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市場調查報告書
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1836415

2032 年教育領域的擴增實境(XR) 市場:按組件、部署模式、技術、應用、最終用戶和地區進行的全球分析

Extended Reality (XR) in Education Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Services), Deployment Mode, 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,全球教育擴增實境(XR) 市場規模預計在 2025 年達到 43 億美元,到 2032 年將達到 256 億美元,預測期內的複合年成長率為 28.7%。

在教育領域,擴增實境(XR) 是身臨其境型技術(虛擬實境 (VR)、擴增實境(AR) 和混合實境(MR))的統稱,用於增強學習體驗。它創建模擬或增強環境,以實現虛擬實驗室模擬或歷史遺跡探索等互動體驗。這種方法超越了傳統教科書,能夠促進更深入的學習參與,提高知識保留率,並允許學生在安全可控的虛擬環境中練習技能。

根據 Meta 的沉浸式學習白皮書,教育是採用 XR 技術成長最快的領域,隨著學校對虛擬實驗室和模擬的投資,預計市場每年將成長 38%。

身臨其境型學習工具的採用日益增多

虛擬實境和擴增實境工具日益融入教育課程,推動了XR在教育領域的應用。在體驗式學習和學生參與需求的推動下,教育機構正在利用XR模擬真實環境並提高概念記憶力。大學和企業培訓中心正在利用XR模組進行基於技能的學習和遠端協作。因此,基於XR的身臨其境型學習正在成為數位教育生態系統和下一代教室的變革力量。

昂貴的設備和設置成本

XR 硬體、軟體和支援基礎設施所需的大量前期投資,阻礙了其廣泛應用。教育機構,尤其是發展中地區的教育機構,面臨預算限制以及與先進 XR 工具相關的維護成本的困擾。此外,更新、設備校準和技術支援的經常性費用也阻礙了擴充性。儘管人們對身臨其境型教育技術的興趣日益濃厚,但價格實惠的設備缺乏限制了公共和小型私立機構的採用,從而限制了市場擴張。

開發價格合理的 XR 硬體

經濟實惠的頭戴式設備和可攜式XR設備的出現,為教育領域帶來了巨大的成長機會。硬體製造商正專注於開發輕巧、節能且無線的XR工具,以降低整體擁有成本。開放原始碼XR平台的整合進一步增強了預算有限的學校和大學的擴充性。價格實惠的XR硬體,加上大規模生產和技術微型化的支持,使身臨其境型學習的普及變得更容易,並促進了世界各地多元化教育機構的包容性。

虛擬教室中的隱私問題

在支援XR的虛擬教室中,日益成長的資料隱私和安全問題對其應用構成了重大威脅。 XR系統會捕捉敏感的生物特徵和行為數據,這引發了人們對濫用和未授權存取存取的擔憂。教育機構在資料處理實務和全球隱私法規合規性方面面臨越來越嚴格的審查。如果沒有強大的網路安全框架,違規行為可能會削弱信任,並阻礙XR的大規模應用。這些隱私風險可能會阻礙教育工作者和監管機構全面採用身臨其境型教育技術。

COVID-19的影響:

新冠疫情加速了數位化和遠距學習的轉型,顯著推動了基於XR的教育解決方案的需求。由於實體教室關閉,XR技術為遠距學生提供了身臨其境型模擬、虛擬實驗室和互動課程。然而,設備製造和供應鏈的中斷導致硬體難以取得。疫情過後,隨著混合式和體驗式教育的日益普及,教育機構已經認知到XR在虛擬環境中提升學習參與度和連續性的能力。

預計硬體部分將成為預測期內最大的部分

由於教育機構對XR頭顯、控制器和感測器的需求不斷成長,預計硬體領域將在預測期內佔據最大的市場佔有率。學校和大學正在投資VR眼鏡、AR顯示器和3D投影儀,以促進互動學習體驗。硬體的不斷進步正在提升視覺清晰度、人體工學和價格承受能力。隨著身臨其境型學習成為主流,硬體仍然是教育和培訓機構部署XR的關鍵。

預測期內,本地部署部分將以最高複合年成長率成長

受教育園區內對安全且可客製化的XR基礎設施日益成長的需求推動,本地部署市場預計將在預測期內實現最高成長率。教育機構更青睞本地部署解決方案,因為它們能夠確保資料保護、效能控制以及與現有系統的無縫整合。此外,高頻寬需求和延遲問題更利於本地部署。隨著學校追求身臨其境型、高保真的學習環境,本地部署XR平台預計將獲得顯著成長。

佔比最高的地區:

預計亞太地區將在預測期內佔據最大市場佔有率,這得益於中國、日本、印度和韓國教育產業的快速數字化轉型。政府支持智慧教育的舉措,加上對教育科技新興企業的大力投資,正在推動XR的普及。不斷擴展的5G基礎設施和價格實惠的XR設備進一步提升了XR的可近性。此外,對STEM教育和技能發展項目的日益重視,也有助於該地區在全球XR教育領域保持主導地位。

複合年成長率最高的地區:

預計北美地區在預測期內的複合年成長率最高。這得歸功於教育機構獲得的強大資金支持以及XR技術在教育領域的早期應用。主流XR硬體和軟體開發商的存在正在刺激技術創新和生態系統的成熟。大學和教育機構正在加快步伐,將身臨其境型內容融入STEM和醫學教育。政府的支持性政策、先進的基礎設施以及數位化就緒的消費者正在推動北美XR教育市場的加速成長軌跡。

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目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 研究途徑
  • 研究材料
    • 主要研究資料
    • 次級研究資訊來源
    • 先決條件

第3章市場走勢分析

  • 驅動程式
  • 抑制因素
  • 機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • COVID-19的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買方的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

5. 全球教育領域擴增實境(XR)市場(按組件)

  • 硬體
    • 頭戴式顯示器(HMD)
    • 抬頭顯示器(HUD)
    • 手持裝置(智慧型手機、平板電腦)
    • 手勢追蹤設備
    • 其他硬體
  • 軟體
    • 平台/內容創作工具
    • 內容/應用
  • 服務
    • 專業服務
    • 託管服務

6. 全球教育領域擴增實境(XR)市場(依部署模式)

  • 本地部署
  • 雲端基礎

7. 全球教育領域擴增實境(XR)市場(按技術)

  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)/空間計算
  • MR/AR 雲和獨立於設備的 XR
  • 其他技術

8. 全球教育領域擴增實境(XR)市場(按應用)

  • STEM 與科技教育
  • 醫療保健培訓
  • 歷史、區域研究和社會科學
  • 職業技能培訓
  • 語言與文化研究
  • 其他用途

9. 全球教育領域擴增實境(XR) 市場(依最終用戶分類)

  • 學術機構
  • 企業培訓與學習
  • 醫療保健和生命科學
  • 製造業和汽車業
  • 零售與電子商務
  • 航太和國防
  • 其他最終用戶

11. 全球教育領域擴增實境(XR)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
    • 南美洲其他地區
  • 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 重大進展

  • 協議、夥伴關係、合作和合資企業
  • 收購與合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第13章:企業概況

  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Google LLC
  • HTC Corporation
  • Sony Group Corporation
  • EON Reality, Inc.
  • zSpace, Inc.
  • VictoryXR, Inc.
  • Avantis Systems Ltd.
  • Samsung Electronics Co. Ltd
  • Qualcomm Technologies, Inc.
  • Prisms of Reality
  • Talespin
  • GigXR
  • Labster ApS
  • UbiSim
  • ARuVR
  • Bodyswaps
  • Virti
  • Inspirit
Product Code: SMRC31539

According to Stratistics MRC, the Global Extended Reality (XR) in Education Market is accounted for $4.3 billion in 2025 and is expected to reach $25.6 billion by 2032 growing at a CAGR of 28.7 % during the forecast period. Extended Reality (XR) in Education is an umbrella term for immersive technologies-Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)-used to enhance learning. It creates simulated or augmented environments for interactive experiences, like virtual lab simulations or historical site explorations. This approach moves beyond traditional textbooks, fostering deeper engagement, improving knowledge retention, and allowing students to practice skills in safe, controlled virtual settings, thereby revolutionizing pedagogical methods and making complex subjects more accessible and tangible.

According to Meta's Immersive Learning whitepaper, the education sector is the fastest-growing adopter of XR technologies, with the market projected to expand by 38% annually as schools invest in virtual labs and simulations.

Market Dynamics:

Driver:

Growing adoption of immersive learning tools

The increasing integration of virtual and augmented reality tools into educational curriculums is driving the adoption of XR in education. Fueled by the demand for experiential learning and student engagement, institutions are leveraging XR to simulate real-world environments and enhance concept retention. Universities and corporate training centers are utilizing XR modules for skill-based learning and remote collaboration. Consequently, XR-based immersive learning is becoming a transformative force in digital education and next-generation classroom ecosystems.

Restraint:

High device and setup costs

The significant upfront investment required for XR hardware, software, and supporting infrastructure poses a challenge to widespread adoption. Educational institutions, particularly in developing regions, struggle with budget constraints and maintenance costs associated with advanced XR tools. Additionally, recurring expenses for updates, device calibration, and technical support hinder scalability. The lack of affordable equipment limits deployment in public and small private institutions, restraining market expansion despite rising interest in immersive educational technologies.

Opportunity:

Development of affordable XR hardware

The emergence of cost-efficient headsets and portable XR devices is creating strong growth opportunities in the education sector. Hardware manufacturers are focusing on lightweight, energy-efficient, and wireless XR tools that reduce total ownership costs. The integration of open-source XR platforms further enables scalability for budget-sensitive schools and universities. Supported by mass production and technological miniaturization, affordable XR hardware will democratize access to immersive learning, fostering greater inclusion across diverse educational institutions globally.

Threat:

Privacy concerns in virtual classrooms

Growing data privacy and security concerns within XR-enabled virtual classrooms present a major threat to adoption. XR systems capture sensitive biometric and behavioral data, raising fears of misuse and unauthorized access. Institutions face increasing scrutiny over data handling practices and compliance with global privacy regulations. Without robust cybersecurity frameworks, breaches could erode trust and impede large-scale XR implementation. These privacy risks may discourage educators and regulators from fully endorsing immersive educational technologies.

Covid-19 Impact:

The COVID-19 pandemic accelerated the shift toward digital and remote learning, significantly boosting demand for XR-based educational solutions. As physical classrooms closed, XR technologies enabled immersive simulations, virtual labs, and interactive lessons for remote students. However, disruptions in device manufacturing and supply chains slowed hardware availability. Post-pandemic, the emphasis on hybrid and experiential education has sustained XR adoption, as institutions increasingly recognize its ability to enhance engagement and learning continuity across virtual environments.

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

The hardware segment is expected to account for the largest market share during the forecast period, owing to the rising demand for XR headsets, controllers, and sensors in educational setups. Schools and universities are investing in VR goggles, AR displays, and 3D projectors to facilitate interactive learning experiences. Continuous hardware advancements are improving visual clarity, ergonomics, and affordability. As immersive learning becomes mainstream, hardware remains the cornerstone of XR deployment across educational and training institutions.

The on-premises segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the on-premises segment is predicted to witness the highest growth rate, reinforced by the increasing demand for secure and customizable XR infrastructure within educational campuses. Institutions prefer on-premises solutions to ensure data protection, performance control, and seamless integration with existing systems. Moreover, high bandwidth requirements and latency issues drive preference for localized deployment. As schools aim for immersive, high-fidelity learning environments, on-premises XR platforms are expected to gain substantial traction.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share, ascribed to rapid digital transformation in the education sector across China, Japan, India, and South Korea. Government initiatives supporting smart education, coupled with strong investments in EdTech startups, are propelling XR adoption. Expanding 5G infrastructure and affordable XR devices further enhance accessibility. Additionally, growing emphasis on STEM education and skill development programs sustains regional dominance in the global XR education landscape.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR associated with strong institutional funding and early adoption of XR technologies in education. The presence of key XR hardware and software developers drives innovation and ecosystem maturity. Universities and training organizations increasingly integrate immersive content for STEM and medical education. Supportive government policies, advanced infrastructure, and high consumer digital readiness collectively reinforce North America's accelerating growth trajectory in the XR education market.

Key players in the market

Some of the key players in Extended Reality (XR) in Education Market include Microsoft Corporation, Meta Platforms, Inc., Google LLC, HTC Corporation, Sony Group Corporation, EON Reality, Inc., zSpace, Inc., VictoryXR, Inc., Avantis Systems Ltd., Samsung Electronics Co. Ltd, Qualcomm Technologies, Inc., Prisms of Reality, Talespin, GigXR, Labster ApS, UbiSim, ARuVR, Bodyswaps, Virti, and Inspirit.

Key Developments:

In August 2025, Meta Platforms, Inc. expanded its Ray-Ban Meta smart glasses portfolio with enhanced AI-driven educational features, enabling immersive language learning and real-time science simulations for students.

In July 2025, Google LLC updated its Google Expeditions platform to include AI-personalized XR field trips, allowing educators to tailor virtual experiences based on student performance and curriculum goals.

In June 2025, Labster ApS launched a new series of XR-based virtual science labs integrated with adaptive learning analytics, aimed at improving STEM education outcomes in high schools and universities.

Components Covered:

  • Hardware
  • Software
  • Services

Deployment Modes Covered:

  • On-Premises
  • Cloud-based

Technologies Covered:

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR) / Spatial Computing
  • MR/AR Cloud & Device-Agnostic XR
  • Other Technologies

Applications Covered:

  • STEM and Technical Education
  • Medical & Healthcare Training
  • History, Geography, and Social Sciences
  • Vocational & Skills Training
  • Language & Culture Learning
  • Other Applications

End Users Covered:

  • Academic Institutions
  • Corporate Training/Learning
  • Healthcare & Life Sciences
  • Manufacturing & Automotive
  • Retail & E-commerce
  • Aerospace & Defense
  • 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 Extended Reality (XR) in Education Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays (HMDs)
    • 5.2.2 Head-Up Displays (HUDs)
    • 5.2.3 Handheld Devices (Smartphones, Tablets)
    • 5.2.4 Gesture Tracking Devices
    • 5.2.5 Other Hardwares
  • 5.3 Software
    • 5.3.1 Platform/Content Creation Tools
    • 5.3.2 Content/Applications
  • 5.4 Services
    • 5.4.1 Professional Services
    • 5.4.2 Managed Services

6 Global Extended Reality (XR) in Education Market, By Deployment Mode

  • 6.1 Introduction
  • 6.2 On-Premises
  • 6.3 Cloud-based

7 Global Extended Reality (XR) in Education Market, By Technology

  • 7.1 Introduction
  • 7.2 Virtual Reality (VR)
  • 7.3 Augmented Reality (AR)
  • 7.4 Mixed Reality (MR) / Spatial Computing
  • 7.5 MR/AR Cloud & Device-Agnostic XR
  • 7.6 Other Technologies

8 Global Extended Reality (XR) in Education Market, By Application

  • 8.1 Introduction
  • 8.2 STEM and Technical Education
  • 8.3 Medical & Healthcare Training
  • 8.4 History, Geography, and Social Sciences
  • 8.5 Vocational & Skills Training
  • 8.6 Language & Culture Learning
  • 8.7 Other Applications

9 Global Extended Reality (XR) in Education Market, By End User

  • 9.1 Introduction
  • 9.2 Academic Institutions
  • 9.3 Corporate Training/Learning
  • 9.4 Healthcare & Life Sciences
  • 9.5 Manufacturing & Automotive
  • 9.6 Retail & E-commerce
  • 9.7 Aerospace & Defense
  • 9.8 Other End Users

11 Global Extended Reality (XR) in Education 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 Corporation
  • 13.2 Meta Platforms, Inc.
  • 13.3 Google LLC
  • 13.4 HTC Corporation
  • 13.5 Sony Group Corporation
  • 13.6 EON Reality, Inc.
  • 13.7 zSpace, Inc.
  • 13.8 VictoryXR, Inc.
  • 13.9 Avantis Systems Ltd.
  • 13.10 Samsung Electronics Co. Ltd
  • 13.11 Qualcomm Technologies, Inc.
  • 13.12 Prisms of Reality
  • 13.13 Talespin
  • 13.14 GigXR
  • 13.15 Labster ApS
  • 13.16 UbiSim
  • 13.17 ARuVR
  • 13.18 Bodyswaps
  • 13.19 Virti
  • 13.20 Inspirit

List of Tables

  • Table 1 Global Extended Reality (XR) in Education Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Extended Reality (XR) in Education Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Extended Reality (XR) in Education Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Extended Reality (XR) in Education Market Outlook, By Head-Mounted Displays (HMDs) (2024-2032) ($MN)
  • Table 5 Global Extended Reality (XR) in Education Market Outlook, By Head-Up Displays (HUDs) (2024-2032) ($MN)
  • Table 6 Global Extended Reality (XR) in Education Market Outlook, By Handheld Devices (Smartphones, Tablets) (2024-2032) ($MN)
  • Table 7 Global Extended Reality (XR) in Education Market Outlook, By Gesture Tracking Devices (2024-2032) ($MN)
  • Table 8 Global Extended Reality (XR) in Education Market Outlook, By Other Hardwares (2024-2032) ($MN)
  • Table 9 Global Extended Reality (XR) in Education Market Outlook, By Software (2024-2032) ($MN)
  • Table 10 Global Extended Reality (XR) in Education Market Outlook, By Platform/Content Creation Tools (2024-2032) ($MN)
  • Table 11 Global Extended Reality (XR) in Education Market Outlook, By Content/Applications (2024-2032) ($MN)
  • Table 12 Global Extended Reality (XR) in Education Market Outlook, By Services (2024-2032) ($MN)
  • Table 13 Global Extended Reality (XR) in Education Market Outlook, By Professional Services (2024-2032) ($MN)
  • Table 14 Global Extended Reality (XR) in Education Market Outlook, By Managed Services (2024-2032) ($MN)
  • Table 15 Global Extended Reality (XR) in Education Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 16 Global Extended Reality (XR) in Education Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 17 Global Extended Reality (XR) in Education Market Outlook, By Cloud-based (2024-2032) ($MN)
  • Table 18 Global Extended Reality (XR) in Education Market Outlook, By Technology (2024-2032) ($MN)
  • Table 19 Global Extended Reality (XR) in Education Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 20 Global Extended Reality (XR) in Education Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 21 Global Extended Reality (XR) in Education Market Outlook, By Mixed Reality (MR) / Spatial Computing (2024-2032) ($MN)
  • Table 22 Global Extended Reality (XR) in Education Market Outlook, By MR/AR Cloud & Device-Agnostic XR (2024-2032) ($MN)
  • Table 23 Global Extended Reality (XR) in Education Market Outlook, By Other Technologies (2024-2032) ($MN)
  • Table 24 Global Extended Reality (XR) in Education Market Outlook, By Application (2024-2032) ($MN)
  • Table 25 Global Extended Reality (XR) in Education Market Outlook, By STEM and Technical Education (2024-2032) ($MN)
  • Table 26 Global Extended Reality (XR) in Education Market Outlook, By Medical & Healthcare Training (2024-2032) ($MN)
  • Table 27 Global Extended Reality (XR) in Education Market Outlook, By History, Geography, and Social Sciences (2024-2032) ($MN)
  • Table 28 Global Extended Reality (XR) in Education Market Outlook, By Vocational & Skills Training (2024-2032) ($MN)
  • Table 29 Global Extended Reality (XR) in Education Market Outlook, By Language & Culture Learning (2024-2032) ($MN)
  • Table 30 Global Extended Reality (XR) in Education Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 31 Global Extended Reality (XR) in Education Market Outlook, By End User (2024-2032) ($MN)
  • Table 32 Global Extended Reality (XR) in Education Market Outlook, By Academic Institutions (2024-2032) ($MN)
  • Table 33 Global Extended Reality (XR) in Education Market Outlook, By Corporate Training/Learning (2024-2032) ($MN)
  • Table 34 Global Extended Reality (XR) in Education Market Outlook, By Healthcare & Life Sciences (2024-2032) ($MN)
  • Table 35 Global Extended Reality (XR) in Education Market Outlook, By Manufacturing & Automotive (2024-2032) ($MN)
  • Table 36 Global Extended Reality (XR) in Education Market Outlook, By Retail & E-commerce (2024-2032) ($MN)
  • Table 37 Global Extended Reality (XR) in Education Market Outlook, By Aerospace & Defense (2024-2032) ($MN)
  • Table 38 Global Extended Reality (XR) in Education Market Outlook, By Other End Users (2024-2032) ($MN)

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