Virtual Reality in Education Market Size, Share, and Growth Analysis

Global Virtual Reality in Education Market

Virtual Reality in Education Market By Type (Hardware, Software), By Application (Classroom Training, Simulation and Training), By End User (K-12 Education, Higher Education), By Device Type, By Region - Industry Forecast 2025-2032


Report ID: SQMIG45E2307 | Region: Global | Published Date: November, 2024
Pages: 203 |Tables: 0 |Figures: 0

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Virtual Reality in Education Market Insights

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

Global Virtual Reality in Education Market ($ Bn)
Country Share for North America Region (%)

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Virtual Reality in Education Market Segments Analysis

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.

Analysis by Device

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.

Analysis by Technology

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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Virtual Reality in Education Market Regional Insights

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.

Global Virtual Reality in Education Market By Geography
  • Largest
  • Fastest

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Virtual Reality in Education Market Dynamics

Drivers

Increased Engagement Among Students

  • 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

Rise in Demand for Customized Learning Experiences

  • The global move toward personalized education is another important factor fuelling growth of the VR in education market. Virtual reality allows the creation of customized learning paths, adapting to individual preferences, abilities, and learning speeds. In a VR environment, instructors can design specific experiences that fulfils a student's unique requirements, ensuring a more effective and targeted learning process. This customization potential facilitates a more inclusive educational approach, accommodating diverse learning requirements. As a result, the demand for such customized learning experiences is increasing the adoption of VR in academic settings.

Restraints

Increasing Technical Limitations

  • Implementing VR systems means meeting specific technical requirements, which can create immense difficulties. VR experiences demand robust computing power to render high-resolution graphics and maintain smooth frame for preventing motion sickness. However, many educational facilities lack the necessary infrastructure, such as high-performance computers and advanced network capabilities, to support such demanding hardware requirements. Integrating VR into existing educational environments becomes a logistical challenge.

High Expense of Implementation

  • The widespread adoption of virtual reality in education market comes with various technical limitations that restricts its growth. One of the main constraints is the high expense related with VR hardware and software. VR headsets of high quality, computing devices capable of running VR applications smoothly, and the development of educational content tailored for VR environments all come with significant expenses. This cost barrier restrict access to VR technology, especially for educational institutions in financially constrained regions or schools with limited budgets.

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Virtual Reality in Education Market Competitive Landscape

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.

Top Players in Virtual Reality in Education Market

  • Google LLC (USA)
  • Microsoft Corporation (USA) 
  • Meta Platforms, Inc. (USA) 
  • HTC Corporation (Taiwan) 
  • Sony Group Corporation (Japan) 
  • Samsung Electronics Co., Ltd. (South Korea) 
  • zSpace, Inc. (USA) 
  • ClassVR (Avantis Systems) (UK) 
  • Immersive VR Education Ltd. (Ireland) 
  • VictoryXR (USA) 
  • Labster ApS (Denmark) 
  • Nearpod (USA) 
  • Veative Labs (Singapore) 
  • EON Reality, Inc. (USA) 
  • Osso VR, Inc. (USA) 
  • Alchemy Immersive (UK) 
  • Bodyswaps (UK) 
  • Talespin (USA) 
  • Motive.io (Canada) 
  • VR Education Holdings PLC (Ireland)

Recent Developments

  • In November 2023, XRHealth and HTC VIVE and Nord-space APS launched the world's first VR headset for mental health used in space. It was launched to the ISS specifically to treat astronauts during their mission who are affected by stress and isolation in space.
  • In November 2023, Government of India collaborated with IIT-Delhi to provide blockchain, AI technology and computer vision-related courses. These courses were for final year students, upskill them for better employability.
  • In October 2023, DOJ announced USD 4 million to fund VR training in law enforcement programs the VR training for law enforcement programs The project is designed to provide law enforcement with training for responding to individuals in crisis using virtual reality (VR).

Virtual Reality in Education Key Market Trends

Virtual Reality in Education Market SkyQuest Analysis

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
  • Type
    • Hardware, Software, Content and Services
  • Application
    • Classroom Training, Simulation and Training, Lab Experiments, Immersive Field Trips, Educational Games
  • End User
    • K-12 Education, Higher Education, Corporate Training, Government and Military
  • Device Type
    • Head-mounted Displays (HMDs), Mobile Virtual Reality (VR) Headsets, Desktop Virtual Reality Systems Source
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
  • Google LLC (USA)
  • Microsoft Corporation (USA) 
  • Meta Platforms, Inc. (USA) 
  • HTC Corporation (Taiwan) 
  • Sony Group Corporation (Japan) 
  • Samsung Electronics Co., Ltd. (South Korea) 
  • zSpace, Inc. (USA) 
  • ClassVR (Avantis Systems) (UK) 
  • Immersive VR Education Ltd. (Ireland) 
  • VictoryXR (USA) 
  • Labster ApS (Denmark) 
  • Nearpod (USA) 
  • Veative Labs (Singapore) 
  • EON Reality, Inc. (USA) 
  • Osso VR, Inc. (USA) 
  • Alchemy Immersive (UK) 
  • Bodyswaps (UK) 
  • Talespin (USA) 
  • Motive.io (Canada) 
  • VR Education Holdings PLC (Ireland)
Customization scope

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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 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 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(%)

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.

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FAQs

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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Global Virtual Reality in Education Market
Virtual Reality in Education Market

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