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Virtual Reality in Education Market Size, Share, Forecast, & Trends Analysis by Offering (Hardware, Software, Services), Learning Mode (Instructor-Led Training, Blended Learning), End User (Educational Institutes, Corporate Learners), and Geography - Global Forecast to 2031
Report ID: MRICT - 1041417 Pages: 250 Nov-2024 Formats*: PDF Category: Information and Communications Technology Delivery: 24 to 72 Hours Download Free Sample ReportThe growth of this market is driven by the increased demand for interactive and personalized learning experiences, the increased demand for immersive VR technologies for corporate training, and the growing focus on the e-learning market. Furthermore, the growing adoption of immersive data visualization and analytics, the increasing uptake of EdTech, ongoing technological advancements in VR, and the integration of AI in education are expected to generate growth opportunities for stakeholders in this market.
VR-based assessment and evaluation are key drivers of demand for virtual reality in education, significantly enhancing personalized learning experiences. By integrating advanced technologies such as artificial intelligence and machine learning, VR platforms provide immersive and interactive assessment methods that allow educators to evaluate students' knowledge and skills more holistically and engagingly. Furthermore, the adoption of virtual reality in education promotes active learning, critical thinking, and problem-solving abilities, empowering students to take greater ownership of their education while gaining a deeper understanding of the subject matter.
VR technology supports personalized learning experiences by adapting content, pace, and difficulty levels to individual learners’ needs, preferences, and learning styles. Learners can navigate through virtual environments at their own pace, revisit challenging concepts, and receive immediate feedback and guidance based on their performance. Thus, the growing shift towards immersive, interactive evaluation methods is driving the growth of virtual reality in the education market.
The growing demand for virtual reality technologies in corporate training is transforming how organizations develop their workforce. As businesses look for innovative ways to enhance employee learning, VR provides immersive and engaging experiences. VR offers realistic, hands-on training opportunities, allowing employees to practice skills in a safe, controlled environment. For example, in industries like healthcare, aviation, and manufacturing, VR simulations enable trainees to experience complex scenarios without real-world risks. Medical professionals can virtually practice surgical procedures, while airline pilots can navigate flight simulations. These immersive experiences not only build confidence but also improve comprehension, helping employees better understand and master complex concepts.
VR also provides organizations with valuable data analytics. By tracking employee interactions within VR environments, companies can gain insights into training effectiveness, identifying strengths and areas for improvement. This data-driven approach enables continuous optimization of training programs, ensuring they align with organizational goals and employee needs. As the corporate landscape evolves, the integration of VR in training will be essential for preparing employees to meet future challenges, driving business success, and supporting a culture of continuous learning.
Continuous technological advancements in virtual reality are transforming the educational landscape, offering innovative solutions that enhance learning experiences. The development of more advanced and affordable VR hardware has been central to this change. Modern headsets, like Meta Quest and Pico Interactive, provide high-resolution displays and immersive audio, allowing students to engage more deeply with educational content. These innovations have made VR accessible to a wider range of educational institutions, from K-12 schools to universities. As hardware becomes increasingly user-friendly, educators can more easily integrate VR into their curricula without the need for extensive technical support, creating a more interactive and engaging classroom environment.
Furthermore, the integration of VR with other emerging technologies, such as augmented reality (AR) and artificial intelligence (AI), is opening up new possibilities for personalized learning. AI-driven analytics can offer valuable insights into individual student performance, allowing for targeted interventions and customized educational experiences. For instance, students who face challenges with specific concepts can access tailored VR simulations that help reinforce their understanding. This seamless integration of technologies not only boosts engagement but also creates a more inclusive learning environment, ensuring that all students have the opportunity to succeed. As a result, the ongoing technological advancements in VR present a significant growth opportunity in the market.
Based on offering, the virtual reality in education market is segmented into hardware, software, and services. In 2024, the hardware segment is estimated to account for the largest share of the virtual reality in the education market. The large share of this segment can be attributed to the increased adoption of VR headsets in educational institutions, the growing demand for customized VR solutions, the rising need for VR hardware to deliver immersive experiences remotely, and continuous advancements in VR hardware, including higher resolution displays, improved motion tracking, and enhanced processing power. Additionally, market players are introducing more advanced offerings, further supporting the growth of this segment. For example, in January 2023, HTC VIVE (Taiwan) launched the VIVE XR Elite. This powerful and versatile headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into a single compact, lightweight, and high-performance device, ideal for applications such as gaming, fitness, productivity, and more.
Virtual reality hardware in education encompasses a range of devices and technologies designed to deliver immersive learning experiences. At the core of VR hardware are the VR headsets, which serve as the primary interface between learners and virtual environments. Popular models like the Quest 2 and HTC Vive Pro provide high-resolution visuals and spatial audio, creating highly engaging lessons and simulations. In addition to headsets, VR controllers are essential for enabling interaction within virtual worlds. These handheld devices typically include motion tracking, allowing users to perform actions such as picking up virtual objects or navigating immersive environments. Tracking sensors further enhance the experience by monitoring user movements, ensuring that actions within the virtual space are accurately reflected in real time. For tethered systems, high-performance computers are required to support the graphics and processing demands of advanced VR applications.
Moreover, this segment is slated to register the highest CAGR during the forecast period of 2024 to 2031. In addition, the benefits offered by this segment, such as personalized learning experiences, increased engagement and motivation, immersive learning experiences, and improved student imagination power, contribute to its growth.
In 2024, North America is estimated to account for the largest share of the global virtual reality in education market. The large share of North America in the virtual reality in education market is primarily driven by the presence of leading VR education providers in the region, the growing adoption of EdTech, the increasing use of immersive data visualization and analytics, and continuous technological advancements. Additionally, the rising focus on e-learning, the expanding integration of AR and VR technologies into educational practices, contributions from research organizations to R&D, increased demand for VR in the corporate sector, and rising investments from key players all support the region's market growth. Furthermore, government initiatives are playing a significant role in this expansion. For example, in October 2023, the U.S. Department of Justice (DOJ) allocated USD 4 million in funding to develop VR-based training programs for law enforcement. This initiative aims to enhance police responses to individuals in crisis through immersive VR training. Such developments are expected to further drive market growth in North America.
However, Asia-Pacific is slated to register the highest CAGR during the forecast period. The rapid expansion of emerging economies, particularly in China, South Korea, Japan, and India, along with ongoing infrastructural development in the APAC region, is driving growth in the virtual reality in education market. Additionally, the emergence of key players in the VR education space, the rise of numerous EdTech startups in APAC, increased investment in R&D, and the implementation of supportive policies and funding initiatives by many APAC governments are further accelerating market growth in the region.
The report includes a competitive landscape based on an extensive assessment of the key strategic developments that led market participants to adopt over the past three years (2021-2024). The key players profiled in the virtual reality in education market report are Microsoft Corporation (U.S.) and Lenovo Group Limited. (Hong Kong), Meta Platforms, Inc. (U.S.), EON Reality, Inc. (U.S.), Avantis Education Limited. (U.K.), zSpace Inc. (U.S.), Osso VR, Inc. (U.S.), VR Education Holdings PLC (Ireland), Pico Interactive Inc. (U.S.), VictoryXR, Inc. (U.S.), VRSim, Inc. (U.S.), Google LLC. (U.S.), Unimersiv (U.S.), Samsung Electronics Co. Ltd. (South Korea), Schell Games LLC. (U.S.), and HTC Corporation (Taiwan).
Particulars |
Details |
Number of Pages |
250 |
Format |
|
Forecast Period |
2024–2031 |
Base Year |
2023 |
CAGR (Value) |
20.7% |
Market Size (Value) |
USD 70.2 Billion by 2031 |
Segments Covered |
By Offering
By Learning Mode
By End User
|
North America (U.S. and Canada), Europe (Germany, France, U.K., Italy, Spain, Switzerland, Netherlands, Poland, and Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Australia & New Zealand, Singapore, Indonesia, and Rest of Asia-Pacific), Latin America (Mexico, Brazil, Rest of Latin America), and Middle East & Africa (UAE, Israel, Saudi Arabia, Rest of Middle East & Africa) |
|
Key Companies |
Microsoft Corporation (U.S.), Lenovo Group Limited. (Hong Kong), Meta Platforms, Inc. (U.S.), EON Reality, Inc. (U.S.), Avantis Education Limited. (U.K.), zSpace Inc. (U.S.), Osso VR, Inc. (U.S.), VR Education Holdings PLC (Ireland), Pico Interactive Inc. (U.S.), VictoryXR, Inc. (U.S.), VRSim, Inc. (U.S.), Google LLC. (U.S.), Unimersiv (U.S.), Samsung Electronics Co. Ltd. (South Korea), Schell Games LLC. (U.S.), and HTC Corporation (Taiwan) |
The global virtual reality in education market size was valued at $15.7 billion in 2023.
The virtual reality in education market is projected to grow from $18.8 billion in 2024 to $70.2 billion by 2031.
The virtual reality in education market analysis indicates a significant growth to reach $70.2 billion by 2031, at a compound annual growth rate (CAGR) of 20.7% from 2024 to 2031.
The key players operating in the virtual reality education market are Microsoft Corporation (U.S.) and Lenovo Group Limited. (Hong Kong), Meta Platforms, Inc. (U.S.), EON Reality, Inc. (U.S.), Avantis Education Limited. (U.K.), zSpace Inc. (U.S.), Osso VR, Inc. (U.S.), VR Education Holdings PLC (Ireland), Pico Interactive Inc. (U.S.), VictoryXR, Inc. (U.S.), VRSim, Inc. (U.S.), Google LLC. (U.S.), Unimersiv (U.S.), Samsung Electronics Co. Ltd. (South Korea), Schell Games LLC. (U.S.), and HTC Corporation (Taiwan).
A prominent market trend in virtual reality in education is gamification in education.
By region, North America holds the largest virtual reality in education market share in 2024. However, the Asia-Pacific region is expected to witness the fastest growth. The rapid expansion of emerging economies, particularly in China, South Korea, Japan, and India, coupled with infrastructural development in the APAC region, are driving growth in this market.
The growth of virtual reality in the education market is primarily driven by the growing focus on the e-learning market, increased demand for immersive VR technologies for corporate training, and increased demand for interactive and personalized learning experiences.
Published Date: Sep-2024
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Published Date: Oct-2024
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