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教育領域擴增實境和虛擬實境市場-全球產業規模、佔有率、趨勢、機會和預測(按技術類型、硬體、最終用戶、地區和競爭格局分類,2021-2031年預測)

Augmented and Virtual Reality in Education Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Technology Type, By Hardware, By End User, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球教育領域擴增實境和虛擬實境市場規模將從2025年的170.5億美元成長到2031年的586.4億美元,複合年成長率達22.86%。該市場涉及將沉浸式技術應用於現實世界,或將用戶置於模擬環境中,以促進互動式學習。

市場概覽
預測期 2027-2031
市場規模:2025年 170.5億美元
市場規模:2031年 586.4億美元
複合年成長率:2026-2031年 22.86%
成長最快的細分市場 大學和學院
最大的市場 亞太地區

主要市場促進因素

模擬訓練在醫療保健和STEM領域的日益普及,成為市場擴張的主要動力,從根本上改變了高風險環境下關鍵技能的習得方式。醫療和工程機構正擴大利用沉浸式技術來模擬複雜的生物系統和技術流程,使學習者能夠在無需承擔傳統體能訓練相關的倫理或經濟風險的情況下掌握技能。

主要市場挑戰

高昂的實施成本以及將沉浸式技術整合到現有框架中的複雜性,嚴重阻礙了全球教育領域擴增實境和虛擬實境市場的成長。這些解決方案需要對專用硬體(例如頭戴式設備和高效能電腦)進行大量前期投資,同時還需要持續支出軟體授權和內容更新費用。

主要市場趨勢

將人工智慧驅動的自適應學習融入虛擬環境,正顯著改變市場格局,使沉浸式教育超越靜態模擬,邁向高度個人化的體驗。與傳統內容不同,人工智慧演算法能夠即時分析學生的表現,動態調整虛擬場景的難度和節奏,從而確保最佳的認知參與度。

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:客戶之聲

第5章:全球教育領域擴增實境與虛擬實境市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 依硬體分類(頭戴式顯示器 (HMD)、智慧眼鏡、手持裝置、投影機)
    • 按最終使用者(學校、大學和學院、企業培訓中心、教育機構)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美教育領域擴增實境與虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲教育領域擴增實境與虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區教育領域擴增實境與虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲教育領域擴增實境和虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美教育領域擴增實境與虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球教育領域擴增實境與虛擬實境市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
Product Code: 16017

The Global Augmented and Virtual Reality in Education Market will grow from USD 17.05 Billion in 2025 to USD 58.64 Billion by 2031 at a 22.86% CAGR. The Global Augmented and Virtual Reality in Education Market involves the application of immersive technologies that overlay digital content onto the physical world or immerse users in simulated environments to facilitate interactive learning.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 17.05 Billion
Market Size 2031USD 58.64 Billion
CAGR 2026-203122.86%
Fastest Growing SegmentUniversities and Colleges
Largest MarketAsia Pacific

Key Market Drivers

The Rising Adoption of Simulation-Based Training in Healthcare and STEM Fields serves as a primary engine for market expansion, fundamentally altering how critical skills are acquired in high-stakes environments. Medical and engineering institutions are increasingly leveraging immersive technologies to replicate complex biological systems and technical procedures, allowing learners to achieve mastery without the ethical or financial risks associated with physical training. This shift is materially supported by large-scale public sector initiatives designed to modernize workforce capabilities through virtual modalities.

Key Market Challenges

The high cost of implementation and the complexity of integrating immersive technologies into existing frameworks significantly impede the growth of the Global Augmented and Virtual Reality in Education Market. These solutions require substantial upfront investment in specialized hardware, such as headsets and high-performance computers, alongside continuous expenditure for software licensing and content updates.

Key Market Trends

The Integration of AI-Driven Adaptive Learning within Virtual Environments is significantly transforming the market by moving immersive education beyond static simulations to highly personalized experiences. Unlike traditional content, AI algorithms now analyze student performance in real-time to dynamically adjust the difficulty and pacing of virtual scenarios, ensuring optimal cognitive engagement. This convergence allows educators to address individual learning gaps immediately through tailored feedback loops, a capability that substantially increases the utility of extended reality tools in diverse academic settings.

Key Market Players

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

Report Scope:

In this report, the Global Augmented and Virtual Reality in Education Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Augmented and Virtual Reality in Education Market, By Hardware:

  • Head-Mounted Displays (HMDs)
  • Smart Glasses
  • Handheld Devices
  • Projectors

Augmented and Virtual Reality in Education Market, By End User:

  • Schools
  • Universities and Colleges
  • Corporate Training Centers
  • Educational Institutes

Augmented and Virtual Reality in Education Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented and Virtual Reality in Education Market.

Available Customizations:

Global Augmented and Virtual Reality in Education Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Augmented and Virtual Reality in Education Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Hardware (Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices, Projectors)
    • 5.2.2. By End User (Schools, Universities and Colleges, Corporate Training Centers, Educational Institutes)
    • 5.2.3. By Region
    • 5.2.4. By Company (2025)
  • 5.3. Market Map

6. North America Augmented and Virtual Reality in Education Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Hardware
    • 6.2.2. By End User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Augmented and Virtual Reality in Education Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Hardware
        • 6.3.1.2.2. By End User
    • 6.3.2. Canada Augmented and Virtual Reality in Education Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Hardware
        • 6.3.2.2.2. By End User
    • 6.3.3. Mexico Augmented and Virtual Reality in Education Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Hardware
        • 6.3.3.2.2. By End User

7. Europe Augmented and Virtual Reality in Education Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Hardware
    • 7.2.2. By End User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Augmented and Virtual Reality in Education Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Hardware
        • 7.3.1.2.2. By End User
    • 7.3.2. France Augmented and Virtual Reality in Education Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Hardware
        • 7.3.2.2.2. By End User
    • 7.3.3. United Kingdom Augmented and Virtual Reality in Education Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Hardware
        • 7.3.3.2.2. By End User
    • 7.3.4. Italy Augmented and Virtual Reality in Education Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Hardware
        • 7.3.4.2.2. By End User
    • 7.3.5. Spain Augmented and Virtual Reality in Education Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Hardware
        • 7.3.5.2.2. By End User

8. Asia Pacific Augmented and Virtual Reality in Education Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Hardware
    • 8.2.2. By End User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Augmented and Virtual Reality in Education Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Hardware
        • 8.3.1.2.2. By End User
    • 8.3.2. India Augmented and Virtual Reality in Education Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Hardware
        • 8.3.2.2.2. By End User
    • 8.3.3. Japan Augmented and Virtual Reality in Education Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Hardware
        • 8.3.3.2.2. By End User
    • 8.3.4. South Korea Augmented and Virtual Reality in Education Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Hardware
        • 8.3.4.2.2. By End User
    • 8.3.5. Australia Augmented and Virtual Reality in Education Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Hardware
        • 8.3.5.2.2. By End User

9. Middle East & Africa Augmented and Virtual Reality in Education Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Hardware
    • 9.2.2. By End User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Augmented and Virtual Reality in Education Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Hardware
        • 9.3.1.2.2. By End User
    • 9.3.2. UAE Augmented and Virtual Reality in Education Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Hardware
        • 9.3.2.2.2. By End User
    • 9.3.3. South Africa Augmented and Virtual Reality in Education Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Hardware
        • 9.3.3.2.2. By End User

10. South America Augmented and Virtual Reality in Education Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Hardware
    • 10.2.2. By End User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Augmented and Virtual Reality in Education Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Hardware
        • 10.3.1.2.2. By End User
    • 10.3.2. Colombia Augmented and Virtual Reality in Education Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Hardware
        • 10.3.2.2.2. By End User
    • 10.3.3. Argentina Augmented and Virtual Reality in Education Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Hardware
        • 10.3.3.2.2. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Augmented and Virtual Reality in Education Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Group Corporation.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Meta Platforms, Inc
  • 15.4. GOOGLE INC
  • 15.5. MICROSOFT CORPORATION
  • 15.6. SAMSUNG ELECTRONICS CO., LTD
  • 15.7. Apple Inc.
  • 15.8. PTC Inc.
  • 15.9. Seiko Epson.
  • 15.10. Panasonic Holdings Corporation

16. Strategic Recommendations

17. About Us & Disclaimer