Augmented and Virtual Reality in Education Market Research Report—Global Forecast till 2027

Augmented and Virtual Reality in Education Market Research Report: Information by Offering (Hardware (Sensors, Controllers, Cameras, and VR headset Others), Software, Services (Managed Services and Professional Services)) Deployment Model (Cloud, and On-premises), Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up Displays, Handheld Devices, Projectors & Display Walls and Others) Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtua

ID: MRFR/ICT/9350-HCR | 141 Pages | Published By Shubham Munde on March 2023         

AR and VR in Education Market

Global Augmented and Virtual Reality in Education Market valued USD 12.4 Billion in 2020 and is predicted to register a 18.2% CAGR during 2022 - 2027.

Segmentation
By Offering Hardware Software Services
By Deployment Model Cloud On-premises
By Devices Interactive Whiteboards Mobile Computing Devices Head Mounted displays Gesture Tracing Device Projectors & Display Walls Others
By Application Classroom Learning Corporate Learning Management Certifications e-learning Virtual field trips Student Recruitment Others
End Users Academic Corporate
Key Players
Companies Profiled   Sony    Samsung Electronics    HTC    Google    Microsoft    Panasonic    Hitachi    Barco    LG Electronics    Veative Labs    Cisco    Blackboard    Dell    IBM    Saba Software    Oracle    Edvance360
Drivers
Market Driving Forces   Increasing adoption of advanced technology products and devices and growing development in education sector
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Augmented and Virtual Reality in Education Market Overview:


The global augmented and virtual reality in education market is predicted to register a CAGR of ~18.2% during the forecast period, 2022–2027.


Augmented reality adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokémon Go. Virtual reality implies a complete immersion experience that shuts out the physical world. Virtual reality and augmented reality have exciting potential in the future of gaming, marketing, e-commerce, education, and many other fields. Both technologies are known for their enriched experience that brings together a virtual world and the real one with enhanced, 3-D visuals.


COVID-19 Analysis


Companies are resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. Additionally, due to COVID, children have started learning from home, hence, many ed-tech investors see technologies such as AR, VR, and Artificial Intelligence as future technologies that have the potential to change the future of the education augmented reality market.


Market Dynamics


Increasing penetration of interactive learning platform to introduce real-time insights in learning experiences as a part of fostering student engagement through guided social interaction and so on acts as a major factor driving the market growth towards global augmented reality & virtual reality market for education industry. The perfect blending of augmented reality and virtual reality as a part of providing a 360o platform, can help students learn as well as explore beyond the classroom walls, thus reducing opportunity gaps. Rising adoption of AR/VR platform in education and training is another factor expected to drive the growth of the global market.


Drivers

  • Increasing demand for interactive virtual field trips among students


Increasing demand for virtual field trips to museums, many countries utilizing virtual reality headset in the classroom or home is one of the major factors driving its market growth. Growing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn to fuel the market growth. Moreover, virtual trips assist in building own immersive spaces as well as personalized virtual experiences is another factor expected to fuel the growth of the global market.


Restraints

  • Data security and Privacy concerns


Data security and privacy concerns associated with weak integration or deployment of augmented reality & virtual reality platforms hamper market growth. AR & VR applications are used for academic purpose and contain potential sensitivities about student data, which needs to be protected as a part of avoiding data breaches and cyber-attacks. Increasing adoption of cloud-based deployment led to security concerns such as data leak, false data injection or unauthorized access of data and thereby, hampering the market growth.


Value Chain Analysis


The global augmented and virtual reality in education market has been registering major growth in the recent past, due to growing demand for augmented reality & virtual reality in corporate training utilizing connected systems such as gesture recognition systems, head-mounted displays, software-defined kits.  The augmented and virtual reality in education market's value chain is divided into four levels: OEMs, suppliers, end users, and distributors.Global Augmented and Virtual Reality in Education Market, 2018–2027 (USD Billion)Global Augmented and Virtual Reality in Education Market, 2018–2027 (USD Billion)


Source: MRFR Analysis


Market Segmentation


The global augmented and virtual reality in education market has been segmented based on offering, devices, deployment model, application and end users, and region.


Based on the offerings, the augmented and virtual reality in education market has been segmented into solutions, hardware, and services. The hardware segment is expected to hold a larger share of the augmented and virtual reality in education market during the forecast period.


Based on deployment model, the augmented and virtual reality in education market has been segmented into cloud and on-premises. The cloud segment of the augmented and virtual reality in education market is projected to grow at the highest CAGR over the forecast period. This is attributed to cost effectiveness, scalability, easy access, simple setup, and use.


Based on the devices, the augmented and virtual reality in education market has been divided into interactive whiteboards, mobile computing devices, head mounted displays, gesture tracing device, head up displays, handheld devices, projectors & display walls, and others.  


Based on the application, the augmented and virtual reality in education market has been divided into classroom learning, corporate learning management, certifications, e-learning, virtual field trips, student recruitment and others.


Based on the end users, the augmented and virtual reality in education market has been divided into academic (k-12 &higher education) and corporate (telecommunications and it, healthcare and life sciences, retail and ecommerce, banking, financial services, and insurance, manufacturing, government, and public sector)


Regional Analysis


The regional analysis for the global Augmented and Virtual Reality in Education Market has been done for North America, Europe, Asia-Pacific, the Middle East & Africa, and South America. The market in North America accounted for dominant revenue share in the global market and expected to continue its dominance over the forecast period. Furthermore, Augmented and Virtual Reality in Education Market in Asia-Pacific is projected to grow at the highest CAGR over the forecast period.


Increasing demand for interactive and engaging virtual field trips among students


Increasing demand for virtual field trips to museums, countries utilizing virtual reality headset while sitting in the classroom or home act as a major driver boosting its market growth. Increasing adoption of virtual trips provides opportunities for students to gain immersive experience about historical events, which in turn contributes towards deeper understanding of the subjects. Furthermore, with the help of a basic VR headset, such virtual trips also assist in building own immersive spaces as well as personalized virtual experiences.


Competitive Landscape


The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. There are several domestic, regional, and international players operating in the augmented and virtual reality in education market that continuously strive to gain a significant share of the global market.


Key Players



  • Dell

  • IBM

  • Saba Software

  • Oracle

  • Edvance360


IBM’s AI collaborated with Scholastic’s and Edmodo’s existing educational infrastructures to streamline the process of what a student is expected to learn and what he/she has learned by highlighting student-specific needs within the context of curricular standards. Dell collaborated with Tata ClassEdge, a technology-based learning solutions provider, for the common objective of taking digital training to schools and equipping teachers with the requisite knowledge of implementing technologies in classrooms.


The global augmented and virtual reality in education market is characterized by the presence of several regional and local providers. Some of the key players in the market are Sony, Samsung Electronics, HTC, Google, Microsoft, Panasonic, Hitachi, Barco, LG Electronics, Veative Labs, Cisco, Blackboard, Dell, IBM, Saba Software, Oracle.


Recent Developments



  • In October 2021, Facebook announced the launch of new augmented reality tools to help AR creators. This development includes two programmers consisting of new Spark AR certification program and AR Pro course as a part of Facebook Reality Labs education program to assist advanced and intermediate AR creators in improving their skills.

  • In October 2021, Varjo, a global leader in AR/VR hardware and software announced about the launch of Varjo Aero, newest virtual reality device for medical, healthcare and education industries. This development was done to engage effectively in real-time training sessions to nurture better understanding of the subject.

  • In March 2020, Eon Reality launched new AR and VR packages for industrial, government and educational sector. The new packages such as Remote Classroom 3.0 and Remote Industry 4.0 are developed to bring immersive and interactive experiences during remote lessons sessions.


Report Overview


This study estimates revenue growth at global, regional, and country levels and offers an overview of the latest developments in each of the sub-sectors from 2019 to 2027. For this analysis, MRFR segmented the global Augmented and Virtual Reality in Education Market has been segmented based on offering, devices, deployment model, application and end users, and region.


By Offering



  • Hardware

    • Sensors

    • Controllers

    • Cameras

    • VR Headset

    • Others



  • Software

  • Services

    • Managed Services

    • Professional Services




Deployment Model



  • Cloud

  • On-premises


Devices



  • Interactive Whiteboards

  • Mobile Computing Devices

  • Head Mounted displays

  • Gesture Tracing Device

    • Head up Displays

    • Handheld Devices



  • Projectors & Display Walls

  • Others


Application



  • Classroom Learning

  • Corporate Learning Management

  • Certifications

  • e-learning

  • Virtual field trips

  • Student Recruitment

  • Others


End Users



  • Academic

    • K-12

    • Higher Education



  • Corporate

    • Telecommunications and IT

    • Healthcare and Life Sciences

    • Retail and Ecommerce

    • Banking, Financial Services, and Insurance

    • Manufacturing

    • Government and Public Sector




By Region



  • North America

  • Europe

  • Asia-Pacific

  • Middle East & Africa

  • South America



Report Scope:

Report Attribute/Metric Details
  Market Size   2020- USD: 12.4 Billion
  CAGR   18.2%
  Base Year   2021
  Forecast Period   2022–2027
  Historical Data   2018, 2019
  Forecast Units   Value (USD Billion)
  Report Coverage   
  Segments Covered   • Offering (Hardware (Sensors, Controllers, Cameras, VR Headset and Others), Software, Services (Managed Services, Professional Services)) • Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others) • Deployment Model (Cloud, On-premises) • Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others) • End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others))
  Geographies Covered   • North America (US, Canada, and Mexico) • Europe (UK, Germany, France, and Rest of Europe) • Asia-Pacific (China, Japan, India, and Rest of Asia-Pacific) • Middle East & Africa • South America
  Key Vendors   • Sony • Samsung Electronics • HTC • Google • Microsoft • Panasonic • Hitachi • Barco • LG Electronics • Veative Labs • Cisco • Blackboard • Dell • IBM • Saba Software • Oracle • Edvance360 • Electa Communications • BrainCert • SKYPREP • Impero Software • WizIQ • BigBlueButton • Digital Samba • TutorRoom • Eon Reality Inc. • Facebook Technologies LLC • Varjo Technologies Oy
  Key Market Opportunities   Growing adoption of virtual trips
  Key Market Drivers   • Increasing adoption of advanced technology products and devices and growing development in education sector


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Frequently Asked Questions (FAQ) :

The North America regional market is projected to be the major driver of the market.

The segments in the market are offering, devices, deployment model, application, and end users.

The major contenders in the market are Eon Reality Inc., Facebook Technologies LLC AND Varjo Technologies Oy.