The global metaverse in education market size was estimated at USD 5.6 billion in 2023 and is projected to expand around USD 143.87 billion by 2033, increasing at a CAGR of 38.40% from 2024 to 2033.
Key Takeaways
- North America contributed more than 36% market share in 2023.
- The Asia-Pacific region is estimated to expand the fastest CAGR between 2024 and 2033.
- By component, the hardware segment has held the largest market share of 62% in 2023.
- By component, the service segment is anticipated to grow at a remarkable CAGR of 39.14% between 2024 and 2033.
- By application, the educational apps segment generated over 26% market share in 2023.
- By application, the learning segment is expected to expand at the fastest CAGR over the projected period.
The Metaverse in Education market is poised for substantial growth, fueled by several key factors. The increasing adoption of immersive technologies and virtual reality (VR) in educational settings is a major driver. These technologies enhance the learning experience by providing students with interactive and realistic environments. Additionally, the growing demand for personalized and engaging educational content is pushing institutions towards integrating metaverse solutions, further contributing to the market’s expansion.
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Metaverse in Education Market Scope
Report Coverage | Details |
Growth Rate from 2024 to 2033 | CAGR of 38.40% |
Global Market Size in 2023 | USD 5.6 Billion |
Global Market Size by 2033 | USD 143.87 Billion |
U.S. Market Size in 2023 | USD 1.41 Billion |
U.S. Market Size by 2033 | USD 36.52 Billion |
Base Year | 2023 |
Forecast Period | 2024 to 2033 |
Segments Covered | By Component and By Application |
Regions Covered | North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa |
Read More: Alpha Emitter Market Size to Rake USD 1,488.02 Million By 2033
Recent Developments
- In March 2023, Microsoft introduced Microsoft Mesh, a groundbreaking mixed-reality platform. This innovative platform enables users to collaborate and interact in a shared virtual space. Microsoft Mesh offers various tools to create and customize virtual avatars, objects, and environments. Integration with products like HoloLens and AltspaceVR facilitates seamless cross-platform collaboration.
- In January 2022, HP Inc. unveiled HP Fortis laptops, specifically designed for classroom demands. The Fortis lineup caters to active learners, offering durability to withstand drops and resist spills. Featuring textured surfaces, these lightweight devices are ergonomically designed, making them easier for students of all ages to grip and handle.
- In March 2022, GOFA International released Luca & Friends, an innovative app utilizing AI-backed motion capture technology. This educational app encourages physical activity through fun games, addressing concerns about sedentary lifestyles in today’s tech-driven world for families, schools, and after-school programs.
- In April 2021, Unity Reflect launched as a real-time 3D rendering and visualization platform. This platform empowers designers and architects to create immersive 3D models for virtual walkthroughs, design reviews, and applications in architecture, engineering, education, and construction.
Competitive Landscape:
The Metaverse in Education market features a dynamic and competitive landscape, with various companies vying for market share. Established tech giants and innovative startups alike are actively developing and offering metaverse solutions for education. Partnerships between technology providers and educational institutions are on the rise, shaping the competitive dynamics. Key players are focusing on enhancing user experiences, expanding content libraries, and incorporating advanced features to gain a competitive edge. As the market evolves, strategic collaborations and technological advancements will play pivotal roles in defining the competitive landscape of the Metaverse in Education sector.
Metaverse in Education Market Companies
- Microsoft
- Facebook (Meta)
- Unity Technologies
- NVIDIA Corporation
- HTC Corporation
- Sony Corporation
- Oculus VR (acquired by Meta)
- Samsung Electronics
- Lenovo Group
- Alphabet Inc.
- Apple Inc.
- Magic Leap
- Qualcomm Technologies
- PTC Inc.
Segments Covered in the Report
By Component
- Hardware
- Services
By Application
- Learning, Skill Development
- Educational Apps
- Self-Regulation Skills
- Cultural Understanding
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Metaverse in Education Market
5.1. COVID-19 Landscape: Metaverse in Education Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Metaverse in Education Market, By Component
8.1. Metaverse in Education Market, by Component, 2024-2033
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast (2021-2033)
8.1.2. Services
8.1.2.1. Market Revenue and Forecast (2021-2033)
Chapter 9. Global Metaverse in Education Market, By Application
9.1. Metaverse in Education Market, by Application, 2024-2033
9.1.1. Learning, Skill Development
9.1.1.1. Market Revenue and Forecast (2021-2033)
9.1.2. Educational Apps
9.1.2.1. Market Revenue and Forecast (2021-2033)
9.1.3. Self-Regulation Skills
9.1.3.1. Market Revenue and Forecast (2021-2033)
9.1.4. Cultural Understanding
9.1.4.1. Market Revenue and Forecast (2021-2033)
Chapter 10. Global Metaverse in Education Market, Regional Estimates and Trend Forecast
10.1. North America
10.1.1. Market Revenue and Forecast, by Component (2021-2033)
10.1.2. Market Revenue and Forecast, by Application (2021-2033)
10.1.3. U.S.
10.1.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.1.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.1.4. Rest of North America
10.1.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.1.4.2. Market Revenue and Forecast, by Application (2021-2033)
10.2. Europe
10.2.1. Market Revenue and Forecast, by Component (2021-2033)
10.2.2. Market Revenue and Forecast, by Application (2021-2033)
10.2.3. UK
10.2.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.2.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.2.4. Germany
10.2.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.2.4.2. Market Revenue and Forecast, by Application (2021-2033)
10.2.5. France
10.2.5.1. Market Revenue and Forecast, by Component (2021-2033)
10.2.5.2. Market Revenue and Forecast, by Application (2021-2033)
10.2.6. Rest of Europe
10.2.6.1. Market Revenue and Forecast, by Component (2021-2033)
10.2.6.2. Market Revenue and Forecast, by Application (2021-2033)
10.3. APAC
10.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.3.3. India
10.3.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.3.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.3.4. China
10.3.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.3.4.2. Market Revenue and Forecast, by Application (2021-2033)
10.3.5. Japan
10.3.5.1. Market Revenue and Forecast, by Component (2021-2033)
10.3.5.2. Market Revenue and Forecast, by Application (2021-2033)
10.3.6. Rest of APAC
10.3.6.1. Market Revenue and Forecast, by Component (2021-2033)
10.3.6.2. Market Revenue and Forecast, by Application (2021-2033)
10.4. MEA
10.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.4.2. Market Revenue and Forecast, by Application (2021-2033)
10.4.3. GCC
10.4.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.4.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.4.4. North Africa
10.4.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.4.4.2. Market Revenue and Forecast, by Application (2021-2033)
10.4.5. South Africa
10.4.5.1. Market Revenue and Forecast, by Component (2021-2033)
10.4.5.2. Market Revenue and Forecast, by Application (2021-2033)
10.4.6. Rest of MEA
10.4.6.1. Market Revenue and Forecast, by Component (2021-2033)
10.4.6.2. Market Revenue and Forecast, by Application (2021-2033)
10.5. Latin America
10.5.1. Market Revenue and Forecast, by Component (2021-2033)
10.5.2. Market Revenue and Forecast, by Application (2021-2033)
10.5.3. Brazil
10.5.3.1. Market Revenue and Forecast, by Component (2021-2033)
10.5.3.2. Market Revenue and Forecast, by Application (2021-2033)
10.5.4. Rest of LATAM
10.5.4.1. Market Revenue and Forecast, by Component (2021-2033)
10.5.4.2. Market Revenue and Forecast, by Application (2021-2033)
Chapter 11. Company Profiles
11.1. Microsoft
11.1.1. Company Overview
11.1.2. Product Offerings
11.1.3. Financial Performance
11.1.4. Recent Initiatives
11.2. Facebook (Meta)
11.2.1. Company Overview
11.2.2. Product Offerings
11.2.3. Financial Performance
11.2.4. Recent Initiatives
11.3. Google
11.3.1. Company Overview
11.3.2. Product Offerings
11.3.3. Financial Performance
11.3.4. Recent Initiatives
11.4. Unity Technologies
11.4.1. Company Overview
11.4.2. Product Offerings
11.4.3. Financial Performance
11.4.4. Recent Initiatives
11.5. NVIDIA Corporation
11.5.1. Company Overview
11.5.2. Product Offerings
11.5.3. Financial Performance
11.5.4. Recent Initiatives
11.6. HTC Corporation
11.6.1. Company Overview
11.6.2. Product Offerings
11.6.3. Financial Performance
11.6.4. Recent Initiatives
11.7. Sony Corporation
11.7.1. Company Overview
11.7.2. Product Offerings
11.7.3. Financial Performance
11.7.4. Recent Initiatives
11.8. Oculus VR (acquired by Meta)
11.8.1. Company Overview
11.8.2. Product Offerings
11.8.3. Financial Performance
11.8.4. Recent Initiatives
11.9. Samsung Electronics
11.9.1. Company Overview
11.9.2. Product Offerings
11.9.3. Financial Performance
11.9.4. Recent Initiatives
11.10. Lenovo Group
11.10.1. Company Overview
11.10.2. Product Offerings
11.10.3. Financial Performance
11.10.4. Recent Initiatives
Chapter 12. Research Methodology
12.1. Primary Research
12.2. Secondary Research
12.3. Assumptions
Chapter 13. Appendix
13.1. About Us
13.2. Glossary of Terms
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