教育領域擴增實境(AR) 和虛擬實境 (VR) 市場規模、佔有率和成長分析(按技術類型、組件、應用、最終用戶和地區分類)—產業預測 (2026-2033)
市場調查報告書
商品編碼
1897336

教育領域擴增實境(AR) 和虛擬實境 (VR) 市場規模、佔有率和成長分析(按技術類型、組件、應用、最終用戶和地區分類)—產業預測 (2026-2033)

Augmented and Virtual Reality in Education Market Size, Share, and Growth Analysis, By Technology Type (Augmented Reality, Virtual Reality ), By Component, By Application, By End-User, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 193 Pages | 商品交期: 3-5個工作天內

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簡介目錄

全球教育領域擴增實境(AR)和虛擬實境(VR)市場預計到 2024 年將達到 129.5 億美元,到 2025 年將成長至 155.3 億美元,到 2033 年將成長至 663.2 億美元,在預測期(2026-2033 年)年成長率為 19.9%。

全球教育領域擴增實境(AR) 和虛擬實境 (VR) 市場的發展動力源於科技的快速進步、課堂數位化程度的不斷提高以及教育科技的巨額投資。隨著教育系統不斷調整以滿足精通數位科技的年輕一代的期望,AR 和 VR 技術正在激發學生的學習動力,促進知識鞏固,並打破地域壁壘。擴增實境(XR) 正在從根本上改變我們與教育內容的互動方式,例如 Labster 平台無需實體實驗室即可實現身臨其境型科學實驗,而 ClassVR 則提供對重要地點和概念的虛擬探索。這些技術透過提供一致且高品質的學習體驗,應對了重要的教育挑戰,尤其是在教育資源匱乏的地區。協作式虛擬環境進一步普及了優質教育資源,並促進了世界各地學生之間的合作。

推動全球教育領域擴增實境(AR)與虛擬實境(VR)市場發展的因素

全球教育領域擴增實境(AR) 和虛擬實境 (VR) 市場的發展動力源自於 AR 和 VR 技術革新學習體驗的能力。這些技術使學生能夠在身臨其境型模擬環境中視覺化並互動學習生物、化學、歷史和數學等複雜學科。這種創新的教育方法透過促進體驗式學習,提高了學習者的參與和學習效率,從而增強了知識保留率和學習動機。透過以3D探索古代文明和人體解剖學等概念,這些技術創造了一個更動態的課堂環境,遠遠超越了傳統教科書和影片的限制。

限制全球教育領域擴增實境(AR)與虛擬實境(VR)市場發展

全球教育領域的擴增實境(AR) 和虛擬實境 (VR) 市場面臨著許多限制因素,其中 AR/VR 設備(例如頭戴式設備和動作感測器)的高成本尤為突出。對於許多教育機構,特別是發展中地區的教育機構而言,這些設備仍然價格不菲。此外,內容維護、硬體維護和 IT 支援等持續性成本也嚴重阻礙了 AR/VR 技術的廣泛應用。公立學校往往面臨嚴格的預算限制,因此這種經濟負擔尤其突出,阻礙了 AR 和 VR 技術在教育環境中的有效整合。

全球教育領域擴增實境(AR)與虛擬實境(VR)市場趨勢

全球教育領域的擴增實境(AR) 和虛擬實境 (VR) 市場正經歷著一場重大變革,人工智慧 (AI) 的融入將進一步提升個人化學習體驗。 AI 演算法正被用於分析學生的即時學習狀態,並動態調整虛擬內容,從而提供個人化的測驗和輔助。新興的Start-Ups公司正在開發 AI 增強 VR 平台,這些平台能夠適應學習者的個別反應,例如語音指令和臉部表情,使教育更具回應性和個人化。這一趨勢表明,人們正致力於創造能夠適應不同學習風格和進度的自適應智慧教育環境,最終推動身臨其境型技術在教育領域的演進。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 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
  • 細分市場機會分析

市場動態與展望

  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2025)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 監管環境
  • 案例研究
  • 技術分析

全球教育領域擴增實境(AR)和虛擬實境(VR)市場規模(按技術類型和複合年成長率分類)(2026-2033 年)

  • 擴增實境(AR)
  • 虛擬實境(VR)
  • 混合實境(MR)

全球教育領域擴增實境(AR)和虛擬實境(VR)市場規模(按組件和複合年成長率分類)(2026-2033 年)

  • 硬體
    • 頭戴式顯示器(HMD)
    • 感應器和攝影機
    • 其他
  • 軟體
    • 內容創作工具
    • 學習管理系統 (LMS) 整合
    • 其他

全球教育領域擴增實境(AR)與虛擬實境(VR)市場規模(按應用及複合年成長率分類)(2026-2033 年)

  • 小學和中學教育
  • 高等教育
  • 職業訓練
  • 企業培訓
  • 其他

全球教育領域擴增實境(AR)與虛擬實境(VR)市場規模(按最終用戶分類)及複合年成長率(2026-2033)

  • 教育機構
  • 公司
  • 政府機構
  • 其他

全球擴增實境(AR)與虛擬實境(VR)市場規模及複合年成長率(2026-2033)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 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
  • 主要企業的市場定位(2025 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2023-2025年營收年比比較

主要企業簡介

  • Microsoft Corporation(US)
  • Google LLC(US)
  • Sony Corporation(Japan)
  • HTC Corporation(Taiwan)
  • EON Reality Inc.(US)
  • Pixo VR(US)
  • Magic Leap, Inc.(US)
  • Lenovo Group Ltd.(China)
  • Varjo Technologies Oy(Finland)
  • Meta Platforms, Inc.(US)
  • ClassVR(Avantis Systems Ltd.)(UK)
  • InstaVR(US)
  • 3D Bear(Poland)
  • Labster(Denmark)
  • Unimersiv(UK)
  • Nearpod, Inc.(US)
  • zSpace, Inc.(US)
  • Virti Ltd.(UK)
  • Immersive VR Education(UK)

結論與建議

簡介目錄
Product Code: SQMIG45A2617

Global Augmented and Virtual Reality in Education Market size was valued at USD 12.95 Billion in 2024 and is poised to grow from USD 15.53 Billion in 2025 to USD 66.32 Billion by 2033, growing at a CAGR of 19.9% during the forecast period (2026-2033).

The global market for augmented and virtual reality in education is driven by rapid technological advancements, increasing digital integration in classrooms, and significant investments in educational technology. As educational systems adapt to meet the expectations of a digitally savvy generation, AR and VR technologies enhance student engagement, improve knowledge retention, and eliminate geographic barriers. Extended Reality (XR) is fundamentally changing interactions with educational content, exemplified by platforms like Labster, enabling immersive science experiments without physical labs, and ClassVR, which offers virtual explorations of significant sites and concepts. These technologies address crucial educational challenges, especially in underserved regions by providing consistent, high-quality learning experiences. Collaborative virtual environments further democratize access to premium education, fostering cooperation among students worldwide.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Augmented and Virtual Reality 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 Augmented and Virtual Reality in Education Market Segments Analysis

Global Augmented and Virtual Reality in Education Market is segmented by Technology Type, Component, Application, End-User and region. Based on Technology Type, the market is segmented into Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR). Based on Component, the market is segmented into Hardware and Software. Based on Application, the market is segmented into K-12 Education, Higher Education, Vocational Training, Corporate Training and Others. Based on End-User, the market is segmented into Educational Institutions, Corporate, Government Organizations and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market is driven by the ability of AR and VR technologies to transform the learning experience by allowing students to visualize and interact with intricate subjects such as biology, chemistry, history, and mathematics within immersive simulated environments. This innovative approach to education enhances engagement and effectiveness, as it promotes experiential learning, leading to improved retention and active participation among students. By enabling learners to explore concepts like ancient civilizations or human anatomy in three dimensions, these technologies create a more dynamic classroom atmosphere, far surpassing the limitations of conventional textbooks and videos.

Restraints in the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market faces significant limitations due to the high costs associated with AR/VR equipment, such as headsets and motion sensors, which remain prohibitively expensive for many educational institutions, particularly in developing areas. Furthermore, the ongoing expenses related to content maintenance, hardware upkeep, and IT support contribute to these challenges, creating substantial obstacles for widespread adoption. This financial burden is especially pronounced in public schools that often operate under tight budget constraints, ultimately hindering the effective integration of AR and VR technologies in educational settings.

Market Trends of the Global Augmented and Virtual Reality in Education Market

The Global Augmented and Virtual Reality in Education market is witnessing a significant shift towards the integration of Artificial Intelligence, enhancing personalized learning experiences. AI algorithms are leveraged to analyze real-time student performance, dynamically modifying virtual content to provide tailored quizzes and support. Emerging startups are developing AI-enhanced VR platforms that adapt to individual learner interactions, such as voice commands and facial expressions, making education increasingly responsive and personalized. This trend indicates a growing commitment to creating adaptive, intelligent educational environments that cater to diverse learning styles and paces, ultimately driving the evolution of immersive technology in the education sector.

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, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Augmented and Virtual Reality in Education Market Size by Technology Type & CAGR (2026-2033)

  • Market Overview
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)

Global Augmented and Virtual Reality in Education Market Size by Component & CAGR (2026-2033)

  • Market Overview
  • Hardware
    • Head-Mounted Displays (HMDs)
    • Sensors and Cameras
    • Others
  • Software
    • Content Creation Tools
    • Learning Management Systems (LMS) Integration
    • Others

Global Augmented and Virtual Reality in Education Market Size by Application & CAGR (2026-2033)

  • Market Overview
  • K-12 Education
  • Higher Education
  • Vocational Training
  • Corporate Training
  • Others

Global Augmented and Virtual Reality in Education Market Size by End-User & CAGR (2026-2033)

  • Market Overview
  • Educational Institutions
  • Corporate
  • Government Organizations
  • Others

Global Augmented and Virtual Reality in Education Market Size & CAGR (2026-2033)

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

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • Microsoft Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pixo VR (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lenovo Group Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo Technologies Oy (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ClassVR (Avantis Systems Ltd.) (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • InstaVR (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 3D Bear (Poland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unimersiv (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nearpod, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • zSpace, Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virti Ltd. (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immersive VR Education (U.K.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations