previously, the high cost of VR gear was a major barrier to entry for academic institutions, K-12, and corporations. However, advancements in technology and economies of scale have led to a substantial decrease in prices. Companies producing premium VR headsets have lowered their prices and introduced commercial versions. The emergence of VR cardboard and smartphone-compatible VR gear, such as Google's and Samsung's, has further reduced the cost of entry. The integration of artificial intelligence, machine learning, and generative AI in VR technologies enhances learning experiences for learners in various sectors, including IT and telecommunication, retail and e-commerce, healthcare, and higher education.
Moreover, this learning approach offers practical benefits, such as excursions, lab experiments, group activities, projects, and real-life experiences, which cater to diverse learning styles and needs. VR technologies also incorporate gaming elements to make learning more engaging and effective for learners. The adoption of 5G technology is expected to accelerate the growth of the market by enabling seamless delivery of digital information and real-time interaction in virtual worlds. Companies offering software, services training, consulting, and managed services in the VR market for education are poised to benefit from this trend. Thus, such factors are driving the growth of the market during the market forecast period.
The increasing number of social VR spaces is the key trend in the market. Virtual Reality (VR) technology is revolutionizing the education sector by offering learning experiences through 3D simulations and generative AI. XR technology, a combination of augmented reality (AR), virtual reality (VR), and mixed reality (MR), is increasingly being adopted by academic institutions, K-12, higher education, corporates, and enterprises for training and education. VR's ability to provide practical learning through experiences, such as excursions, lab experiments, group activities, projects, and learning, makes it an effective tool for learners. Artificial intelligence (AI) and machine learning algorithms are being integrated into VR software and services to cater to learners with Attention Deficit Disorders, providing personalized learning experiences. VR technology is also being used in retail and e-commerce for product demonstrations, in healthcare for medical training, and in IT and telecommunication for network visualization.
With the advent of 5G technology, the accessibility and affordability of VR technologies are increasing, making it a viable option for various industries. VR vendors are focusing on providing collaborative learning experiences in social VR spaces to mitigate the isolation faced by learners in a virtual environment. VR technologies offer real-life experiences, making learning more engaging and effective. VR's integration of gaming elements further enhances the learning experience, making it an attractive option for learners. VR technologies offer consulting, managed services, and software solutions for K-12 learning, IT, telecom, e-commerce, colleges, schools, and enterprises. Thus, such trends will shape the growth of the market during the forecast period.
The lack of content is the major challenge that affects the growth of the market. Virtual Reality (VR) technology is revolutionizing the education sector with its ability to provide learning experiences. The use of 3D simulations, generative AI, and XR technology in education is becoming increasingly popular, especially in areas such as corporate training, academic institutions, and K-12 and higher education. VR technologies offer learners the opportunity to explore virtual worlds, engage in group activities, and participate in practical learning experiences, including lab experiments, projects, and excursions. Artificial intelligence and machine learning are also being integrated into VR content to cater to the needs of learners with Attention Deficit Disorders and other learning difficulties.
Further, the IT and telecommunication, retail and e-commerce, healthcare, and other industries are also adopting VR for training and consulting, managed services, and software solutions. The increasing availability of VR headsets at affordable prices is driving the demand for more and diversified content. However, the lack of VR content creators and the low technology literacy among educators pose challenges in converting curriculum-based content into digital formats. Companies providing VR content creation platforms are addressing this issue by offering user-friendly tools and services. With the advent of 5G technology, the future of VR in education looks promising, offering learners real-life experiences and practical applications of digital information. Hence, the above factors will impede the growth of the market during the forecast period.
The market forecasting report includes the adoption lifecycle of the market, covering from the innovator's stage to the laggard's stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their market growth analysis strategies.
Customer Landscape
Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
Alchemy Ltd. - The company offers a virtual reality education program that takes students on virtual field trips.
The market research and growth report also includes detailed analyses of the competitive landscape of the market and information about key companies, including:
Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
Virtual Reality (VR) technology is revolutionizing the education sector by providing learning experiences that engage and enhance the way students acquire knowledge. VR technologies, including 3D simulations and XR, are being adopted by academic institutions and corporations alike to offer practical learning opportunities in various industries. The K-12 and higher education sectors are embracing VR for innovative learning experiences, from excursions and lab experiments to group activities and projects. IT and telecommunication, retail and e-commerce, healthcare, and other industries are also utilizing VR for services training, consulting, and managed services. VR technologies offer learners the opportunity to explore digital information in a virtual world, providing real-life experiences that enhance understanding and retention. VR in education goes beyond traditional classroom learning, incorporating gaming elements to make learning fun and engaging. With the advent of 5G technology, the potential for VR in education is vast, offering limitless opportunities for practical, interactive, and effective learning experiences. Software and services providers are at the forefront of this trend, offering VR solutions for K-12 learning, IT, telecom, e-commerce, colleges, schools, enterprises, and corporations.
Market Scope |
|
Report Coverage |
Details |
Page number |
160 |
Base year |
2023 |
Historic period |
2018 - 2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 84.3% |
Market growth 2024-2028 |
USD 47.28 billion |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
67.6 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 33% |
Key countries |
US, UK, Germany, China, and Australia |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
Acer Inc., Alchemy Ltd., Alphabet Inc., Avantis Systems Ltd., Eon Reality Inc., HP Inc., HTC Corp., Lenovo Group Ltd., Magic Leap Inc., Meta Platforms Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Group Corp., Unimersiv, Virtalis Holdings Ltd., and zSpace Inc. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
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1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by End-user
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
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