Breaking Boundaries: Augmented and Virtual Reality in Education Market
The AR and VR in Education Market has grown significantly; it was valued at USD 3.8 billion in 2023 and is expected to reach USD 14.2 billion by 2028. Over the course of the forecast period, this robust expansion is expected to materialise as an impressive Compound Annual Growth Rate (CAGR) of 29.6%. The swift expansion highlights the growing acceptance and incorporation of augmented reality (AR) and virtual reality (VR) technology in educational environments across the globe. These immersive technologies are transforming traditional teaching methods by providing dynamic and engaging learning experiences. Students can interact with simulated settings through AR and VR, which improves their understanding and memory of difficult concepts in a variety of subjects.
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Numerous important factors are driving the increase in demand for AR and VR gadgets. First and foremost, these technologies provide improved comprehension via visualisation, enabling users to engage with knowledge in immersive ways that encourage more in-depth learning. Second, by offering immersive experiences that mimic real-world circumstances and improving employee engagement and information retention, AR and VR are revolutionising corporate training. Furthermore, the continual development and innovation in AR and VR technology is propelling improvements in education and empowering teachers to design dynamic and engaging learning spaces. Adoption in business and educational contexts is also being fueled by the rise of personalised learning experiences that are catered to individual requirements and interests. Finally, because AR and VR provide hands-on training and real-world experience across a variety of industries, they are being used more and more to educate people for real-world applications and career preparedness. All things considered, a wide range of industries are adopting AR and VR due to their numerous advantages.
Augmented and Virtual Reality in Education Market Report Scope:
Report Coverage | Details |
Market Revenue in 2022 | $2.9 billion |
Estimated Value by 2028 | $14.2 billion |
Growth Rate | Poised to grow at a CAGR of 29.6% |
Market Size Available for | 2019–2028 |
Forecast Period | 2022–2028 |
Forecast Units | Value (USD Million/Billion) |
Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
Segments Covered | By Offering Type, device type, deployment, application, end user and Region |
Geographies Covered | North America, Europe, Asia Pacific, and Rest of World |
Key Market Challenge | Inadequate infrastructure and technical support |
Key Market Opportunities | Immersive Collaboration and Communication |
Key Market Drivers | Enhanced understanding through visualization |
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By offering type: software segment to account larger market share in the forecasted year.
The software sector became the industry leader in AR and VR education in 2028. Several causes, such as cost reductions and technology breakthroughs, are responsible for this growth. As AR and VR technology develops, it becomes more widely available and reasonably priced, allowing educational institutions to use these immersive tools in their curricula. By lowering entry barriers for educators, the emergence of user-friendly software tools and platforms further enhances the incorporation of AR and VR into educational courses. Additionally, the increasing use of AR and VR in educational contexts is revolutionising conventional teaching strategies and enhancing the entire educational experience for students.
By deployment: cloud to account for a larger market share in the forecasted year.
In the market for AR and VR education, the cloud deployment sector became the dominating player in 2028. The advantages it has over on-premises solutions are the driving force behind this rise. Because cloud deployment is flexible and scalable, educational institutions can readily modify resources to meet their demands without being constrained by physical infrastructure. Furthermore, it lowers infrastructure expenses by doing away with the requirement for costly hardware purchases and upkeep. Cloud-based solutions enable students to access AR and VR content from any device with an internet connection, facilitating accessibility and anytime, anywhere learning. Centralised cloud platforms facilitate seamless exchange of educational materials between educators and students, improving collaboration and content sharing. Furthermore, cloud deployment ensures that all users have access to the most recent security patches and features by providing centralised management and updates. Cloud-based solutions also offer improved security features and data privacy safeguards, allowing educational institutions to feel secure about the security of their data. The functionality of AR and VR apps in educational settings is further improved by integration with learning management systems. Lastly, continuing advancements and updates in cloud-based AR and VR platforms guarantee that educational establishments have access to state-of-the-art equipment for immersive learning opportunities.
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By device type: projectors & displays device type to account for a larger market share in the forecasted year.
Projectors and displays became the market leader in AR and VR education in 2028. The quality of visual experiences in augmented and virtual reality environments has been revolutionised by considerable developments in display technology, which is the reason for this supremacy. The visual quality of AR and VR material has significantly improved with the use of high-resolution displays, quicker refresh rates, and improved colour reproduction. The development of more lifelike and immersive user experiences as a result of these improvements has increased demand for premium projectors and display devices that can produce these improved graphics. The demand for state-of-the-art projectors and displays with the newest display technologies keeps rising as educational institutions strive to give students immersive and interesting learning experiences. This further solidifies the dominance of this segment in the AR and VR education market.
North America is expected to hold the largest share of the AR and VR in the education market during the forecast period.
North America held the largest share of the AR and VR in education industry in 2028. The education industry in North America is still thriving since there are so many prestigious universities that are known for offering top-notch education. Because of the region's acceptance of technology, smart education and digitally advanced classrooms are widely used in both corporate and educational settings. These developments make it easier to create customised learning environments that meet the unique requirements of both businesses and students. Canada and the United States stand out as major players in the North American virtual classroom sector, using their strong economies to make large investments in R&D projects. Additionally, the region's emerging startup culture adds vibrancy to the educational scene by encouraging innovation and propelling expansion. The education sector in North America is expanding at a rapid pace, bolstered by ongoing technological advancements, increased adoption of smart connected devices, and rapid digitalization across various industry verticals. These factors have cemented the region's status as a thriving hub for educational innovation and development.
The key players in the AR and VR in education companies are Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Anthology Inc. (US), Lenovo (Hong Kong).
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