USD 78.1 billion
Report ID:
SQMIG45E2307 |
Region:
Global |
Published Date: November, 2024
Pages:
203
|Tables:
0
|Figures:
0
Virtual Reality in Education Market size was valued at USD 78.1 billion in 2023 and is poised to grow from USD 100.2 billion in 2024 to USD 735.68 billion by 2032, growing at a CAGR of 28.3% during the forecast period (2025-2032).
Virtual reality enables users to experience a three-dimensional environment in the real world. This immersive experience for consumers is created by VR technology through gadgets, such as VR headsets, glasses or gloves, and bodysuits. VR technology has also transformed the gaming and entertainment sectors by enabling users to engage themselves in a highly simulated environment. Furthermore, the increasing use of virtual reality (VR) in instructional training, such as for field workers, engineers, mechanics, pilots, defense personnel, and technicians in various industrial sectors, is propelling the market’s growth.
Furthermore, the increasing requirement for businesses to continue their business activities online is increasing demand for VR. Companies are shifting to virtual platforms to pursue their business activities, like holding meetings and developing policies & strategies. Event organizers are providing visitors with engaging and diverse experiences by holding the event on a virtual platform and offering it as a VR experience. As a result, the growing prominence of virtual events is driving market growth. The increasing use of VR applications in the architecture and planning sector is another factor expected to drive market growth. The use of virtual reality (VR) technology in architecture aids in decision-making and visualizing the effects of suggested urban designs and architectural plans. It also enables the early detection and correction of faults, saving time and money. Moreover, several real-estate agencies have begun using VR to give virtual tours of properties, increasing the possibilities of a sale.
Market snapshot - 2025-2032
Global Market Size
USD 78.1 billion
Largest Segment
Fastest Growth
Growth Rate
28.3% CAGR
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Global Virtual Reality in Education Market is segmented by Type, Application, End User, Device Type and region. Based on Type, the market is segmented into Hardware, Software and Content and Services. Based on Application, the market is segmented into Classroom Training, Simulation and Training, Lab Experiments, Immersive Field Trips and Educational Games. Based on End User, the market is segmented into K-12 Education, Higher Education, Corporate Training and Government and Military. Based on Device Type, the market is segmented into Head-mounted Displays (HMDs), Mobile Virtual Reality (VR) Headsets and Desktop Virtual Reality Systems Source. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Based on device, the head-mounted display (HMD) segment is dominating the market with the largest virtual reality in education market share. The increasing usage of VR headsets in consumer and commercial applications is boosting its market demand. The segment's growth is attributed to the availability of various types of HMDs, like tethered, hybrid, and wireless HMDs. The HMD devices are utilized for offering training in various industries, such as research, aerospace, engineering, military, and medicine, as well as to exemplify a wide range of use cases using interactive features. In addition, to offer customers a highly immersive experience, companies are regularly introducing technological advancements and engaging in strategic partnerships.
The gesture-tracking device (GTD) segment is witnessing the fastest growth in the virtual reality in education market. This segment is developing immensely due to a rise in demand from basic gesture tracing to visually immersive gesture tracing. Furthermore, gesture tracing is an innovative and extensively applied technology that enables added immersive and almost natural interaction. The various types of GTD virtual reality hardware consists of VR projectors, processors, sensors, large displays, and multi-screen projection systems. Moreover, in recent times, many companies are also involved in improving the efficiency of sensors and processors that are utilized in VR systems to provide a significantly immersive application to users.
Based on technology, the semi & fully immersive segment is dominating the virtual reality in education market. This segment is witnessing because of the constant rise in demand for virtual reality HMDs for educational and industrial applications. Semi & fully immersive technology recreates the structure of actual surroundings in a virtual platform, which is extremely useful for complex tasks and planning. The application that are used consist1 of multifaceted emulators, high-processing personal computers, and high-resolution displays. Moreover, VR technology is in demand for educational applications as it enables students to exercise reasoning and motor activities that will not be possible to conduct in a common classroom.
The non-immersive segment is experiencing tremendous growth and popularity in recent years, attributed to the multitude of benefits they provide. Non-immersive VR technology provides users with a workstation, which is generated or virtual setting instead of an immersive, lifelike world experience. This technology is in trend as it is more efficient in terms of network management and is more easily accessible. However, due to its limited 2D interaction, the technology is restricted to a few uses such as designing, gaming, medical assistance, and more. In addition, input devices, like controllers, keyboards, mice, and displays, are also necessary for computers and consoles for non-immersive systems to function properly. These factors positively impact market growth, and investment in an entirely new system is not required.
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North America is dominating with the largest virtual reality in education market share. Factors driving the growth of the market includes the integration of VR technology in education, the availability of cost-effective VR equipment, and growing government support for VR initiatives. The higher education sector has already shown interest in enriching technologies. But it is the K-12 sector that will fuel significant market growth during the forecast period. One of the prominent trends is the application of VR in addressing attention deficit disorders through 3D simulations. Furthermore, the incorporation of artificial intelligence and machine learning in XR technology is enhancing corporate training and academic institutions. Furthermore, the IT and telecommunication sectors are also investing in VR to improve learning experiences. Overall, the North American virtual reality market in education is set to experience robust growth due to these factors.
Asia-Pacific is witnessing the fastest growth in the virtual reality in education market. The region is also experiencing rapid growth in the VR in education market due to an increase in technological adoption and emphasis on innovative educational practices. Countries such as China, Japan, and India are leading the way in implementing VR into various educational sectors. However, even though still in the early stages of adopting VR in education, these countries are showing promising growth potential. Investments in education technology and collaboration with global tech companies are creating the path for the gradual integration of VR into educational systems in this region. Investments in educational infrastructure and a growing interest in innovative learning methodologies are favouring the market growth in this region.
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Increased Engagement Among Students
Rise in Demand for Customized Learning Experiences
Increasing Technical Limitations
High Expense of Implementation
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The virtual reality in education industry is experiencing steady growth as key players in the industry are actively engaging in research, development, and innovation to enhance their offerings. They are engaging in partnerships with educational institutions and content providers to create tailored solutions that can meet their specific learning goals. Investment in developing user-friendly interfaces, realistic simulations, and customizable content is becoming more widespread. These industry leaders are also focusing on expanding their global reach by entering emerging markets and collaborating with governments. This is helping them to promote the integration of VR into various educational systems. Such efforts are driving the adoption of VR across both academic and corporate sectors, contributing to the overall growth of the market.
SkyQuest's ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Correlates, and Analyses the Data collected by means of Primary Exploratory Research backed by robust Secondary Desk research.
As per SkyQuest analysis, the virtual reality in education industry is experiencing significant growth as XR technology, artificial intelligence, and machine learning are revolutionizing the way learners acquire knowledge. In the academic institutions segment, virtual reality technologies are being used to create enriching learning experiences for students. K-12 learning and higher education institutions are using virtual reality headsets and projectors to provide practical learning excursions, lab experiments, and group activities. In the corporate training sector, virtual reality is being utilized for creating training simulators that offer personalized learning experiences, enabling learners to explore virtual worlds and gain real-life experiences.
Report Metric | Details |
---|---|
Market size value in Education | USD 78.1 billion |
Market size value in 2032 | USD 735.68 billion |
Growth Rate | 28.3% |
Base year | 2024 |
Forecast period | 2025-2032 |
Forecast Unit (Value) | USD Billion |
Segments covered |
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Regions covered | North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA) |
Companies covered |
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Table Of Content
Executive Summary
Market overview
Parent Market Analysis
Market overview
Market size
KEY MARKET INSIGHTS
COVID IMPACT
MARKET DYNAMICS & OUTLOOK
Market Size by Region
KEY COMPANY PROFILES
Methodology
For the 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 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.
Analyst Support
Customization Options
With the given market data, our dedicated team of analysts can offer you the following customization options are available for the 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 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.
Virtual Reality in Education Market size was valued at USD 76.45 Billion in 2023 and is poised to grow from USD 97.47 Billion in 2024 to USD 680.71 Billion by 2032, growing at a CAGR of 27.5% during the forecast period (2025-2032).
Key vendors in Virtual Reality in Education Market are : 'Google LLC (Alphabet, Inc.)', 'EON Reality', 'Schell Games', 'Avantis Systems Ltd.', 'zSpace, Inc.', 'VRSim, Inc.', 'Veative Group', 'Mursion', 'Immersion VR', 'Unimersiv', 'Alchemy Immersive', 'RedboxVR Ltd.', 'Lenovo Group Limited', 'Meta Platforms Inc.'
The ability of virtual reality (VR) to provide immersive learning experiences is significantly improving engagement among students. Conventional methods may not always capture the attention and curiosity of learners. But VR provides a practical approach, enabling students to actively participate in the learning process. The interactive nature of VR stimulates interest and promotes the retention of information by appealing to different learning styles. Thus, increased engagement through VR is changing the educational landscape, bridging the gap between theoretical knowledge and practical application
Increasing Preference of Multisensory Learning: The combination of virtual reality technology with multisensory learning presents an attractive outlook in the virtual reality in education market. This groundbreaking approach is changing the way students engage with educational content, pulling them into VR environments that activate their visual, auditory, and tactile senses. This is not only attracting students' attention but also improving their comprehension and retention of the subject matter. Compared to conventional methods, multisensory VR learning delivers comprehensive experiences where students traverse virtual realms and interact with content in situations reflecting real-life situations.
North America is dominating with the largest virtual reality in education market share. Factors driving the growth of the market includes the integration of VR technology in education, the availability of cost-effective VR equipment, and growing government support for VR initiatives. The higher education sector has already shown interest in enriching technologies. But it is the K-12 sector that will fuel significant market growth during the forecast period. One of the prominent trends is the application of VR in addressing attention deficit disorders through 3D simulations. Furthermore, the incorporation of artificial intelligence and machine learning in XR technology is enhancing corporate training and academic institutions. Furthermore, the IT and telecommunication sectors are also investing in VR to improve learning experiences. Overall, the North American virtual reality market in education is set to experience robust growth due to these factors.
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