封面
市場調查報告書
商品編碼
1724854

元宇宙教育市場規模、佔有率、成長分析(按組件、按用戶類型、按技術、按應用、按最終用戶、按地區)—2025 年至 2032 年行業預測

Metaverse in Education Market Size, Share, and Growth Analysis, By Component (Hardware, Software), By User Type (Students, Educators), By Technology, By Application, By End User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 194 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球教育元宇宙宇宙市場規模價值 41 億美元,預計將從 2024 年的 56 億美元成長到 2032 年的 679 億美元,預測期間(2025-2032 年)的複合年成長率為 36.6%。

全球教育元宇宙市場主要受 VR 和 AR 技術的進步所推動,將傳統學習轉變為身臨其境型體驗。高解析度VR頭戴裝置和支援 AR 的設備等硬體的增強正在提高虛擬教育的品質。因此,教育機構擴大採用元宇宙解決方案,以實現虛擬教室、3D 模擬和人工智慧個人化教學,讓學生與學科互動並提高對學習材料的記憶和理解。例如,醫學生可以在虛擬環境中練習手術,歷史系學生可以探索古代文明。然而,實施這些技術需要大量的前期投資,這對教育機構,特別是發展中地區的教育機構構成了挑戰。克服這些財務障礙的可負擔性和熟練的人力對於成功融入教育課程至關重要。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 監管格局
  • 案例研究
  • 技術分析

元宇宙教育領域市場規模(依組成部分及複合年成長率) (2025-2032)

  • 市場概覽
  • 硬體
    • AR裝置
    • VR裝置
    • 混合實境裝置
    • 互動式顯示器和投影儀
  • 軟體
    • 擴增實境軟體
    • 遊戲引擎
    • 元宇宙平台
    • 3D映射、建模和重建
  • 專業服務
    • 應用開發和系統整合
    • 策略與商業諮詢

元宇宙教育領域市場規模(依使用者類型及複合年成長率) (2025-2032)

  • 市場概覽
  • 學生
  • 教育家
  • 機構

元宇宙教育市場規模(依技術類型及複合年成長率) (2025-2032)

  • 市場概覽
  • 虛擬實境
  • 擴增實境
  • 混合實境

元宇宙教育領域市場規模(按應用及複合年成長率) (2025-2032)

  • 市場概覽
  • 學習
  • 技能發展
  • 教育應用程式
  • 自控能力
  • 文化理解
  • 其他

元宇宙教育領域市場規模(依最終用戶分類)及複合年成長率(2025-2032)

  • 市場概覽
  • 學術的
    • K-12
    • 高等教育
  • 公司

元宇宙教育領域市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Meta Platforms Inc.(USA)
  • Microsoft Corporation(USA)
  • Adobe Inc.(USA)
  • Epic Games Inc.(USA)
  • Roblox Corporation(USA)
  • Axon Park(USA)
  • Immerse Learning(UK)
  • Labster(Denmark)
  • NextMeet(India)
  • Hatch Kids(Camp K12)(India)
  • MARVRUS(South Korea)
  • Skillful Craftsman Education Technology Ltd.(China)
  • BitDegree(Lithuania)
  • EON Reality(USA)
  • Virti(UK)
  • Savivo(Denmark)
  • ZSpace Inc.(USA)
  • High Fidelity Inc.(USA)

結論和建議

簡介目錄
Product Code: SQMIG45D2147

Global Metaverse in Education Market size was valued at USD 4.1 billion in 2023 and is poised to grow from USD 5.6 billion in 2024 to USD 67.9 billion by 2032, growing at a CAGR of 36.6% during the forecast period (2025-2032).

The global metaverse in education market is primarily driven by advancements in VR and AR technologies, which are revolutionizing traditional learning into immersive experiences. Enhanced hardware, such as high-resolution VR headsets and AR-enabled devices, has improved the quality of virtual education. Consequently, educational institutions are increasingly implementing metaverse solutions to facilitate virtual classrooms, 3D simulations, and AI-powered tutoring, enabling students to engage interactively with subjects, thereby boosting retention and understanding. For example, medical students can practice surgeries in virtual settings, while history learners can explore ancient civilizations. However, the significant initial investment required for deploying these technologies presents challenges, particularly for institutions in developing regions. Affordability and skilled personnel are vital for overcoming these financial barriers to ensure successful integration into educational curricula.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Metaverse in Education market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Metaverse in Education Market Segments Analysis

Global Metaverse in Education Market is segmented by Component, User Type, Technology, Application, End User and region. Based on Component, the market is segmented into Hardware, Software and Professional Services. Based on User Type, the market is segmented into Students, Educators and Institutions. Based on Technology, the market is segmented into Virtual Reality, Augmented Reality and Mixed Reality. Based on Application, the market is segmented into Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding and Others. Based on End User, the market is segmented into Academic and Corporate. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Metaverse in Education Market

The global metaverse in education market is experiencing robust growth, fueled by ongoing advancements in artificial intelligence (AI), virtual reality (VR), and augmented reality (AR). AI-driven virtual tutors and adaptive learning systems, combined with real-time performance analytics, significantly enhance personalized learning experiences. Meanwhile, developments in VR technology provide immersive simulations, particularly beneficial for STEM fields, medical training, and vocational education. This evolution makes educational content more engaging, scalable, and accessible to learners across the globe, ultimately transforming the landscape of education and fostering more interactive learning environments.

Restraints in the Global Metaverse in Education Market

The Global Metaverse in Education market faces significant constraints due to the lack of universal standards, which leads to compatibility problems among various platforms. Many educational institutions encounter difficulties due to a scarcity of content that is ready for metaverse integration, complicating the process of adoption. Furthermore, the absence of a standardized curriculum for virtual and augmented reality learning hinders educational providers, making it challenging to implement immersive technologies uniformly across different regions and institutions. This inconsistency can impede the overall growth and effectiveness of metaverse-based education in a global context.

Market Trends of the Global Metaverse in Education Market

The global metaverse in education market is witnessing a significant trend towards the integration of Virtual Reality (VR), transforming traditional pedagogical approaches. As educational institutions increasingly adopt VR technology, students are provided with immersive 3D environments that foster deeper engagement and understanding of complex subjects. This shift enables experiential learning through realistic simulations of historical events, scientific experiments, and practical scenarios, thereby enhancing knowledge retention and interactivity. Furthermore, the growing emphasis on personalized learning experiences makes VR an attractive tool for educators seeking to captivate and motivate students. This trend underscores a broader transformation in education, driven by technological advancements and a need for innovative educational strategies.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Metaverse in Education Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • AR Devices
    • VR Devices
    • MR Devices
    • Interactive Displays and Projectors
  • Software
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
    • 3D Mapping, Modelling, and Reconstruction
  • Professional Services
    • Application Development and System Integration
    • Strategy and Business Consulting

Global Metaverse in Education Market Size by User Type & CAGR (2025-2032)

  • Market Overview
  • Students
  • Educators
  • Institutions

Global Metaverse in Education Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality

Global Metaverse in Education Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Others

Global Metaverse in Education Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • Academic
    • K-12
    • Higher Education
  • Corporate

Global Metaverse in Education Market Size & CAGR (2025-2032)

  • North America (Component, User Type, Technology, Application, End User)
    • US
    • Canada
  • Europe (Component, User Type, Technology, Application, End User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, User Type, Technology, Application, End User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, User Type, Technology, Application, End User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, User Type, Technology, Application, End User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta Platforms Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adobe Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Axon Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immerse Learning (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NextMeet (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hatch Kids (Camp K12) (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MARVRUS (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Skillful Craftsman Education Technology Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BitDegree (Lithuania)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virti (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Savivo (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • High Fidelity Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations