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市場調查報告書
商品編碼
1871858
全球教育領域虛擬實境市場:預測至 2032 年—按組件、部署方式、應用、最終用戶和地區分類的分析Virtual Reality in Education Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Content), Deployment Mode, Application, End User and By Geography |
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根據 Stratistics MRC 的一項研究,預計到 2025 年,全球教育虛擬實境市場規模將達到 206.5 億美元,到 2032 年將達到 748 億美元,預測期內複合年成長率為 20.2%。
虛擬實境(VR)是一種利用身臨其境型電腦生成環境的技術,它使學生能夠在逼真的場景中與3D類比和數位內容進行互動。它透過提供體驗式、實踐式的學習機會,革新了傳統的學習方式,涵蓋科學、歷史、醫學和工程等學科。透過VR頭戴裝置和互動工具,學習者可以探索虛擬實驗室、歷史事件或遙遠的星球,從而提高理解力和記憶力。這項技術將複雜的概念視覺化,並允許學生在安全、可控且高度互動的環境中實踐真實場景,從而促進個人化學習、協作學習和批判性思維。
提高學習者參與度和學習成果
身臨其境型環境能夠提升學生在STEM(科學、技術、工程和數學)、語言和職業技能等學科中的記憶力、專注力和體驗式理解。該平台支援模擬、虛擬實驗室和情境式訓練,從而增強學生的認知和情感投入。與課程設計、遊戲化和自適應學習工具的整合,能夠提高教學效果和學生參與度。學校、大學和企業對互動式、個人化和以成果為導向的教育的需求日益成長。這種轉變正在重塑數位和混合式學習生態系統中的教育模式。
高昂的實施和內容製作成本
開發身臨其境型模組需要對硬體、教學設計和3D建模進行投資,減緩了其普及速度。院校在頭戴式設備、軟體許可和教師培訓方面面臨預算挑戰。缺乏可重複使用內容和跨平台相容性進一步加劇了成本效益的不足。供應商必須提供模組化定價、雲端交付和內容庫,以提高可存取性。這些限制因素持續影響預算敏感且資源有限的教育環境中的沉浸式模組的普及。
強勁的市場趨勢和投資
教育科技Start-Ups、大學和企業都在投資身臨其境型學習,以提高學生的參與和技能發展。這些平台涵蓋正規和非正規學習環境,支援多用戶環境、即時回饋以及與學習管理系統 (LMS) 的整合。政府計畫和私人資金正在支持基礎設施試點和課程整合。從幼兒園到高中,從高等教育到勞動力發展,對擴充性、身臨其境型和職業導向教育工具的需求日益成長。這種發展勢頭正在推動全球學習生態系統中平台的演進。
技術和基礎設施方面的限制
許多教育機構缺乏頻寬、設備相容性和IT支援來可靠地運作身臨其境型模組。企業在將VR與舊有系統整合以及確保多用戶環境下的資料安全方面也面臨挑戰。缺乏標準化通訊協定和硬體互通性進一步限制了可擴展性和使用者體驗。供應商必須提供輕量級、雲端基礎且支援行動裝置的解決方案,以減少摩擦。這些限制持續限制對基礎設施要求較高的教育系統以及正在進行數位轉型的教育系統的平台成熟度。
疫情加速了人們對身臨其境型學習的興趣,同時也暴露了數位基礎設施和教學設計的不足。封鎖措施擾亂了課堂教學,並增加了科學、醫療保健和職業培訓領域對遠距體驗式學習的需求。教育機構部署了虛擬實境(VR)模組,在虛擬教室中模擬實驗室、實地考察和協作環境。公共和私立教育部門對頭戴式設備分發、雲端平台和內容開發的投資激增。政策制定者和消費者越來越重視參與公平和數位化教育方法。
預計在預測期內,硬體領域將佔據最大的市場佔有率。
預計在預測期內,硬體領域將佔據最大的市場佔有率,因為它在虛擬實境教育平台中提供身臨其境型體驗方面發揮著至關重要的作用。這些設備包括頭戴式顯示器、動作控制器和空間感測器,廣泛應用於教室、實驗室和訓練中心。與內容平台、學習管理系統 (LMS) 和分析儀表板的整合,進一步提升了便利性和教育價值。中小學、高等教育和企業培訓領域對價格合理、經久耐用且適用於課堂的硬體需求日益成長。供應商正提供模組化套件、無線連接和教師支持,以推動虛擬實境技術的普及應用。
預計在預測期內,企業部門的複合年成長率將最高。
預計在預測期內,企業/公司領域將實現最高成長率,因為虛擬實境平台正擴展到入職培訓、合規培訓和技能發展等領域。企業正利用身臨其境型模組,透過模擬真實場景來縮短訓練時間並提高知識保留率。這些平台支援多用戶協作、績效追蹤以及與各行業人力資源系統的整合。醫療保健、製造業、零售業和物流業對擴充性、可衡量、體驗式培訓的需求日益成長。供應商正在提供產業專用的內容、分析引擎和實施支持,以幫助提高投資回報率。
由於教育科技的成熟、機構投資以及企業對虛擬實境教育的廣泛應用,預計北美將在預測期內佔據最大的市場佔有率。美國和加拿大等國家正在學術界、企業和政府計畫中推廣該平台,以提高參與度和成果。對頭戴式設備、課程整合和身臨其境型的投資支持了創新和擴充性。主要供應商、研究機構和政策框架的存在正在推動生態系統的深化和應用。企業正在將其虛擬實境策略與STEM教育、勞動力技能提升和數位轉型目標結合。
由於亞太地區教育需求、行動普及率和數位基礎設施的融合,預計該地區在預測期內將實現最高的複合年成長率。中國、印度、韓國和印尼等國家正在K-12教育、高等教育和職業培訓領域推廣虛擬實境(VR)平台。政府支持計畫正在推動都市區地區的教育科技孵化、身臨其境型實驗室建設和教師培訓。本地供應商正在提供行動端支援、文化適應性強且成本低廉的解決方案,以滿足不同學習者的需求。正規和非正規學習系統對擴充性、整體性和沈浸式教育工具的需求日益成長。亞太地區正在崛起為VR教育創新和部署的成長引擎。
According to Stratistics MRC, the Global Virtual Reality in Education Market is accounted for $20.65 billion in 2025 and is expected to reach $74.8 billion by 2032 growing at a CAGR of 20.2% during the forecast period. Virtual Reality (VR) in education refers to the use of immersive, computer-generated environments that allow students to interact with 3D simulations and digital content in a lifelike setting. It transforms traditional learning by offering experiential, hands-on engagement in subjects such as science, history, medicine, and engineering. Through VR headsets and interactive tools, learners can explore virtual laboratories, historical events, or distant planets, enhancing understanding and retention. This technology supports personalized learning, collaboration, and critical thinking by enabling students to visualize complex concepts and practice real-world scenarios in a safe, controlled, and highly engaging environment.
Higher learner engagement & better learning outcomes
Immersive environments improve retention focus and experiential understanding across STEM language and vocational subjects. Platforms support simulations virtual labs and scenario-based training that enhance cognitive and emotional engagement. Integration with curriculum design gamification and adaptive learning tools strengthens instructional value and learner motivation. Demand for interactive personalized and outcome-driven education is rising across schools universities and enterprises. This shift is redefining pedagogy across digital and hybrid learning ecosystems.
High implementation & content-creation costs
Developing immersive modules requires investment in hardware instructional design and 3D modeling which delays deployment. Institutions face challenges in budgeting for headsets software licenses and faculty training. Lack of reusable content and cross-platform compatibility further complicates cost-efficiency. Vendors must offer modular pricing cloud delivery and content libraries to improve accessibility. These constraints continue to affect adoption across budget-sensitive and resource-constrained education environments.
Strong market momentum & investment
Edtech startups universities and enterprises are investing in immersive learning to improve engagement and skill development. Platforms support multi-user environments real-time feedback and integration with LMS systems across formal and informal learning. Government-backed programs and private funding are supporting infrastructure pilots and curriculum integration. Demand for scalable immersive and career-aligned education tools is rising across K-12 higher education and workforce development. This momentum is driving platform evolution across global learning ecosystems.
Technical & infrastructure constraints
Many institutions lack bandwidth device compatibility and IT support to run immersive modules reliably. Enterprises face challenges in integrating VR with legacy systems and ensuring data security across multi-user environments. Lack of standardized protocols and hardware interoperability further limits scalability and user experience. Vendors must offer lightweight cloud-based and mobile-compatible solutions to reduce friction. These limitations continue to constrain platform maturity across infrastructure-sensitive and digitally transitioning education systems.
The pandemic accelerated interest in immersive learning while exposing gaps in digital infrastructure and instructional design. Lockdowns disrupted classroom instruction and increased demand for remote experiential learning across science healthcare and vocational training. Institutions deployed VR modules to simulate labs fieldwork and collaborative environments across virtual classrooms. Investment in headset distribution cloud platforms and content development surged across public and private education sectors. Public awareness of engagement equity and digital pedagogy increased across policy and consumer circles.
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 due to its foundational role in delivering immersive experiences across VR education platforms. Devices include head-mounted displays motion controllers and spatial sensors used in classrooms labs and training centers. Integration with content platforms LMS systems and analytics dashboards enhances usability and instructional value. Demand for affordable durable and classroom-ready hardware is rising across K-12 higher education and enterprise training. Vendors offer modular kits wireless connectivity and educator support to drive adoption.
The corporate & enterprises segment is expected to have the highest CAGR during the forecast period
Over the forecast period, the corporate & enterprises segment is predicted to witness the highest growth rate as VR platforms expand across onboarding compliance and skill development. Enterprises use immersive modules to simulate real-world scenarios reduce training time and improve retention. Platforms support multi-user collaboration performance tracking and integration with HR systems across diverse industries. Demand for scalable measurable and experiential training is rising across healthcare manufacturing retail and logistics. Vendors offer industry-specific content analytics engines and deployment support to improve ROI.
During the forecast period, the North America region is expected to hold the largest market share due to its edtech maturity institutional investment and enterprise adoption across VR education. Countries like the United States and Canada scale platforms across academic corporate and government programs to improve engagement and outcomes. Investment in headset distribution curriculum integration and immersive content supports innovation and scalability. Presence of leading vendors research institutions and policy frameworks drives ecosystem depth and adoption. Firms align VR strategies with STEM education workforce readiness and digital transformation goals.
Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR as education demand mobile penetration and digital infrastructure converge across regional economies. Countries like China India South Korea and Indonesia expand VR platforms across K-12 higher education and vocational training. Government-backed programs support edtech incubation immersive labs and teacher training across urban and rural zones. Local providers offer mobile-compatible culturally adapted and low-cost solutions tailored to diverse learner profiles. Demand for scalable inclusive and immersive education tools is rising across formal and informal learning systems. Asia Pacific is emerging as a growth engine for VR education innovation and deployment.
Key players in the market
Some of the key players in Virtual Reality in Education Market include EON Reality Inc., Axon Park, zSpace Inc., ClassVR, Labster ApS, VictoryXR Inc., Veative Labs Pvt Ltd., Immerse Learning Ltd., EduTechXR, Talespin Reality Labs Inc., VIVED Inc., Curiscope Ltd., Engage XR Holdings Plc, VirBELA LLC and Prisms of Reality Inc.
In May 2025, Axon Park partnered with Malta's Ministry for Education to pilot immersive learning modules targeting early school leavers. The collaboration integrates Axon Park's VR platform into vocational and soft skills training, aiming to reduce dropout rates through gamified engagement.
In November 2024, EON Reality launched its EON B2C platform, a direct-to-consumer immersive learning system powered by Spatial AI. The platform offers personalized, mobile-first educational experiences using EON's 36-million-asset 3D content library.
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.