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Expanding Internet Penetration To Boost Virtual Reality In Education Market: An Emerging Driver Transforming The Virtual Reality In Education Market Landscape

04-11-2025 01:20 PM CET | IT, New Media & Software

Press release from: The Business Research Company

Virtual Reality In Education

Virtual Reality In Education

The Virtual Reality In Education Market Report by The Business Research Company delivers a detailed market assessment, covering size projections from 2025 to 2034. This report explores crucial market trends, major drivers and market segmentation by [key segment categories].

What Is the Projected Growth of the Virtual Reality In Education Market?
The market size for virtual reality in education has undergone significant expansion in the past few years. Its growth is set to be consistent, anticipated to rise from $16.13 billion in 2024 to $22.26 billion in 2025 with a steady compound annual growth rate (CAGR) of 38.0%. Factors contributing to this development during the historic period include an increased uptake of online learning, heightened demand for customized and interactive learning experiences, a surge in the use of virtual learning environments, a replaced emphasis from physical to VR learning tools, and overall enhancement in the accessibility and mobility in the educational sector.

The market size for virtual reality in education is anticipated to witness substantial growth in the forthcoming years, escalating to $86.96 billion by 2029 with a compounded annual growth rate (CAGR) of 40.6%. This predicted growth during the forecast era can be ascribed to factors such as the escalating rates of internet infiltration, a surge in the need for immersive instructional experiences, an increase in the adoption of VR in the k-12, tertiary education, and job-oriented training sectors, consistent investment in R&D and an influx of funding towards the development of VR educational content. Some of the key trends of the forecast era will be the utilization of collaborative VR settings for group instructions, employment of VR for skill-oriented training and simulation, the introduction of gaming components into VR education, the inception of VR educational analytics for performance monitoring and the alliance of augmented reality (AR) with VR in the field of education.

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What Are the Different Virtual Reality In Education Market Segments?
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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What Are the Primary Drivers Shaping the Virtual Reality In Education Market?
The growth of virtual reality in the education market is expected to be fueled by the surge in internet penetration during the projected period. Digital technology is now deeply ingrained in a significant part of the population's daily routines, with the internet playing a pivotal role. The internet's consistent interface, affordable connectivity costs, and global accessibility make it an efficient medium for delivering virtual classes. For example, the Government of Canada predicts that by 2026, high-speed internet access will be available to 98% of Canadian residents, increasing to a complete 100% penetration by 2030. Additionally, the International Telecommunication Union (ITU), a Switzerland-based information and communication technologies agency, reports that global internet usage reached 5.1 billion people in 2022, covering 65% of the global population. This figure jumped to 5.4 billion by 2023, equating to a 67% global internet penetration. Thus, the escalating rate of internet penetration worldwide is a key driver for the expansion of the virtual reality market in the education sector.

Which Companies Are Leading in the Virtual Reality In Education Market?
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

What Are the Major Trends Shaping the Virtual Reality In Education Market?
The advancement of Augmented Reality (AR) applications through the impending 5G technology is redefining virtual reality in the education sector. The high-speed network offered by 5G allows for a hands-on experience and easy app access, a struggle encountered with the 4G technology when implementing Virtual or Augmented Reality in educational apps. These robot applications aid in addressing learning problems, granting students the chance to receive education from home while also accessing cloud-based resources swiftly. For example, National University, an American private institution, is set to initiate a virtual reality campus in June 2023. The innovative virtual campus will use virtual and augmented reality to boost teaching, learning, and student participation, beginning this year for a few select programs. It will facilitate online students to navigate through the campus, attend classes, interact with colleagues and mentors, and be involved in activities, replicating a physical environment.

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What Are the Top Revenue-Generating Geographies in 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

Frequently Asked Questions:
1. What Is the Market Size and Growth Rate of the Virtual Reality In Education Market?
2. What is the CAGR expected in the Virtual Reality In Education Market?
3. What Are the Key Innovations Transforming the Virtual Reality In Education Industry?
4. Which Region Is Leading the Virtual Reality In Education Market?

Why This Report Matters:

Competitive overview: This report analyzes the competitive landscape of the 3D imaging software market, evaluating key players on market share, revenue, and growth factors.

Informed Decisions: Understand key strategies related to products, segmentation, and industry trends.

Efficient Research: Quickly identify market growth, leading players, and major segments.

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Learn More About The Business Research Company
With over 15,000+ reports from 27 industries covering 60+ geographies, The Business Research Company has built a reputation for offering comprehensive, data-rich research and insights. Our flagship product, the Global Market Model delivers comprehensive and updated forecasts to support informed decision-making.

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