教育領域虛擬實境市場規模、佔有率及成長分析(按類型、應用、最終用戶、設備類型及地區分類)-2026-2033年產業預測
市場調查報告書
商品編碼
1899249

教育領域虛擬實境市場規模、佔有率及成長分析(按類型、應用、最終用戶、設備類型及地區分類)-2026-2033年產業預測

Virtual Reality in Education Market Size, Share, and Growth Analysis, By Type (Hardware, Software), By Application (Classroom Training, Simulation and Training), By End User, By Device Type, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 203 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2024 年,教育領域的虛擬實境 (VR) 市場規模將達到 1002 億美元,到 2025 年將成長至 1285.6 億美元,到 2033 年將成長至 9438.8 億美元,在預測期(2026-2033 年將成長到 9438.8 億美元,在預測期(2026-2033 年)複合年成長率為 28.3%。

虛擬實境(VR)正在革新教育領域,透過提供身臨其境型3D環境來提升學習體驗。使用者可以透過頭戴式設備和虛擬實境服等設備,深度參與學習內容,這在工程、航空和醫學等領域的培訓場景中尤其有利。隨著企業擴大轉向線上運營,VR的重要性也日益凸顯,因為他們越來越依賴虛擬平台進行會議和策略討論。活動主辦單位也利用VR為與會者提供引人入勝的體驗。此外,建築和規劃行業正在使用VR來視覺化設計方案,並在流程早期發現潛在錯誤,從而節省資源。房地產公司也在採用VR進行虛擬房產參觀,進一步凸顯了VR在各行業的廣泛應用。

教育領域虛擬實境市場促進因素

虛擬實境(VR)正在透過提供身臨其境型學習體驗來改變教育環境,顯著提升學生的參與度。傳統的教學方法往往難以吸引學生的注意力,而VR則引入了一種動態的教學方式,鼓勵學生積極參與。這種互動技術能夠適應不同的學習風格,激發學生的好奇心,並加深他們對學習內容的理解。透過將學生置於逼真的場景中,VR不僅能夠持續激發學生的興趣,還能顯著提高資訊記憶力。因此,VR在教育領域的應用有效地將理論知識與實踐應用相結合,徹底革新了學生學習和與學習材料互動的方式。

教育領域虛擬實境市場面臨的限制

虛擬實境(VR)在教育領域的應用面臨著許多挑戰,主要原因在於其有效實施需要嚴格的技術要求。高品質的VR體驗需要強大的運算資源來提供高解析度影像並確保流暢的影格速率,這對於避免動暈症問題至關重要。然而,許多教育機構缺乏滿足這些高要求所需的先進電腦和網路能力,基礎設施的匱乏也阻礙了VR的普及。這種技術上的不匹配為VR融入傳統教育體系帶來了許多實際困難,最終影響了VR學習體驗的整體有效性和可近性。

教育領域虛擬實境市場的發展趨勢

教育領域的虛擬實境市場正經歷對多感官學習體驗的激增需求,這正在改變教學方式。虛擬實境技術與多種感官輸入的融合正在重塑教育環境,讓學生沉浸在動態的虛擬空間中,刺激他們的視覺、聽覺和觸覺。這種創新方法能夠增強學生的參與度,並促進他們對複雜學科的理解和記憶。與傳統的學習方法不同,多感官虛擬實境允許學生在逼真的場景中進行實踐互動,從而在沉浸式環境中探索和體驗學習內容。隨著教育機構逐漸意識到這些優勢,對支援此類多感官學習體驗的虛擬實境解決方案的需求預計將會成長。

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

全球教育領域虛擬實境市場規模(按類型和複合年成長率分類)(2026-2033 年)

  • 硬體
  • 軟體
  • 內容和服務

全球教育領域虛擬實境市場規模(按應用及複合年成長率分類)(2026-2033 年)

  • 課堂培訓
  • 模擬與訓練
  • 實驗室實驗
  • 身臨其境型實地考察
  • 教育遊戲

全球教育領域虛擬實境市場規模(依最終用戶分類)及複合年成長率(2026-2033 年)

  • 小學和中學教育
  • 高等教育
  • 企業培訓
  • 政府/軍隊

全球教育領域虛擬實境市場規模(按設備類型和複合年成長率分類)(2026-2033 年)

  • 頭戴式顯示器(HMD)
  • 行動虛擬實境(VR)頭戴式設備
  • 桌面虛擬實境系統

全球虛擬實境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

  • 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)

結論與建議

簡介目錄
Product Code: SQMIG45E2307

Virtual Reality in Education Market size was valued at USD 100.2 Billion in 2024 and is poised to grow from USD 128.56 Billion in 2025 to USD 943.88 Billion by 2033, growing at a CAGR of 28.3% during the forecast period (2026-2033).

Virtual reality (VR) is revolutionizing education by providing immersive three-dimensional environments that enhance learning experiences. Through devices such as headsets and bodysuits, users can engage deeply with content, which is particularly beneficial in training scenarios for fields like engineering, aviation, and healthcare. The growing shift towards online business operations has amplified VR's relevance, as companies increasingly rely on virtual platforms for meetings and strategic discussions. Event organizers are also harnessing VR to create captivating experiences for attendees. Additionally, the architecture and planning sectors are leveraging VR for visualizing designs and detecting potential errors early in the process, which saves resources. Real estate agencies are adopting VR for virtual property tours, further emphasizing its impactful role across diverse industries.

Top-down and bottom-up approaches were used to estimate and validate the size of the 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.

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.

Driver of the Virtual Reality in Education Market

Virtual reality (VR) is transforming the educational landscape by offering immersive learning experiences that greatly enhance student engagement. Traditional teaching methods often struggle to captivate the attention of learners, but VR introduces a dynamic approach that encourages active participation. This interactive technology caters to various learning styles, stimulating curiosity and fostering a deeper understanding of the material. By immersing students in realistic scenarios, VR not only maintains interest but also significantly aids in the retention of information. As a result, the integration of VR in education effectively connects theoretical knowledge with practical application, revolutionizing the way students learn and interact with content.

Restraints in the Virtual Reality in Education Market

The integration of Virtual Reality (VR) in education faces significant obstacles primarily due to the stringent technical requirements needed for effective implementation. High-quality VR experiences necessitate powerful computing resources to deliver high-resolution graphics and ensure smooth frame rates, which are crucial to avoid issues like motion sickness. Unfortunately, numerous educational institutions are hindered by insufficient infrastructure, lacking the advanced computers and network capabilities needed to accommodate these demanding technological needs. This discrepancy creates logistical challenges when trying to incorporate VR into traditional educational frameworks, ultimately affecting the overall effectiveness and accessibility of VR learning experiences.

Market Trends of the Virtual Reality in Education Market

The Virtual Reality in Education market is witnessing a surge in the preference for multisensory learning experiences, reshaping educational practices. By integrating VR technology with diverse sensory inputs, educational environments are transforming, immersing students in dynamic virtual landscapes that stimulate visual, auditory, and tactile engagement. This innovative approach fosters greater student interest and enhances comprehension and retention of complex subjects. Unlike traditional learning methods, multisensory VR facilitates hands-on interactions within realistic scenarios, thereby allowing students to navigate and explore content in immersive contexts. As educational institutions recognize the benefits, the demand for VR solutions that cater to these multisensory learning experiences is set to escalate.

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

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

  • Market Overview
  • Hardware
  • Software
  • Content and Services

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

  • Market Overview
  • Classroom Training
  • Simulation and Training
  • Lab Experiments
  • Immersive Field Trips
  • Educational Games

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

  • Market Overview
  • K-12 Education
  • Higher Education
  • Corporate Training
  • Government and Military

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

  • Market Overview
  • Head-mounted Displays (HMDs)
  • Mobile Virtual Reality (VR) Headsets
  • Desktop Virtual Reality Systems Source

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

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

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

Conclusion & Recommendations