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A Deep Dive into Virtual Reality In Education Market 2025: Key Drivers, Growth Factors, and Projections 2025-2034
What industry-specific factors are fueling the growth of the virtual reality in education market?The anticipated surge in internet usage is expected to propel the expansion of the virtual reality sector in the education market in the coming years. Currently, the internet plays a vital part in our daily lives, with a significant amount of human activities being digitally oriented. The internet has emerged as an efficient medium for offering virtual classes due to its steady interface, affordable connectivity cost, and universal allure. As an illustration, the Government of Canada projected in 2023 that the reach of high-speed Internet access will encompass 98% of the country's populace by 2026 and it will escalate further to cover 100% of the population by 2030, thus accomplishing complete internet penetration throughout the nation. Additionally, the International Telecommunication Union (ITU), a Swiss agency for information and communication technologies, reported in 2022 that Internet users around the globe were 5.1 billion, making up 65% of the global population. In 2023, this number rose to 5.4 billion, indicating 67% global internet penetration. Hence, the increase in global internet usage is stimulating the growth of virtual reality in the education sector.
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What Is the projected market size and growth rate for the virtual reality in education market?
In recent years, the market for virtual reality in education has experienced tremendous growth. It is anticipated to expand from $16.13 billion in 2024 to $22.26 billion in 2025, indicating a compound annual growth rate (CAGR) of 38.0%. The historical growth of this sector can be traced to factors such as the rising popularity of online education, increased demand for interactive and customized learning experiences, a surge in embracing virtual learning environments, the escalation in the use of VR as a substitute for traditional learning materials, and improved access and portability of education.
In the coming years, the market size of virtual reality in education is predicted to experience a robust surge. The market is poised to reach a staggering $86.96 billion by 2029, fueled by a compound annual growth rate (CAGR) of 40.6%. This notable progress throughout the projected period can be ascribed to factors such as heightened internet accessibility, growing demand for interactive learning experiences, an increase in the incorporation of VR in k-12, tertiary education, and occupational training, sustained investments in research and development, and rising fundings in developing VR content for educational purposes. Key trends over the forecast period encompass the development of VR settings for group study, the application of VR for skill-centered training and simulation, the inclusion of game-based elements in VR education, the progression of VR educational analytics for tracking performance, and the merger of augmented reality (AR) with virtual reality in the educational sector.
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What new trends are reshaping the virtual reality in education market and its opportunities?
Augmented Reality (AR) applications are evolving the landscape of virtual learning in the education market, significantly supported by the forthcoming 5G technology. Its high-speed network capability allows the seamless use of AR, something that 4G technology finds challenging. These advanced robotic applications are instrumental in addressing learning hurdles of children. They make education accessible from home and speed up access to cloud-based resources. As an example, National University, a private institution from the US, plans to initiate a virtual reality campus in June 2023. The campus will utilize virtual and augmented reality to enrich educational and student involvement. It will provide online learners an opportunity to virtually navigate the campus, attend classes, interact with instructors and peers, and participate in activities, replicating a physical environment.
What major market segments define the scope and growth of the virtual reality in education market?
The virtual reality in education market covered in this report is segmented -
1) By Component: Hardware, Solutions And Software
2) By Deployment: Cloud, On-Premises
3) By Application: Residential, Academic And Training Institutions, Other Applications
Subsegments:
1) By Hardware: VR Headsets, Motion Tracking Devices, Input Devices
2) By Solutions: VR Learning Platforms, Content Creation Tools, Training Simulations
3) By Software: Educational VR Applications, Curriculum Integration Software, Assessment And Evaluation Tools
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Which region dominates the virtual reality in education market?
North America was the largest region in the virtual reality in education market in 2024.The regions covered in the virtual reality in education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Which key market leaders are driving the virtual reality in education industry growth?
Major companies operating in the virtual reality in education market include Google LLC, Microsoft Corporation, Facebook Technologies LLC, International Business Machines Corporation, HTC Corporation, Unimersiv, SamsungSamsung Electronics Co Ltd, Lenovo Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd., Veative Labs Pvt. Ltd., VR Education Holdings plc, Cyberith Gmbh, Sixense Enterprises Inc., Vuzix Corporation, Schell Games LLC, Panasonic Holdings Corporation, Cornerstone OnDemand Inc., Blippar Limited, EON. Reality Inc., Treeview Co. Ltd., YORD Ltd., Immersive VR Education Limited, ThingLink Incorporated, Nearpod Inc., Oust Labs Pvt. Ltd., Filament Games LLC, Foundry 10, eXp World Technologies LLC
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What Is Covered In The Virtual Reality In Education Global Market Report?
•Market Size Forecast: Examine the virtual reality in education market size across key regions, countries, product categories, and applications.
•Segmentation Insights: Identify and classify subsegments within the virtual reality in education market for a structured understanding.
•Key Players Overview: Analyze major players in the virtual reality in education market, including their market value, share, and competitive positioning.
•Growth Trends Exploration: Assess individual growth patterns and future opportunities in the virtual reality in education market.
•Segment Contributions: Evaluate how different segments drive overall growth in the virtual reality in education market.
•Growth Factors: Highlight key drivers and opportunities influencing the expansion of the virtual reality in education market.
•Industry Challenges: Identify potential risks and obstacles affecting the virtual reality in education market.
•Competitive Landscape: Review strategic developments in the virtual reality in education market, including expansions, agreements, and new product launches.
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