Augmented and Virtual Reality in Education Market

Augmented and Virtual Reality in Education Market Size, Share, Growth Analysis, By Offerings(Introduction, Software), By Devices Type(Introduction, Interactive Whiteboards), By Service(Introduction, Professional Services), By Deployment(Introduction, On-Premise), By Application(Introduction, Classroom Learning), By End Use(Introduction, Academic Institutions), By Geography(Introduction, North America) - Industry Forecast 2024-2031


Report ID: UCMIG45E2212 | Region: Global | Published Date: Upcoming |
Pages: 165 | Tables: 55 | Figures: 60

Augmented and Virtual Reality in Education Market Insights

Market Overview:

The market for AR and VR in education was estimated at USD 2.9 billion in 2022 and is anticipated to grow to USD 14.2 billion by 2028, with a predicted CAGR of 29.6%. the emergence of advancing personalized learning experiences, the transformation of corporate training through immersive augmented and virtual reality technologies, and Real-World Application and Career Readiness are some key factors driving this market.

Augmented and Virtual Reality in Education Market, Forecast & Y-O-Y Growth Rate, 2020 - 2028
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This report is being written to illustrate the market opportunity by region and by segments, indicating opportunity areas for the vendors to tap upon. To estimate the opportunity, it was very important to understand the current market scenario and the way it will grow in future.

Production and consumption patterns are being carefully compared to forecast the market. Other factors considered to forecast the market are the growth of the adjacent market, revenue growth of the key market vendors, scenario-based analysis, and market segment growth.

The market size was determined by estimating the market through a top-down and bottom-up approach, which was further validated with industry interviews. Considering the nature of the market we derived the Application Software by segment aggregation, the contribution of the Application Software in Software & Services and vendor share.

To determine the growth of the market factors such as drivers, trends, restraints, and opportunities were identified, and the impact of these factors was analyzed to determine the market growth. To understand the market growth in detail, we have analyzed the year-on-year growth of the market. Also, historic growth rates were compared to determine growth patterns.

Segmentation Analysis:

The Augmented and Virtual Reality in Education Market is segmented by Offerings, Devices Type, Service, Deployment, Application, End Use, Geography. We are analyzing the market of these segments to identify which segment is the largest now and in the future, which segment has the highest growth rate, and the segment which offers the opportunity in the future.

Augmented and Virtual Reality in Education Market Basis Point Share Analysis, 2021 Vs. 2028
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  • Based on Offerings the market is segmented as, Introduction, Software, Hardware, Sensors, Controllers, Cameras, Projectors and Displays, Others (Integrated Circuits), Services, Managed Services, Professional Services
  • Based on Devices Type the market is segmented as, Introduction, Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Head Mounted Displays, Gesture Tracing Device, Head Up Displays, Handheld Devices, Projectors & Display Walls, Others (Security & video cameras and attendance tracking system)
  • Based on Service the market is segmented as, Introduction, Professional Services, Managed Services
  • Based on Deployment the market is segmented as, Introduction, On-Premise, Cloud
  • Based on Application the market is segmented as, Introduction, Classroom Learning, Corporate Learning Management, Certifications, E-Learning, Virtual Field Trips, Student Recruitment, Others
  • Based on End Use the market is segmented as, Introduction, Academic Institutions, K-12, Higher Education, Corporates, Healthcare & Life Science, Retail & E-commerce, Telecommunication & IT, Banking, Financial Services, And Insurance, Manufacturing, Government & Public Sector, Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
  • Based on Geography the market is segmented as, Introduction, North America, Recession Impact, US, Canada, Mexico, Europe, Recession Impact, UK, Germany, France, Rest of Europe, Asia Pacific, Recession Impact, China, India, Japan, South Korea, Rest of Asia Pacific, ROW, Recession Impact, Middle East & Africa, South America, KEY MARKET PLAYERS, Sony Group Corporation, HTC Corporation, Meta, Google, Microsoft, Panasonic Holdings Corporation, Vuzix, Cornerstone OnDemand, Inc., Anthology Inc., Lenovo

Regional Analysis:

Augmented and Virtual Reality in Education Market is being analyzed by North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle East & Africa (MEA) regions. Key countries including the U.S., Canada, Germany, France, UK, Italy, Spain, China, India, Japan, Brazil, GCC Countries, and South Africa among others were analyzed considering various micro and macro trends.

Augmented and Virtual Reality in Education Market Attractiveness Analysis, By Region 2020-2028
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Augmented and Virtual Reality in Education Market : Risk Analysis

SkyQuest's expert analysts have conducted a risk analysis to understand the impact of external extremities on Augmented and Virtual Reality in Education Market. We analyzed how geopolitical influence, natural disasters, climate change, legal scenario, economic impact, trade & economic policies, social & ethnic concerns, and demographic changes might affect Augmented and Virtual Reality in Education Market's supply chain, distribution, and total revenue growth.

Competitive landscaping:

To understand the competitive landscape, we are analyzing key Augmented and Virtual Reality in Education Market vendors in the market. To understand the competitive rivalry, we are comparing the revenue, expenses, resources, product portfolio, region coverage, market share, key initiatives, product launches, and any news related to the Augmented and Virtual Reality in Education Market.

To validate our hypothesis and validate our findings on the market ecosystem, we are also conducting a detailed porter's five forces analysis. Competitive Rivalry, Supplier Power, Buyer Power, Threat of Substitution, and Threat of New Entry each force is analyzed by various parameters governing those forces.

Key Players Covered in the Report:

  • AR and VR in Education Market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period.
  • Advancing education through ongoing innovation & expansion in AR & VR technology, enhanced understanding through visualization, and real-world application and career readiness are among the factors driving the growth of AR and VR in education market.
  • Driver: Enhanced understanding through visualization
  • Visualization of complex concepts serves as a powerful driver for incorporating AR and VR technologies in education. These technologies create immersive and interactive experiences that engage students and promote a deeper understanding of abstract ideas.
  • The integration of augmented reality (AR) in education has had a significant positive impact, enhancing the learning process in the classroom. One particular area where AR has proven beneficial is in geometry teaching, as it enables the explanation of fundamental operations like perimeters, areas, and diameters. In this section, we will delve into the application of AR in education, exploring its advantages and benefits for students.
  • Virtual reality (VR) offers immersive experiences in alternate realities that closely resemble the real world. This technology has found applications in education, where it facilitates the learning of complex subjects and fosters cultural connections among students. By leveraging VR, educators can teach the importance of respecting and appreciating cultural diversity, promoting acceptance of differences among students. The interactive nature of virtual reality allows students to engage with diverse environments and experiences, leading to a more inclusive and empathetic learning environment.
  • For example, in biology, AR and VR can enable students to explore the human body in 3D, allowing them to visualize the intricate systems and organs in a way that traditional textbooks cannot convey. In physics, students can use VR simulations to visualize and interact with abstract concepts like electromagnetic fields or quantum mechanics, helping them grasp these challenging topics more effectively. Moreover, AR and VR can transport students to historical periods, such as ancient civilizations or significant historical events, allowing them to immerse themselves in the context and gain a tangible understanding of the subject matter. By visualizing complex concepts, AR and VR technologies provide a dynamic and engaging learning environment that fosters comprehension and retention, making education more interactive and impactful.
  • Restraint: Standardization and interoperability in AR and VR implementation
  • The absence of standardized frameworks and guidelines for AR and VR development creates challenges in ensuring compatibility and seamless integration across different platforms, devices, and software applications. This lack of standardization hampers the widespread adoption of AR and VR in education as it limits interoperability between different hardware and software solutions. Educational institutions may face difficulties in finding compatible AR and VR tools and content that align with their specific needs and requirements. Moreover, the absence of industry standards can lead to fragmentation and inconsistency in the quality, functionality, and user experience of AR and VR applications. Establishing industry standards and promoting interoperability would enable educational institutions to have a wider range of choices and options, fostering flexibility and scalability in the implementation of AR and VR technologies. Additionally, industry standards would facilitate collaboration, content sharing, and the development of a robust ecosystem of AR and VR resources, further enhancing the effectiveness and accessibility of these technologies in education.
  • Opportunity: Immersive Collaboration and Communication
  • AR and VR technologies provide unique opportunities for collaboration and communication among students, regardless of their physical location. These immersive technologies allow students to interact in shared virtual spaces, enabling them to work together on projects and engage in collaborative problem-solving activities. Through avatars or virtual representations, students can communicate, share ideas, and collaborate on tasks in real-time. This fosters the development of teamwork skills, as students learn to coordinate and cooperate with their peers in a virtual environment. Collaborative activities in AR and VR promote peer learning, as students can exchange knowledge, provide feedback, and learn from each other’s perspectives. By engaging in collaborative experiences facilitated by AR and VR, students gain valuable skills for the future, preparing them to work effectively in collaborative environments in their academic and professional lives.
  • Challenge: Inadequate infrastructure and technical support
  • Adequate infrastructure is the requirement for high-performance devices and equipment to run AR and VR applications smoothly. These technologies often rely on powerful computers, smartphones, or specialized headsets, which may not be readily available or accessible in all educational institutions. Limited device availability can hinder the widespread adoption of AR and VR, restricting the number of students who can benefit from these immersive learning experiences. Reliable internet connectivity is another crucial infrastructure requirement for AR and VR implementation. High-quality AR and VR experiences often rely on a stable and fast internet connection to stream content, access online resources, and enable real-time collaboration. Insufficient or unreliable internet connections can lead to lagging experiences, disrupted interactions, and subpar user experience, limiting the effectiveness and usability of AR and VR in education.
  • Furthermore, technical support plays a crucial role in ensuring the smooth operation of AR and VR technologies. Educators and students may require assistance with setting up devices, troubleshooting technical issues, or understanding the functionalities of AR and VR software. However, inadequate technical support can leave educators feeling unsupported and ill-equipped to effectively integrate AR and VR into their teaching practices.
  • AR and VR In Education Market Ecosystem
  • Prominent companies in this market include well-established, financially stable providers of AR and VR devices. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Hitachi Ltd. (Japan), Barco (Belgium), Lenovo (Hong Kong).
  • By end user, the Academic Institutions segment is expected to grow with the highest CAGR from 2023 to 2028
  • The AR and VR in education market for academic institutions is expected to grow at the highest CAGR from 2023 to 2028. The academic users of virtual classroom solutions facilitate the process of learning and teaching through the sharing of data, voice, and video for effective collaboration and communication. This helps in the rationalization of the education process by enabling mobility, interaction, and real-time teaching. Virtual classroom solutions in the academic sector also open up new doors for knowledge sharing without the restrictions of time and distance. The academic institutions category is further segmented into 2 broad sections, namely, K-12 and higher education. This segmentation is based on the nature or level of education provided by these institutions. The academic institution type is expected to have a larger market size, as schools, colleges, and universities have been implementing and leveraging educational platforms and eLearning technologies for a more flexible and innovative learning experience.
  • By application, the classroom learning segment is expected to grow with a higher CAGR during the forecast period.
  • The classroom learning segment expected to exhibit a higher CAGR in the AR and VR in education market, by wafer size, from 2023 to 2028. Advancements in AR and VR technology have made it more accessible and cost-effective for educational institutions. The cost of hardware and software has decreased over time, making AR and VR more affordable for classrooms. Additionally, the technology has become more user-friendly, making it easier for teachers and students to integrate AR and VR into their learning environments.
  • By devices, AR HMD segment is expected to grow with a higher CAGR during the forecast period.
  • The augmented reality head-mounted display (AR HMD) segment is expected to grow at the highest CAGR from 2023 to 2028. It is a device that allows users to see a computer-generated image superimposed on their real-world view. AR HMDs are used in a variety of applications, including education, gaming, and training. AR HMD devices offer the ability to integrate virtual content seamlessly into the real-world context, enabling students to learn in a more authentic and meaningful way. Students can explore and understand abstract concepts by visualizing and interacting with virtual objects and information within their physical surroundings. This real-world contextual learning approach enhances knowledge retention and the application of learned concepts.
  • In 2028, Asia Pacific region can be attributed to factors such as technological advancements, investment and government support, a large and diverse student population, demand for high-quality education, e-learning and remote education, cultural preservation and heritage education, industry collaboration and partnerships, rising digital literacy, market competitiveness, and research and development initiatives. These factors collectively contribute to the increasing integration of AR and VR technologies in educational practices, transforming the learning experiences of students in the Asia Pacific region.
  • Recent Developments
  • In January 2023, HTC Corporation launched VIVE XR Elite headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device – perfect for gaming, fitness, productivity and more.
  • In January 2023, Panasonic partnered with Biel Glasses (Spain), it develops smart glasses to solve the mobility problems of visually impaired people, enabling a strong increase in their autonomy. With this partnership both the companies are developing smart glasses that support the visually impaired. It includes Panasonic's lightweight VR goggles with 5.2K HDR capabilities and Biel Glasses' technology designed for individuals with low vision.
  • In March 2022, Google acquired Raxium (US), an innovator in single panel MicroLED display technologies. The acquisition added to Google’s AR hardware portfolio as Raxium develops AR display technology (micro-LED). With this acquisition, Google focuses on developing AR glasses and headsets.
  • In April 2022, Google introduces multisearch in Lens, allowing users to search using both text and images simultaneously. This feature helps users find information about objects, refine searches by color or brand, and ask questions about visual attributes.
  • KEY MARKET SEGMENTS
  • By Offerings
  • Introduction
  • Software
  • Hardware
  • Sensors
  • Controllers
  • Cameras
  • Projectors and Displays
  • Others (Integrated Circuits)
  • Services
  • Managed Services
  • Professional Services
  • By Devices Type
  • Introduction
  • Interactive Whiteboards
  • Mobile Computing Devices
  • Virtual Reality Devices
  • Head Mounted Displays
  • Gesture Tracing Device
  • Head Up Displays
  • Handheld Devices
  • Projectors & Display Walls
  • Others (Security & video cameras and attendance tracking system)
  • By Service
  • Introduction
  • Professional Services
  • Managed Services
  • By Deployment
  • Introduction
  • On-Premise
  • Cloud
  • By Application
  • Introduction
  • Classroom Learning
  • Corporate Learning Management
  • Certifications
  • E-Learning
  • Virtual Field Trips
  • Student Recruitment
  • Others
  • By End Use
  • Introduction
  • Academic Institutions
  • K-12
  • Higher Education
  • Corporates
  • Healthcare & Life Science
  • Retail & E-commerce
  • Telecommunication & IT
  • Banking, Financial Services, And Insurance
  • Manufacturing
  • Government & Public Sector
  • Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
  • By Geography
  • Introduction
  • North America
  • Recession Impact
  • US
  • Canada
  • Mexico
  • Europe
  • Recession Impact
  • UK
  • Germany
  • France
  • Rest of Europe
  • Asia Pacific
  • Recession Impact
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia Pacific
  • ROW
  • Recession Impact
  • Middle East & Africa
  • South America
  • KEY MARKET PLAYERS
  • Sony Group Corporation
  • HTC Corporation
  • Meta
  • Google
  • Microsoft
  • Panasonic Holdings Corporation
  • Vuzix
  • Cornerstone OnDemand, Inc.
  • Anthology Inc.
  • Lenovo

SkyQuest's Expertise:

The Augmented and Virtual Reality in Education Market is being analyzed by SkyQuest's analysts with the help of 20+ scheduled Primary interviews from both the demand and supply sides. We have already invested more than 250 hours on this report and are still refining our date to provide authenticated data to your readers and clients. Exhaustive primary and secondary research is conducted to collect information on the market, peer market, and parent market.

Our cross-industry experts and revenue-impact consultants at SkyQuest enable our clients to convert market intelligence into actionable, quantifiable results through personalized engagement.

Scope Of Report

Report Attribute Details
The base year for estimation 2021
Historical data 2016 – 2022
Forecast period 2022 – 2028
Report coverage Revenue forecast, volume forecast, company ranking, competitive landscape, growth factors, and trends, Pricing Analysis
Segments covered
  • By Offerings - Introduction, Software, Hardware, Sensors, Controllers, Cameras, Projectors and Displays, Others (Integrated Circuits), Services, Managed Services, Professional Services
  • By Devices Type - Introduction, Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Head Mounted Displays, Gesture Tracing Device, Head Up Displays, Handheld Devices, Projectors & Display Walls, Others (Security & video cameras and attendance tracking system)
  • By Service - Introduction, Professional Services, Managed Services
  • By Deployment - Introduction, On-Premise, Cloud
  • By Application - Introduction, Classroom Learning, Corporate Learning Management, Certifications, E-Learning, Virtual Field Trips, Student Recruitment, Others
  • By End Use - Introduction, Academic Institutions, K-12, Higher Education, Corporates, Healthcare & Life Science, Retail & E-commerce, Telecommunication & IT, Banking, Financial Services, And Insurance, Manufacturing, Government & Public Sector, Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
  • By Geography - Introduction, North America, Recession Impact, US, Canada, Mexico, Europe, Recession Impact, UK, Germany, France, Rest of Europe, Asia Pacific, Recession Impact, China, India, Japan, South Korea, Rest of Asia Pacific, ROW, Recession Impact, Middle East & Africa, South America, KEY MARKET PLAYERS, Sony Group Corporation, HTC Corporation, Meta, Google, Microsoft, Panasonic Holdings Corporation, Vuzix, Cornerstone OnDemand, Inc., Anthology Inc., Lenovo
Regional scope North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle East & Africa (MEA)
Country scope U.S., Canada, Germany, France, UK, Italy, Spain, China, India, Japan, Brazil, GCC Countries, South Africa
Key companies profiled
  • AR and VR in Education Market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period.
  • Advancing education through ongoing innovation & expansion in AR & VR technology, enhanced understanding through visualization, and real-world application and career readiness are among the factors driving the growth of AR and VR in education market.
  • Driver: Enhanced understanding through visualization
  • Visualization of complex concepts serves as a powerful driver for incorporating AR and VR technologies in education. These technologies create immersive and interactive experiences that engage students and promote a deeper understanding of abstract ideas.
  • The integration of augmented reality (AR) in education has had a significant positive impact, enhancing the learning process in the classroom. One particular area where AR has proven beneficial is in geometry teaching, as it enables the explanation of fundamental operations like perimeters, areas, and diameters. In this section, we will delve into the application of AR in education, exploring its advantages and benefits for students.
  • Virtual reality (VR) offers immersive experiences in alternate realities that closely resemble the real world. This technology has found applications in education, where it facilitates the learning of complex subjects and fosters cultural connections among students. By leveraging VR, educators can teach the importance of respecting and appreciating cultural diversity, promoting acceptance of differences among students. The interactive nature of virtual reality allows students to engage with diverse environments and experiences, leading to a more inclusive and empathetic learning environment.
  • For example, in biology, AR and VR can enable students to explore the human body in 3D, allowing them to visualize the intricate systems and organs in a way that traditional textbooks cannot convey. In physics, students can use VR simulations to visualize and interact with abstract concepts like electromagnetic fields or quantum mechanics, helping them grasp these challenging topics more effectively. Moreover, AR and VR can transport students to historical periods, such as ancient civilizations or significant historical events, allowing them to immerse themselves in the context and gain a tangible understanding of the subject matter. By visualizing complex concepts, AR and VR technologies provide a dynamic and engaging learning environment that fosters comprehension and retention, making education more interactive and impactful.
  • Restraint: Standardization and interoperability in AR and VR implementation
  • The absence of standardized frameworks and guidelines for AR and VR development creates challenges in ensuring compatibility and seamless integration across different platforms, devices, and software applications. This lack of standardization hampers the widespread adoption of AR and VR in education as it limits interoperability between different hardware and software solutions. Educational institutions may face difficulties in finding compatible AR and VR tools and content that align with their specific needs and requirements. Moreover, the absence of industry standards can lead to fragmentation and inconsistency in the quality, functionality, and user experience of AR and VR applications. Establishing industry standards and promoting interoperability would enable educational institutions to have a wider range of choices and options, fostering flexibility and scalability in the implementation of AR and VR technologies. Additionally, industry standards would facilitate collaboration, content sharing, and the development of a robust ecosystem of AR and VR resources, further enhancing the effectiveness and accessibility of these technologies in education.
  • Opportunity: Immersive Collaboration and Communication
  • AR and VR technologies provide unique opportunities for collaboration and communication among students, regardless of their physical location. These immersive technologies allow students to interact in shared virtual spaces, enabling them to work together on projects and engage in collaborative problem-solving activities. Through avatars or virtual representations, students can communicate, share ideas, and collaborate on tasks in real-time. This fosters the development of teamwork skills, as students learn to coordinate and cooperate with their peers in a virtual environment. Collaborative activities in AR and VR promote peer learning, as students can exchange knowledge, provide feedback, and learn from each other’s perspectives. By engaging in collaborative experiences facilitated by AR and VR, students gain valuable skills for the future, preparing them to work effectively in collaborative environments in their academic and professional lives.
  • Challenge: Inadequate infrastructure and technical support
  • Adequate infrastructure is the requirement for high-performance devices and equipment to run AR and VR applications smoothly. These technologies often rely on powerful computers, smartphones, or specialized headsets, which may not be readily available or accessible in all educational institutions. Limited device availability can hinder the widespread adoption of AR and VR, restricting the number of students who can benefit from these immersive learning experiences. Reliable internet connectivity is another crucial infrastructure requirement for AR and VR implementation. High-quality AR and VR experiences often rely on a stable and fast internet connection to stream content, access online resources, and enable real-time collaboration. Insufficient or unreliable internet connections can lead to lagging experiences, disrupted interactions, and subpar user experience, limiting the effectiveness and usability of AR and VR in education.
  • Furthermore, technical support plays a crucial role in ensuring the smooth operation of AR and VR technologies. Educators and students may require assistance with setting up devices, troubleshooting technical issues, or understanding the functionalities of AR and VR software. However, inadequate technical support can leave educators feeling unsupported and ill-equipped to effectively integrate AR and VR into their teaching practices.
  • AR and VR In Education Market Ecosystem
  • Prominent companies in this market include well-established, financially stable providers of AR and VR devices. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Hitachi Ltd. (Japan), Barco (Belgium), Lenovo (Hong Kong).
  • By end user, the Academic Institutions segment is expected to grow with the highest CAGR from 2023 to 2028
  • The AR and VR in education market for academic institutions is expected to grow at the highest CAGR from 2023 to 2028. The academic users of virtual classroom solutions facilitate the process of learning and teaching through the sharing of data, voice, and video for effective collaboration and communication. This helps in the rationalization of the education process by enabling mobility, interaction, and real-time teaching. Virtual classroom solutions in the academic sector also open up new doors for knowledge sharing without the restrictions of time and distance. The academic institutions category is further segmented into 2 broad sections, namely, K-12 and higher education. This segmentation is based on the nature or level of education provided by these institutions. The academic institution type is expected to have a larger market size, as schools, colleges, and universities have been implementing and leveraging educational platforms and eLearning technologies for a more flexible and innovative learning experience.
  • By application, the classroom learning segment is expected to grow with a higher CAGR during the forecast period.
  • The classroom learning segment expected to exhibit a higher CAGR in the AR and VR in education market, by wafer size, from 2023 to 2028. Advancements in AR and VR technology have made it more accessible and cost-effective for educational institutions. The cost of hardware and software has decreased over time, making AR and VR more affordable for classrooms. Additionally, the technology has become more user-friendly, making it easier for teachers and students to integrate AR and VR into their learning environments.
  • By devices, AR HMD segment is expected to grow with a higher CAGR during the forecast period.
  • The augmented reality head-mounted display (AR HMD) segment is expected to grow at the highest CAGR from 2023 to 2028. It is a device that allows users to see a computer-generated image superimposed on their real-world view. AR HMDs are used in a variety of applications, including education, gaming, and training. AR HMD devices offer the ability to integrate virtual content seamlessly into the real-world context, enabling students to learn in a more authentic and meaningful way. Students can explore and understand abstract concepts by visualizing and interacting with virtual objects and information within their physical surroundings. This real-world contextual learning approach enhances knowledge retention and the application of learned concepts.
  • In 2028, Asia Pacific region can be attributed to factors such as technological advancements, investment and government support, a large and diverse student population, demand for high-quality education, e-learning and remote education, cultural preservation and heritage education, industry collaboration and partnerships, rising digital literacy, market competitiveness, and research and development initiatives. These factors collectively contribute to the increasing integration of AR and VR technologies in educational practices, transforming the learning experiences of students in the Asia Pacific region.
  • Recent Developments
  • In January 2023, HTC Corporation launched VIVE XR Elite headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device – perfect for gaming, fitness, productivity and more.
  • In January 2023, Panasonic partnered with Biel Glasses (Spain), it develops smart glasses to solve the mobility problems of visually impaired people, enabling a strong increase in their autonomy. With this partnership both the companies are developing smart glasses that support the visually impaired. It includes Panasonic's lightweight VR goggles with 5.2K HDR capabilities and Biel Glasses' technology designed for individuals with low vision.
  • In March 2022, Google acquired Raxium (US), an innovator in single panel MicroLED display technologies. The acquisition added to Google’s AR hardware portfolio as Raxium develops AR display technology (micro-LED). With this acquisition, Google focuses on developing AR glasses and headsets.
  • In April 2022, Google introduces multisearch in Lens, allowing users to search using both text and images simultaneously. This feature helps users find information about objects, refine searches by color or brand, and ask questions about visual attributes.
  • KEY MARKET SEGMENTS
  • By Offerings
  • Introduction
  • Software
  • Hardware
  • Sensors
  • Controllers
  • Cameras
  • Projectors and Displays
  • Others (Integrated Circuits)
  • Services
  • Managed Services
  • Professional Services
  • By Devices Type
  • Introduction
  • Interactive Whiteboards
  • Mobile Computing Devices
  • Virtual Reality Devices
  • Head Mounted Displays
  • Gesture Tracing Device
  • Head Up Displays
  • Handheld Devices
  • Projectors & Display Walls
  • Others (Security & video cameras and attendance tracking system)
  • By Service
  • Introduction
  • Professional Services
  • Managed Services
  • By Deployment
  • Introduction
  • On-Premise
  • Cloud
  • By Application
  • Introduction
  • Classroom Learning
  • Corporate Learning Management
  • Certifications
  • E-Learning
  • Virtual Field Trips
  • Student Recruitment
  • Others
  • By End Use
  • Introduction
  • Academic Institutions
  • K-12
  • Higher Education
  • Corporates
  • Healthcare & Life Science
  • Retail & E-commerce
  • Telecommunication & IT
  • Banking, Financial Services, And Insurance
  • Manufacturing
  • Government & Public Sector
  • Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
  • By Geography
  • Introduction
  • North America
  • Recession Impact
  • US
  • Canada
  • Mexico
  • Europe
  • Recession Impact
  • UK
  • Germany
  • France
  • Rest of Europe
  • Asia Pacific
  • Recession Impact
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia Pacific
  • ROW
  • Recession Impact
  • Middle East & Africa
  • South America
  • KEY MARKET PLAYERS
  • Sony Group Corporation
  • HTC Corporation
  • Meta
  • Google
  • Microsoft
  • Panasonic Holdings Corporation
  • Vuzix
  • Cornerstone OnDemand, Inc.
  • Anthology Inc.
  • Lenovo
Customization scope Free report customization (15% Free customization) with purchase. Addition or alteration to country, regional & segment scope.
Pricing and purchase options Reap the benefits of customized purchase options to fit your specific research requirements.

Objectives of the Study

  • To forecast the market size, in terms of value, for various segments with respect to five main regions, namely, North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle East & Africa (MEA)
  • To provide detailed information regarding the major factors influencing the growth of the Market (drivers, restraints, opportunities, and challenges)
  • To strategically analyze the micro markets with respect to the individual growth trends, future prospects, and contribution to the total market
  • To provide a detailed overview of the value chain and analyze market trends with the Porter's five forces analysis
  • To analyze the opportunities in the market for various stakeholders by identifying the high-growth Segments
  • To identify the key players and comprehensively analyze their market position in terms of ranking and core competencies, along with detailing the competitive landscape for the market leaders
  • To analyze competitive development such as joint ventures, mergers and acquisitions, new product launches and development, and research and development in the market

What does this Report Deliver?

  • Market Estimation for 20+ Countries
  • Historical data coverage: 2016 to 2022
  • Growth projections: 2022 to 2028
  • SkyQuest's premium market insights: Innovation matrix, IP analysis, Production Analysis, Value chain analysis, Technological trends, and Trade analysis
  • Customization on Segments, Regions, and Company Profiles
  • 100+ tables, 150+ Figures, 10+ matrix
  • Global and Country Market Trends
  • Comprehensive Mapping of Industry Parameters
  • Attractive Investment Proposition
  • Competitive Strategies Adopted by Leading Market Participants
  • Market drivers, restraints, opportunities, and its impact on the market
  • Regulatory scenario, regional dynamics, and insights of leading countries in each region
  • Segment trends analysis, opportunity, and growth
  • Opportunity analysis by region and country
  • Porter's five force analysis to know the market's condition
  • Pricing analysis
  • Parent market analysis
  • Product portfolio benchmarking

Table Of Content

Executive Summary

Market overview

  • Exhibit: Executive Summary – Chart on Market Overview
  • Exhibit: Executive Summary – Data Table on Market Overview
  • Exhibit: Executive Summary – Chart on Augmented and Virtual Reality in Education Market Characteristics
  • Exhibit: Executive Summary – Chart on Market by Geography
  • Exhibit: Executive Summary – Chart on Market Segmentation
  • Exhibit: Executive Summary – Chart on Incremental Growth
  • Exhibit: Executive Summary – Data Table on Incremental Growth
  • Exhibit: Executive Summary – Chart on Vendor Market Positioning

Parent Market Analysis

Market overview

Market size

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • SWOT Analysis

KEY MARKET INSIGHTS

  • Technology Analysis
    • (Exhibit: Data Table: Name of technology and details)
  • Pricing Analysis
    • (Exhibit: Data Table: Name of technology and pricing details)
  • Supply Chain Analysis
    • (Exhibit: Detailed Supply Chain Presentation)
  • Value Chain Analysis
    • (Exhibit: Detailed Value Chain Presentation)
  • Ecosystem Of the Market
    • Exhibit: Parent Market Ecosystem Market Analysis
    • Exhibit: Market Characteristics of Parent Market
  • IP Analysis
    • (Exhibit: Data Table: Name of product/technology, patents filed, inventor/company name, acquiring firm)
  • Trade Analysis
    • (Exhibit: Data Table: Import and Export data details)
  • Startup Analysis
    • (Exhibit: Data Table: Emerging startups details)
  • Raw Material Analysis
    • (Exhibit: Data Table: Mapping of key raw materials)
  • Innovation Matrix
    • (Exhibit: Positioning Matrix: Mapping of new and existing technologies)
  • Pipeline product Analysis
    • (Exhibit: Data Table: Name of companies and pipeline products, regional mapping)
  • Macroeconomic Indicators

COVID IMPACT

  • Introduction
  • Impact On Economy—scenario Assessment
    • Exhibit: Data on GDP - Year-over-year growth 2016-2022 (%)
  • Revised Market Size
    • Exhibit: Data Table on Augmented and Virtual Reality in Education Market size and forecast 2021-2027 ($ million)
  • Impact Of COVID On Key Segments
    • Exhibit: Data Table on Segment Market size and forecast 2021-2027 ($ million)
  • COVID Strategies By Company
    • Exhibit: Analysis on key strategies adopted by companies

MARKET DYNAMICS & OUTLOOK

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • Regulatory Landscape
    • Exhibit: Data Table on regulation from different region
  • SWOT Analysis
  • Porters Analysis
    • Competitive rivalry
      • Exhibit: Competitive rivalry Impact of key factors, 2021
    • Threat of substitute products
      • Exhibit: Threat of Substitute Products Impact of key factors, 2021
    • Bargaining power of buyers
      • Exhibit: buyers bargaining power Impact of key factors, 2021
    • Threat of new entrants
      • Exhibit: Threat of new entrants Impact of key factors, 2021
    • Bargaining power of suppliers
      • Exhibit: Threat of suppliers bargaining power Impact of key factors, 2021
  • Skyquest special insights on future disruptions
    • Political Impact
    • Economic impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Market Size by Region

  • Chart on Market share by geography 2021-2027 (%)
  • Data Table on Market share by geography 2021-2027(%)
  • North America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • USA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Canada
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Europe
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Germany
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Spain
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • France
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • UK
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Europe
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Asia Pacific
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • China
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • India
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Japan
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Korea
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Asia Pacific
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Latin America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Brazil
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of South America
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Middle East & Africa (MEA)
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • GCC Countries
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Africa
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of MEA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)

KEY COMPANY PROFILES

  • Competitive Landscape
    • Total number of companies covered
      • Exhibit: companies covered in the report, 2021
    • Top companies market positioning
      • Exhibit: company positioning matrix, 2021
    • Top companies market Share
      • Exhibit: Pie chart analysis on company market share, 2021(%)
  • AR and VR in Education Market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Advancing education through ongoing innovation & expansion in AR & VR technology, enhanced understanding through visualization, and real-world application and career readiness are among the factors driving the growth of AR and VR in education market.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Driver: Enhanced understanding through visualization
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Visualization of complex concepts serves as a powerful driver for incorporating AR and VR technologies in education. These technologies create immersive and interactive experiences that engage students and promote a deeper understanding of abstract ideas.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • The integration of augmented reality (AR) in education has had a significant positive impact, enhancing the learning process in the classroom. One particular area where AR has proven beneficial is in geometry teaching, as it enables the explanation of fundamental operations like perimeters, areas, and diameters. In this section, we will delve into the application of AR in education, exploring its advantages and benefits for students.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Virtual reality (VR) offers immersive experiences in alternate realities that closely resemble the real world. This technology has found applications in education, where it facilitates the learning of complex subjects and fosters cultural connections among students. By leveraging VR, educators can teach the importance of respecting and appreciating cultural diversity, promoting acceptance of differences among students. The interactive nature of virtual reality allows students to engage with diverse environments and experiences, leading to a more inclusive and empathetic learning environment.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • For example, in biology, AR and VR can enable students to explore the human body in 3D, allowing them to visualize the intricate systems and organs in a way that traditional textbooks cannot convey. In physics, students can use VR simulations to visualize and interact with abstract concepts like electromagnetic fields or quantum mechanics, helping them grasp these challenging topics more effectively. Moreover, AR and VR can transport students to historical periods, such as ancient civilizations or significant historical events, allowing them to immerse themselves in the context and gain a tangible understanding of the subject matter. By visualizing complex concepts, AR and VR technologies provide a dynamic and engaging learning environment that fosters comprehension and retention, making education more interactive and impactful.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Restraint: Standardization and interoperability in AR and VR implementation
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • The absence of standardized frameworks and guidelines for AR and VR development creates challenges in ensuring compatibility and seamless integration across different platforms, devices, and software applications. This lack of standardization hampers the widespread adoption of AR and VR in education as it limits interoperability between different hardware and software solutions. Educational institutions may face difficulties in finding compatible AR and VR tools and content that align with their specific needs and requirements. Moreover, the absence of industry standards can lead to fragmentation and inconsistency in the quality, functionality, and user experience of AR and VR applications. Establishing industry standards and promoting interoperability would enable educational institutions to have a wider range of choices and options, fostering flexibility and scalability in the implementation of AR and VR technologies. Additionally, industry standards would facilitate collaboration, content sharing, and the development of a robust ecosystem of AR and VR resources, further enhancing the effectiveness and accessibility of these technologies in education.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Opportunity: Immersive Collaboration and Communication
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • AR and VR technologies provide unique opportunities for collaboration and communication among students, regardless of their physical location. These immersive technologies allow students to interact in shared virtual spaces, enabling them to work together on projects and engage in collaborative problem-solving activities. Through avatars or virtual representations, students can communicate, share ideas, and collaborate on tasks in real-time. This fosters the development of teamwork skills, as students learn to coordinate and cooperate with their peers in a virtual environment. Collaborative activities in AR and VR promote peer learning, as students can exchange knowledge, provide feedback, and learn from each other’s perspectives. By engaging in collaborative experiences facilitated by AR and VR, students gain valuable skills for the future, preparing them to work effectively in collaborative environments in their academic and professional lives.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Challenge: Inadequate infrastructure and technical support
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Adequate infrastructure is the requirement for high-performance devices and equipment to run AR and VR applications smoothly. These technologies often rely on powerful computers, smartphones, or specialized headsets, which may not be readily available or accessible in all educational institutions. Limited device availability can hinder the widespread adoption of AR and VR, restricting the number of students who can benefit from these immersive learning experiences. Reliable internet connectivity is another crucial infrastructure requirement for AR and VR implementation. High-quality AR and VR experiences often rely on a stable and fast internet connection to stream content, access online resources, and enable real-time collaboration. Insufficient or unreliable internet connections can lead to lagging experiences, disrupted interactions, and subpar user experience, limiting the effectiveness and usability of AR and VR in education.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Furthermore, technical support plays a crucial role in ensuring the smooth operation of AR and VR technologies. Educators and students may require assistance with setting up devices, troubleshooting technical issues, or understanding the functionalities of AR and VR software. However, inadequate technical support can leave educators feeling unsupported and ill-equipped to effectively integrate AR and VR into their teaching practices.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • AR and VR In Education Market Ecosystem
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Prominent companies in this market include well-established, financially stable providers of AR and VR devices. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Hitachi Ltd. (Japan), Barco (Belgium), Lenovo (Hong Kong).
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By end user, the Academic Institutions segment is expected to grow with the highest CAGR from 2023 to 2028
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • The AR and VR in education market for academic institutions is expected to grow at the highest CAGR from 2023 to 2028. The academic users of virtual classroom solutions facilitate the process of learning and teaching through the sharing of data, voice, and video for effective collaboration and communication. This helps in the rationalization of the education process by enabling mobility, interaction, and real-time teaching. Virtual classroom solutions in the academic sector also open up new doors for knowledge sharing without the restrictions of time and distance. The academic institutions category is further segmented into 2 broad sections, namely, K-12 and higher education. This segmentation is based on the nature or level of education provided by these institutions. The academic institution type is expected to have a larger market size, as schools, colleges, and universities have been implementing and leveraging educational platforms and eLearning technologies for a more flexible and innovative learning experience.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By application, the classroom learning segment is expected to grow with a higher CAGR during the forecast period.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • The classroom learning segment expected to exhibit a higher CAGR in the AR and VR in education market, by wafer size, from 2023 to 2028. Advancements in AR and VR technology have made it more accessible and cost-effective for educational institutions. The cost of hardware and software has decreased over time, making AR and VR more affordable for classrooms. Additionally, the technology has become more user-friendly, making it easier for teachers and students to integrate AR and VR into their learning environments.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By devices, AR HMD segment is expected to grow with a higher CAGR during the forecast period.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • The augmented reality head-mounted display (AR HMD) segment is expected to grow at the highest CAGR from 2023 to 2028. It is a device that allows users to see a computer-generated image superimposed on their real-world view. AR HMDs are used in a variety of applications, including education, gaming, and training. AR HMD devices offer the ability to integrate virtual content seamlessly into the real-world context, enabling students to learn in a more authentic and meaningful way. Students can explore and understand abstract concepts by visualizing and interacting with virtual objects and information within their physical surroundings. This real-world contextual learning approach enhances knowledge retention and the application of learned concepts.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • In 2028, Asia Pacific region can be attributed to factors such as technological advancements, investment and government support, a large and diverse student population, demand for high-quality education, e-learning and remote education, cultural preservation and heritage education, industry collaboration and partnerships, rising digital literacy, market competitiveness, and research and development initiatives. These factors collectively contribute to the increasing integration of AR and VR technologies in educational practices, transforming the learning experiences of students in the Asia Pacific region.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Recent Developments
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • In January 2023, HTC Corporation launched VIVE XR Elite headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device – perfect for gaming, fitness, productivity and more.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • In January 2023, Panasonic partnered with Biel Glasses (Spain), it develops smart glasses to solve the mobility problems of visually impaired people, enabling a strong increase in their autonomy. With this partnership both the companies are developing smart glasses that support the visually impaired. It includes Panasonic's lightweight VR goggles with 5.2K HDR capabilities and Biel Glasses' technology designed for individuals with low vision.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • In March 2022, Google acquired Raxium (US), an innovator in single panel MicroLED display technologies. The acquisition added to Google’s AR hardware portfolio as Raxium develops AR display technology (micro-LED). With this acquisition, Google focuses on developing AR glasses and headsets.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • In April 2022, Google introduces multisearch in Lens, allowing users to search using both text and images simultaneously. This feature helps users find information about objects, refine searches by color or brand, and ask questions about visual attributes.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • KEY MARKET SEGMENTS
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Offerings
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Software
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Hardware
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Sensors
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Controllers
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Cameras
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Projectors and Displays
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Others (Integrated Circuits)
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Services
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Managed Services
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Professional Services
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Devices Type
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Interactive Whiteboards
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Mobile Computing Devices
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Virtual Reality Devices
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Head Mounted Displays
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Gesture Tracing Device
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Head Up Displays
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Handheld Devices
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Projectors & Display Walls
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Others (Security & video cameras and attendance tracking system)
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Service
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Professional Services
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Managed Services
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Deployment
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • On-Premise
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Cloud
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Application
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Classroom Learning
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Corporate Learning Management
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Certifications
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • E-Learning
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Virtual Field Trips
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Student Recruitment
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Others
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By End Use
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Academic Institutions
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • K-12
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Higher Education
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Corporates
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Healthcare & Life Science
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Retail & E-commerce
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Telecommunication & IT
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Banking, Financial Services, And Insurance
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Manufacturing
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Government & Public Sector
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities)
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • By Geography
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Introduction
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • North America
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Recession Impact
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • US
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Canada
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Mexico
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Europe
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Recession Impact
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • UK
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Germany
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • France
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Rest of Europe
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Asia Pacific
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Recession Impact
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • China
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • India
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Japan
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • South Korea
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Rest of Asia Pacific
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • ROW
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Recession Impact
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Middle East & Africa
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • South America
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • KEY MARKET PLAYERS
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Sony Group Corporation
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • HTC Corporation
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Meta
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Google
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Microsoft
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Panasonic Holdings Corporation
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Vuzix
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Cornerstone OnDemand, Inc.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
    • Exhibit Key Developments
  • Anthology Inc.
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
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  • Lenovo
    • Exhibit Company Overview
    • Exhibit Business Segment Overview
    • Exhibit Financial Updates
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Methodology

For the Augmented and Virtual Reality in Education Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:

1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.

2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Augmented and Virtual Reality in Education Market.

3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.

4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.

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With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Augmented and Virtual Reality in Education Market:

Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.

Regional Analysis: Further analysis of the Augmented and Virtual Reality in Education Market for additional countries.

Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.

Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.

Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.

Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.

Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.

Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.

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FAQs

The global market for Augmented and Virtual Reality in Education was estimated to be valued at US$ XX Mn in 2021.

The global Augmented and Virtual Reality in Education Market is estimated to grow at a CAGR of XX% by 2028.

The global Augmented and Virtual Reality in Education Market is segmented on the basis of Offerings, Devices Type, Service, Deployment, Application, End Use, Geography.

Based on region, the global Augmented and Virtual Reality in Education Market is segmented into North America, Europe, Asia Pacific, Middle East & Africa and Latin America.

The key players operating in the global Augmented and Virtual Reality in Education Market are AR and VR in Education Market was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% during the forecast period. , Advancing education through ongoing innovation & expansion in AR & VR technology, enhanced understanding through visualization, and real-world application and career readiness are among the factors driving the growth of AR and VR in education market., Driver: Enhanced understanding through visualization , Visualization of complex concepts serves as a powerful driver for incorporating AR and VR technologies in education. These technologies create immersive and interactive experiences that engage students and promote a deeper understanding of abstract ideas. , The integration of augmented reality (AR) in education has had a significant positive impact, enhancing the learning process in the classroom. One particular area where AR has proven beneficial is in geometry teaching, as it enables the explanation of fundamental operations like perimeters, areas, and diameters. In this section, we will delve into the application of AR in education, exploring its advantages and benefits for students. , Virtual reality (VR) offers immersive experiences in alternate realities that closely resemble the real world. This technology has found applications in education, where it facilitates the learning of complex subjects and fosters cultural connections among students. By leveraging VR, educators can teach the importance of respecting and appreciating cultural diversity, promoting acceptance of differences among students. The interactive nature of virtual reality allows students to engage with diverse environments and experiences, leading to a more inclusive and empathetic learning environment. , For example, in biology, AR and VR can enable students to explore the human body in 3D, allowing them to visualize the intricate systems and organs in a way that traditional textbooks cannot convey. In physics, students can use VR simulations to visualize and interact with abstract concepts like electromagnetic fields or quantum mechanics, helping them grasp these challenging topics more effectively. Moreover, AR and VR can transport students to historical periods, such as ancient civilizations or significant historical events, allowing them to immerse themselves in the context and gain a tangible understanding of the subject matter. By visualizing complex concepts, AR and VR technologies provide a dynamic and engaging learning environment that fosters comprehension and retention, making education more interactive and impactful. , Restraint: Standardization and interoperability in AR and VR implementation , The absence of standardized frameworks and guidelines for AR and VR development creates challenges in ensuring compatibility and seamless integration across different platforms, devices, and software applications. This lack of standardization hampers the widespread adoption of AR and VR in education as it limits interoperability between different hardware and software solutions. Educational institutions may face difficulties in finding compatible AR and VR tools and content that align with their specific needs and requirements. Moreover, the absence of industry standards can lead to fragmentation and inconsistency in the quality, functionality, and user experience of AR and VR applications. Establishing industry standards and promoting interoperability would enable educational institutions to have a wider range of choices and options, fostering flexibility and scalability in the implementation of AR and VR technologies. Additionally, industry standards would facilitate collaboration, content sharing, and the development of a robust ecosystem of AR and VR resources, further enhancing the effectiveness and accessibility of these technologies in education. , Opportunity: Immersive Collaboration and Communication , AR and VR technologies provide unique opportunities for collaboration and communication among students, regardless of their physical location. These immersive technologies allow students to interact in shared virtual spaces, enabling them to work together on projects and engage in collaborative problem-solving activities. Through avatars or virtual representations, students can communicate, share ideas, and collaborate on tasks in real-time. This fosters the development of teamwork skills, as students learn to coordinate and cooperate with their peers in a virtual environment. Collaborative activities in AR and VR promote peer learning, as students can exchange knowledge, provide feedback, and learn from each other’s perspectives. By engaging in collaborative experiences facilitated by AR and VR, students gain valuable skills for the future, preparing them to work effectively in collaborative environments in their academic and professional lives. , Challenge: Inadequate infrastructure and technical support , Adequate infrastructure is the requirement for high-performance devices and equipment to run AR and VR applications smoothly. These technologies often rely on powerful computers, smartphones, or specialized headsets, which may not be readily available or accessible in all educational institutions. Limited device availability can hinder the widespread adoption of AR and VR, restricting the number of students who can benefit from these immersive learning experiences. Reliable internet connectivity is another crucial infrastructure requirement for AR and VR implementation. High-quality AR and VR experiences often rely on a stable and fast internet connection to stream content, access online resources, and enable real-time collaboration. Insufficient or unreliable internet connections can lead to lagging experiences, disrupted interactions, and subpar user experience, limiting the effectiveness and usability of AR and VR in education. , Furthermore, technical support plays a crucial role in ensuring the smooth operation of AR and VR technologies. Educators and students may require assistance with setting up devices, troubleshooting technical issues, or understanding the functionalities of AR and VR software. However, inadequate technical support can leave educators feeling unsupported and ill-equipped to effectively integrate AR and VR into their teaching practices. , AR and VR In Education Market Ecosystem , Prominent companies in this market include well-established, financially stable providers of AR and VR devices. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Hitachi Ltd. (Japan), Barco (Belgium), Lenovo (Hong Kong). , By end user, the Academic Institutions segment is expected to grow with the highest CAGR from 2023 to 2028 , The AR and VR in education market for academic institutions is expected to grow at the highest CAGR from 2023 to 2028. The academic users of virtual classroom solutions facilitate the process of learning and teaching through the sharing of data, voice, and video for effective collaboration and communication. This helps in the rationalization of the education process by enabling mobility, interaction, and real-time teaching. Virtual classroom solutions in the academic sector also open up new doors for knowledge sharing without the restrictions of time and distance. The academic institutions category is further segmented into 2 broad sections, namely, K-12 and higher education. This segmentation is based on the nature or level of education provided by these institutions. The academic institution type is expected to have a larger market size, as schools, colleges, and universities have been implementing and leveraging educational platforms and eLearning technologies for a more flexible and innovative learning experience. , By application, the classroom learning segment is expected to grow with a higher CAGR during the forecast period. , The classroom learning segment expected to exhibit a higher CAGR in the AR and VR in education market, by wafer size, from 2023 to 2028. Advancements in AR and VR technology have made it more accessible and cost-effective for educational institutions. The cost of hardware and software has decreased over time, making AR and VR more affordable for classrooms. Additionally, the technology has become more user-friendly, making it easier for teachers and students to integrate AR and VR into their learning environments. , By devices, AR HMD segment is expected to grow with a higher CAGR during the forecast period. , The augmented reality head-mounted display (AR HMD) segment is expected to grow at the highest CAGR from 2023 to 2028. It is a device that allows users to see a computer-generated image superimposed on their real-world view. AR HMDs are used in a variety of applications, including education, gaming, and training. AR HMD devices offer the ability to integrate virtual content seamlessly into the real-world context, enabling students to learn in a more authentic and meaningful way. Students can explore and understand abstract concepts by visualizing and interacting with virtual objects and information within their physical surroundings. This real-world contextual learning approach enhances knowledge retention and the application of learned concepts. , In 2028, Asia Pacific region can be attributed to factors such as technological advancements, investment and government support, a large and diverse student population, demand for high-quality education, e-learning and remote education, cultural preservation and heritage education, industry collaboration and partnerships, rising digital literacy, market competitiveness, and research and development initiatives. These factors collectively contribute to the increasing integration of AR and VR technologies in educational practices, transforming the learning experiences of students in the Asia Pacific region. , Recent Developments , In January 2023, HTC Corporation launched VIVE XR Elite headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device – perfect for gaming, fitness, productivity and more. , In January 2023, Panasonic partnered with Biel Glasses (Spain), it develops smart glasses to solve the mobility problems of visually impaired people, enabling a strong increase in their autonomy. With this partnership both the companies are developing smart glasses that support the visually impaired. It includes Panasonic's lightweight VR goggles with 5.2K HDR capabilities and Biel Glasses' technology designed for individuals with low vision. , In March 2022, Google acquired Raxium (US), an innovator in single panel MicroLED display technologies. The acquisition added to Google’s AR hardware portfolio as Raxium develops AR display technology (micro-LED). With this acquisition, Google focuses on developing AR glasses and headsets. , In April 2022, Google introduces multisearch in Lens, allowing users to search using both text and images simultaneously. This feature helps users find information about objects, refine searches by color or brand, and ask questions about visual attributes. , KEY MARKET SEGMENTS , By Offerings , Introduction , Software , Hardware , Sensors , Controllers , Cameras , Projectors and Displays , Others (Integrated Circuits) , Services , Managed Services , Professional Services , By Devices Type , Introduction , Interactive Whiteboards , Mobile Computing Devices , Virtual Reality Devices , Head Mounted Displays , Gesture Tracing Device , Head Up Displays , Handheld Devices , Projectors & Display Walls , Others (Security & video cameras and attendance tracking system) , By Service , Introduction , Professional Services , Managed Services , By Deployment , Introduction , On-Premise , Cloud , By Application , Introduction , Classroom Learning , Corporate Learning Management , Certifications , E-Learning , Virtual Field Trips , Student Recruitment , Others , By End Use , Introduction , Academic Institutions , K-12 , Higher Education , Corporates , Healthcare & Life Science , Retail & E-commerce , Telecommunication & IT , Banking, Financial Services, And Insurance , Manufacturing , Government & Public Sector , Others (media, entertainment and gaming; travel and hospitality; transportation and logistics; and energy and utilities) , By Geography , Introduction , North America , Recession Impact , US , Canada , Mexico , Europe , Recession Impact , UK , Germany , France , Rest of Europe , Asia Pacific , Recession Impact , China , India , Japan , South Korea , Rest of Asia Pacific , ROW , Recession Impact , Middle East & Africa , South America , KEY MARKET PLAYERS , Sony Group Corporation , HTC Corporation , Meta , Google , Microsoft , Panasonic Holdings Corporation , Vuzix , Cornerstone OnDemand, Inc. , Anthology Inc. , Lenovo .

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Augmented and Virtual Reality in Education Market

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