Press release
Metaverse in Education Market Size in 2023 To 2029 | Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US
The report offers a detailed measurement of the drivers, development, and prospects that have a direct impact on the Metaverse in Education market. The market study contains an in-depth analysis of the international Metaverse in Education Market based on the key boundaries that encompass the drivers, sales inquiry, market limits & share. The report further highlights assessing the market size of four key regions, namely North America, Europe, Asia-Pacific, and Rest of World.๐๐จ๐ฐ๐ง๐ฅ๐จ๐๐ ๐ ๐ซ๐๐ ๐๐๐ ๐๐๐ฆ๐ฉ๐ฅ๐ ๐๐๐ฉ๐จ๐ซ๐ญ + ๐๐๐ญ๐๐ข๐ฅ๐๐ ๐๐๐ โก๏ธ
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Some of the significant metaverse in education market vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), Baidu, Inc. (China), Avantis Systems Ltd (UK), Axon Park (US), Tomorrow's Education (Germany), NextMeet (India), ClassVR (England), Metable GmbH (Switzerland), Virbela (US), Labster (Denmark), VictoryXR (US), ENGAGE Plc (US), VEDX Solutions (US), Stimuli (US), NetEase (China), HTC (Taiwan), and Sandbox (US).
The research study is considered to guide the readers with an intensive valuation of the current industry trends and breakdown. The report spans the global Metaverse in Education market research data of different entities, benefits, gross margin, calculated decisions of the worldwide market, and more through tables, charts, and infographics. Other significant aspects studied in this report include demand and supply dynamics, import & export scenarios, R&D development activities, industry developments, and cost structures. In addition, consumption demand and supply figures, cost of production, and selling price of products are also estimated in this report.
This report will help new entrants or stakeholders to acknowledge the complete market dynamics. Metaverse in Education market report examines the competitive scenario along with the future market landscape with the help of various restrictions such as Porter's five forces and parent/peer market. Consider the portfolios of the key market players working in the market united with the complete detailed study of the products and services they offer. This report will help readers understand the impact of government rules during the Covid-19 pandemic and estimate the market throughout the global pandemic. The Global Metaverse in Education Market also spotlights the main players working in the sector. Their product portfolio, business policies, company profiles, and revenue share are also thoroughly described in the report. In the end, the study defines the strategies such as partnership, development, collaboration, joint projects, and others executed by the leaders to enhance their status in the sector.
The metaverse in the education market is expected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period. The term "metaverse" can describe a networked system of 3D virtual spaces. It is a collective virtual shared space incorporating various digital environments, including VR, AR, and other immersive technologies. When the current educational system is criticized for being disconnected from the real world, the metaverse can help create virtual worlds that enable teachers to communicate with students regardless of geographic restrictions. Metaverse also helps provide immersive learning environments where students, instructors, and staff can explore and interact with concepts and scenarios.
By component, the hardware segment holds the highest CAGR during the forecast period.
The metaverse in the education market by component is divided into hardware, software, and professional services. The hardware segment is estimated to hold the highest CAGR during the forecasted metaverse in the education market. The hardware components in the metaverse in the education market include VR, AR, MR, and interactive displays and projectors. The AR, VR, and MR devices are predicted to rise due to the use of heads-up devices (HUD) in the metaverse in the education market. The use of AR technology in numerous applications has grown because of its capacity to merge the actual world with virtual items. The most popular AR device for industrial applications is AR smart glasses, which help AR devices grow. Furthermore, head-mounted devices (HMDs) are anticipated to be at the core of the market's expansion in the VR devices segment. Users have responded positively to these displays from brands including Samsung Electronics, Lenovo, and Meta Platforms, Inc. Microsoft HoloLens 2 is primarily in charge of the MR devices segment and is anticipated to gain popularity in the education market for experiencing the metaverse.
โก๏ธ ๐๐ง๐ช๐ฎ๐ข๐ซ๐ ๐ ๐จ๐ซ ๐๐จ๐ซ๐ ๐๐ง๐๐จ๐ซ๐ฆ๐๐ญ๐ข๐จ๐ง @ https://www.reportsnreports.com/contacts/inquirybeforebuy.aspx?name=7172621
Reasons to buy this report:
The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse in the education market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities.
Research coverage:
The market study covers the metaverse in the education market across segments. It aims at estimating the market size and the growth potential across different segments, such as components, end users, and regions. It includes an in-depth competitive analysis of the key players in the market, their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.
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