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市場調查報告書
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1803132

全球擴增實境閱讀障礙學習市場:2032 年預測 - 按組件、年齡層、部署方法、技術、應用、最終用戶和地區進行分析

Dyslexia AR Learning Market Forecasts to 2032 - Global Analysis By Component, Age Group (Early childhood, Primary, Secondary and Adults), Deployment, Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,預測期內,全球閱讀障礙 AR 學習市場預計將實現 16% 的複合年成長率。

擴增實境 (AR) 閱讀障礙學習是指利用擴增實境(AR) 技術來支持閱讀障礙患者的閱讀和寫作能力發展。它融合了互動式 3D 視覺效果、音訊支援和遊戲化學習體驗,創造出多感官環境,使學習更具吸引力,也更易於理解。透過將數位元素疊加到現實世界中,AR 可以幫助閱讀障礙學習者將單字與圖像、聲音和動作聯繫起來,從而增強記憶力並減輕認知負荷。這種創新方法將傳統的學習方式轉變為一種互動性強、適應性強且趣味十足的體驗,為閱讀障礙學生提供個人化學習、增強自信心並提升學習成果。

提高對閱讀障礙的認知與診斷

早期診斷有助於及時干預,從而催生了對先進學習工具的需求。擴增實境(AR) 解決方案提供了一種引人入勝且個人化的方式來提升閱讀和理解能力。為了支持患有閱讀障礙的學習者,家長和教育工作者擴大採用基於 AR 的平台。學校和教育機構也在整合此類技術,以提供包容性教育。人們對客製化解決方案的日益接受和關注,正在顯著推動市場發展。

身臨其境型科技中的無障礙障礙

有些 AR 工具缺乏可自訂的語音合成、字體和對比選項,這使得患有閱讀障礙的學習者難以使用。高昂的設備成本和複雜的介面進一步限制了資源匱乏的學校的採用。跨平台設計標準不一致,降低了基於 AR 的學習解決方案的有效性。教育工作者在無障礙 AR 使用方面的培訓有限,這進一步增加了採用方面的挑戰。總而言之,這些障礙減緩了市場成長,並限制了專門針對閱讀障礙的 AR 學習工具的廣泛應用。

技術創新和診斷改進

先進的 AR 工具提供互動式、多感官的學習體驗,幫助患有閱讀障礙的學習者更好地記憶資訊。改進的診斷解決方案能夠及早準確地識別閱讀障礙,確保透過基於 AR 的程序及時介入。人工智慧評估進一步個人化學習路徑,提高參與度和學習成果。 AR 與遊戲化學習的結合,使課程更加有趣和有效。這些進步將推動針對閱讀障礙學生的 AR 學習解決方案的需求。

地區和社會經濟群體的不平等獲取機會

在農村和低度開發地區,網路連線不良以及現代設備的缺乏限制了基於擴增實境 (AR) 的學習解決方案的使用。低收入家庭通常無力承擔此類技術,從而降低了整體性。貧困地區的學校也缺乏採用 AR 工具的資源,這降低了人們對 AR 的認知度和可及性,並進一步加深了數位學習鴻溝。因此,市場擴張放緩,學校面臨擴大規模以覆蓋更廣泛受眾的挑戰。

COVID-19的影響:

新冠疫情對閱讀障礙AR學習市場產生了重大影響,加速了數位和遠距學習工具的普及。學校停課和保持社交距離的措施凸顯了閱讀障礙學生對便利、引人入勝且科技主導的學習解決方案的需求。教育工作者和家長擴大轉向基於AR的平台,以便在家庭學習環境中提供互動式個人化支援。這種轉變促進了AR應用的創新,同時也提高了人們對數位干預措施的認知。然而,諸如設備取得受限、連接問題以及訓練差異等挑戰,影響了不同地區AR技術的持續應用。

預計軟體領域將成為預測期內最大的領域

軟體領域預計將在預測期內佔據最大的市場佔有率,這得益於其提供能夠適應學生個體需求的互動式、可客製化學習應用程式。先進的擴增實境 (AR) 軟體透過沉浸式視覺效果和遊戲化體驗提升參與度,使閱讀練習更加愉悅。它還提供即時回饋和學習進度追蹤,使教師和家長能夠有效地監控學習進度。雲端基礎和行動的解決方案擴展了可訪問性,使學習者可以隨時隨地練習。持續更新和人工智慧主導的個人化整合進一步增強了軟體在推動市場成長方面的作用。

預計家庭用戶細分市場在預測期內將實現最高複合年成長率

預計家庭用戶細分市場將在預測期內實現最高成長率,這得益於傳統課堂之外個性化和靈活學習解決方案的提供。越來越多的家長採用基於擴增實境 (AR) 的工具,以引人入勝的方式幫助孩子提升閱讀和理解能力。居家使用便利性鼓勵了使用者的持續使用,從而提升了學習效果。家庭對閱讀障礙早期療育的不斷提升,進一步推動了這一細分市場的需求。此外,基於行動裝置的擴增實境 (AR) 應用價格實惠,使其在家庭中的應用更加便捷,也更加廣泛。

佔比最大的地區:

在預測期內,北美預計將佔據最大的市場佔有率,這得益於其完善的教育和醫療基礎設施以及對輔助技術的廣泛支持。學校和治療機構正在將擴增實境 (AR) 系統納入其教學策略,以提高誦讀困難學習者的閱讀流暢度和學習參與度。研究機構和教育科技創新者的存在正在推動針對學習差異量身定做的身臨其境型擴增實境 (AR) 工具的開發。強大的早期診斷和早期療育文化鼓勵專家和組織將擴增實境 (AR) 作為傳統誦讀困難干預措施的補充,從而促進誦讀困難 AR 學習生態系統的成熟和發展。

複合年成長率最高的地區:

預計亞太地區將在預測期內實現最高的複合年成長率,這得益於人們對學習障礙的認知不斷提高以及教育科技投資的不斷增加。各國政府和非營利組織,尤其是主要經濟體的政府和非營利組織,已開始將專門針對閱讀障礙的工具整合到學校中。新興Start-Ups和教育機構正在試驗基於擴增實境 (AR) 的閱讀輔助和診斷工具,這得益於都市區網路和智慧型手機普及率的不斷提高。雖然文化因素和語言多樣性對主流應用構成了挑戰,但包容性教育舉措和本地創新正在加速基於擴增實境 (AR) 的閱讀障礙支持的發展勢頭。

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目錄

第1章執行摘要

第 2 章 簡介

  • 概述
  • 相關利益者
  • 分析範圍
  • 分析方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 分析方法
  • 分析材料
    • 主要研究資料
    • 二手研究資訊來源
    • 先決條件

第3章市場走勢分析

  • 驅動程式
  • 抑制因素
  • 市場機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • COVID-19的感染疾病

第4章 波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代產品的威脅
  • 新參與企業的威脅
  • 企業之間的競爭

5. 全球閱讀障礙擴增實境學習市場(按組件)

  • 硬體
  • 軟體
  • 服務

6. 全球閱讀障礙 AR 學習市場(依年齡層)

  • 幼兒期(3-7歲)
  • 小學(8-11歲)
  • 中學教育(12-17歲)
  • 成人

7. 全球閱讀障礙 AR 學習市場(以部署方式)

  • 雲端基礎
  • 本地
  • 混合

8. 全球閱讀障礙擴增實境學習市場(按技術)

  • 基於標記的擴增實境
  • 無標記擴增實境
  • 支持 AI/NLP 的 AR
  • 遊戲化 AR

9. 全球閱讀障礙 AR 學習市場(按應用)

  • 篩檢和早期檢測
  • 恢復計劃
  • 技能發展與實踐
  • 治療師支持
  • 評估和進展追蹤
  • 其他用途

第 10 章 全球閱讀障礙 AR 學習市場(按最終用戶)

  • K-12學校
  • 特殊教育中心
  • 家庭用戶
  • 政府/非政府組織
  • 其他最終用戶

11. 全球閱讀障礙 AR 學習市場(按地區)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第12章:主要趨勢

  • 合約、商業夥伴關係和合資企業
  • 企業合併與收購(M&A)
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第13章:公司概況

  • Microsoft
  • Google
  • Apple
  • Amazon
  • Samsung
  • Intel
  • IBM
  • Cisco
  • Magic Leap
  • EON Reality
  • Practically
  • Pearson
  • Lenovo
  • HP
  • Meta
  • Unity Technologies
  • Adobe
Product Code: SMRC30657

According to Stratistics MRC, the Global Dyslexia AR Learning Market is accounted at a CAGR of 16% during the forecast period. Dyslexia AR Learning refers to the use of Augmented Reality (AR) technology to support individuals with dyslexia in improving their reading, writing, and comprehension skills. It integrates interactive 3D visuals, audio support, and gamified learning experiences to create a multi-sensory environment that makes learning more engaging and accessible. By overlaying digital elements onto real-world contexts, AR helps dyslexic learners associate words with images, sounds, and actions, thereby strengthening memory retention and reducing cognitive load. This innovative approach promotes personalized learning, boosts confidence, and enhances educational outcomes by transforming traditional learning methods into interactive, adaptive, and enjoyable experiences for dyslexic students.

Market Dynamics:

Driver:

Growing awareness and diagnosis of dyslexia

Early diagnosis allows timely intervention, creating demand for advanced learning tools. Augmented Reality (AR) solutions offer engaging and personalized methods to improve reading and comprehension skills. Parents and educators are increasingly adopting AR-based platforms to support dyslexic learners. Schools and institutions are also integrating such technologies to provide inclusive education. This rising acceptance and focus on tailored solutions significantly propel the market.

Restraint:

Accessibility barriers in immersive technologies

Several AR tools lack customizable text-to-speech, font, and contrast options, making them less inclusive for dyslexic learners. High equipment costs and complex interfaces further restrict adoption in schools with limited resources. Inconsistent design standards across platforms reduce the effectiveness of AR-based learning solutions. Limited training for educators on accessible AR use creates additional implementation challenges. These barriers collectively slow market growth and restrict widespread adoption of dyslexia-focused AR learning tools.

Opportunity:

Technological innovations and diagnostic improvements

Advanced AR tools provide interactive, multisensory learning experiences that help dyslexic learners better retain information. Improved diagnostic solutions enable early and accurate identification of dyslexia, ensuring timely intervention with AR-based programs. AI-powered assessments further personalize learning paths, enhancing engagement and outcomes. Integration of AR with gamified learning makes sessions more enjoyable and effective. These advancements collectively propel demand for AR learning solutions tailored to dyslexic students.

Threat:

Unequal access across regions or socioeconomic groups

In rural and underdeveloped regions, poor internet connectivity and absence of modern devices limit the use of AR-based learning solutions. Low-income families often cannot afford such technologies, which reduces inclusiveness. Schools in less-privileged areas also struggle with inadequate resources to adopt AR tools. This lowers awareness and access, further deepening the digital learning divide. Consequently, the market experiences slower expansion and faces challenges in scaling to reach broader audiences.

Covid-19 Impact:

The Covid-19 pandemic significantly influenced the Dyslexia AR Learning Market, accelerating the adoption of digital and remote learning tools. School closures and social distancing measures highlighted the need for accessible, engaging, and technology-driven learning solutions for students with dyslexia. Educators and parents increasingly turned to AR-based platforms to provide interactive, personalized support in home-learning environments. This shift boosted awareness of digital interventions while fostering innovation in AR applications. However, challenges such as limited device access, connectivity issues, and training gaps affected consistent implementation across different regions.

The software segment is expected to be the largest during the forecast period

The software segment is expected to account for the largest market share during the forecast period by offering interactive and customizable learning applications that adapt to individual student needs. Advanced AR-based software enhances engagement through immersive visuals and gamified experiences, making reading practice more enjoyable. It provides real-time feedback and progress tracking, enabling teachers and parents to monitor improvements effectively. Cloud-based and mobile-compatible solutions expand accessibility, allowing learners to practice anytime and anywhere. Continuous updates and integration of AI-driven personalization further strengthen the role of software in driving market growth.

The home users segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the home users segment is predicted to witness the highest growth rate by offering personalized and flexible learning solutions outside traditional classrooms. Parents increasingly adopt AR-based tools to support their children's reading and comprehension skills in an engaging way. The convenience of at-home accessibility encourages consistent usage, leading to improved learning outcomes. Rising awareness among families about early intervention for dyslexia further boosts demand in this segment. Additionally, the affordability and availability of mobile-based AR applications make home adoption easier and more widespread.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share by established educational and healthcare infrastructures and widespread support for assistive technologies. Schools and therapy providers are incorporating AR systems into instructional strategies to enhance reading fluency and engagement for dyslexic learners. The presence of research institutions and ed-tech innovators fosters development of immersive, evidence-based AR tools tailored to learning differences. With a strong culture of early diagnosis and intervention, professionals and organizations are embracing AR as a complement to traditional dyslexia interventions, contributing to a mature and evolving AR learning ecosystem for dyslexia.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR due to increasing awareness of learning disabilities and growing investments in educational technology. Governments and non-profits are beginning to integrate tools tailored for dyslexia within schools, especially in major countries. Emerging start-ups and institutions are experimenting with AR-based reading aids and diagnostic tools, benefiting from rising internet penetration and smartphone adoption in urban centers. Cultural factors and diverse languages present challenges in mainstream uptake, but inclusive education initiatives and local innovation are driving forward momentum in AR-enabled dyslexia support.

Key players in the market

Some of the key players in Dyslexia AR Learning Market include Microsoft, Google, Apple, Amazon, Samsung, Intel, IBM, Cisco, Magic Leap, EON Reality, Practically, Pearson, Lenovo, HP, Meta, Unity Technologies, Adobe and Coursera.

Key Developments:

In August 2025, AWS partnered with University Start-ups to develop "Trinity," a generative AI assistant that helps students with disabilities including dyslexia create personalized transition plans for postsecondary education and careers. Built on Amazon Bedrock, this tool uses interactive workflows and external APIs to guide students.

In July 2024, Samsung acquired this AI start-up specializing in knowledge graph technology. The acquisition enhances Samsung's ability to deliver hyper-personalized learning experiences, which can benefit dyslexic users through contextualized content delivery.

In May 2022, Google acquired Raxium, a startup specializing in AR microdisplays, for ~$1 billion. This acquisition supports future AR hardware that could be adapted for educational and accessibility use, including dyslexia-friendly interfaces.

Components Covered:

  • Hardware
  • Software
  • Services

Age Groups Covered:

  • Early childhood (3-7 years)
  • Primary (8-11 years)
  • Secondary (12-17 years)
  • Adults

Deployments Covered:

  • Cloud-based
  • On-premises
  • Hybrid

Technologies Covered:

  • Marker-based AR
  • Markerless AR
  • AI & NLP-enabled AR
  • Gamified AR

Applications Covered:

  • Screening & early detection
  • Remediation programs
  • Skill reinforcement & practice
  • therapist support
  • Assessment & progress tracking
  • Other Applications

End Users Covered:

  • K-12 schools
  • Special education centers
  • Home users
  • Government & NGOs
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Dyslexia AR Learning Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

6 Global Dyslexia AR Learning Market, By Age Group

  • 6.1 Introduction
  • 6.2 Early childhood (3-7 years)
  • 6.3 Primary (8-11 years)
  • 6.4 Secondary (12-17 years)
  • 6.5 Adults

7 Global Dyslexia AR Learning Market, By Deployment

  • 7.1 Introduction
  • 7.2 Cloud-based
  • 7.3 On-premises
  • 7.4 Hybrid

8 Global Dyslexia AR Learning Market, By Technology

  • 8.1 Introduction
  • 8.2 Marker-based AR
  • 8.3 Markerless AR
  • 8.4 AI & NLP-enabled AR
  • 8.5 Gamified AR

9 Global Dyslexia AR Learning Market, By Application

  • 9.1 Introduction
  • 9.2 Screening & early detection
  • 9.3 Remediation programs
  • 9.4 Skill reinforcement & practice
  • 9.5 therapist support
  • 9.6 Assessment & progress tracking
  • 9.7 Other Applications

10 Global Dyslexia AR Learning Market, By End User

  • 10.1 Introduction
  • 10.2 K-12 schools
  • 10.3 Special education centers
  • 10.4 Home users
  • 10.5 Government & NGOs
  • 10.6 Other End Users

11 Global Dyslexia AR Learning Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Microsoft
  • 13.2 Google
  • 13.3 Apple
  • 13.4 Amazon
  • 13.5 Samsung
  • 13.6 Intel
  • 13.7 IBM
  • 13.8 Cisco
  • 13.9 Magic Leap
  • 13.10 EON Reality
  • 13.11 Practically
  • 13.12 Pearson
  • 13.13 Lenovo
  • 13.14 HP
  • 13.15 Meta
  • 13.16 Unity Technologies
  • 13.17 Adobe

List of Tables

  • Table 1 Global Dyslexia AR Learning Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Dyslexia AR Learning Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Dyslexia AR Learning Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Dyslexia AR Learning Market Outlook, By Software (2024-2032) ($MN)
  • Table 5 Global Dyslexia AR Learning Market Outlook, By Services (2024-2032) ($MN)
  • Table 6 Global Dyslexia AR Learning Market Outlook, By Age Group (2024-2032) ($MN)
  • Table 7 Global Dyslexia AR Learning Market Outlook, By Early childhood (3-7 years) (2024-2032) ($MN)
  • Table 8 Global Dyslexia AR Learning Market Outlook, By Primary (8-11 years) (2024-2032) ($MN)
  • Table 9 Global Dyslexia AR Learning Market Outlook, By Secondary (12-17 years) (2024-2032) ($MN)
  • Table 10 Global Dyslexia AR Learning Market Outlook, By Adults (2024-2032) ($MN)
  • Table 11 Global Dyslexia AR Learning Market Outlook, By Deployment (2024-2032) ($MN)
  • Table 12 Global Dyslexia AR Learning Market Outlook, By Cloud-based (2024-2032) ($MN)
  • Table 13 Global Dyslexia AR Learning Market Outlook, By On-premises (2024-2032) ($MN)
  • Table 14 Global Dyslexia AR Learning Market Outlook, By Hybrid (2024-2032) ($MN)
  • Table 15 Global Dyslexia AR Learning Market Outlook, By Technology (2024-2032) ($MN)
  • Table 16 Global Dyslexia AR Learning Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 17 Global Dyslexia AR Learning Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 18 Global Dyslexia AR Learning Market Outlook, By AI & NLP-enabled AR (2024-2032) ($MN)
  • Table 19 Global Dyslexia AR Learning Market Outlook, By Gamified AR (2024-2032) ($MN)
  • Table 20 Global Dyslexia AR Learning Market Outlook, By Application (2024-2032) ($MN)
  • Table 21 Global Dyslexia AR Learning Market Outlook, By Screening & early detection (2024-2032) ($MN)
  • Table 22 Global Dyslexia AR Learning Market Outlook, By Remediation programs (2024-2032) ($MN)
  • Table 23 Global Dyslexia AR Learning Market Outlook, By Skill reinforcement & practice (2024-2032) ($MN)
  • Table 24 Global Dyslexia AR Learning Market Outlook, By therapist support (2024-2032) ($MN)
  • Table 25 Global Dyslexia AR Learning Market Outlook, By Assessment & progress tracking (2024-2032) ($MN)
  • Table 26 Global Dyslexia AR Learning Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 27 Global Dyslexia AR Learning Market Outlook, By End User (2024-2032) ($MN)
  • Table 28 Global Dyslexia AR Learning Market Outlook, By K-12 schools (2024-2032) ($MN)
  • Table 29 Global Dyslexia AR Learning Market Outlook, By Special education centers (2024-2032) ($MN)
  • Table 30 Global Dyslexia AR Learning Market Outlook, By Home users (2024-2032) ($MN)
  • Table 31 Global Dyslexia AR Learning Market Outlook, By Government & NGOs (2024-2032) ($MN)
  • Table 32 Global Dyslexia AR Learning Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.