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Soaring Demand Set to Propel Virtual Reality In Education Market to $85.41 Billion by 2029
Use code ONLINE20 to get 20% off on global market reports and stay ahead of tariff changes, macro trends, and global economic shifts.What Is the Expected CAGR for the Virtual Reality In Education Market Through 2025?
In recent years, the market size for virtual reality in education has experienced rapid expansion. With an estimated increase from $16.13 billion in 2024 to $22.16 billion in 2025, it boasts a compound annual growth rate (CAGR) of 37.3%. The historical growth has been driven by factors such as the rise in online education adoption, demand for customized and interactive learning experiences, increased use of virtual learning environments, the substitution of traditional learning materials with VR, and greater access to mobile education.
What's the Projected Size of the Global Virtual Reality In Education Market by 2029?
The market size in the educational sector for virtual reality is projected to experience considerable expansion in the coming years. This sector is predicted to reach a value of $85.41 billion by the year 2029, flourishing at a compound annual growth rate (CAGR) of 40.1%. This growth during the forecast period is credited to factors such as an increase in internet usage rates, a surge in demand for engrossing educational experiences, a broadening utilisation of VR in areas like K-12, higher education and vocational training. Other contributing factors include continual investment in RD, as well as a rising interest in developing VR educational content. Notable trends during this forecast period encompass the development of collective VR environments aimed at group learning, the employment of VR for skill-specific training and simulations, the introduction of game elements into VR education, the creation of VR educational analytics for monitoring performance, as well as the amalgamation of augmented reality (AR) with virtual reality in the educational field.
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Top Growth Drivers in the Virtual Reality In Education Industry: What's Accelerating the Market?
Internet penetration is on the surge and is set to propel growth in the virtual reality education market in the years to come. The internet is undeniably essential in today's world, with a significant portion of society being engrossed in digital technology. The internet has evolved into an efficient platform for offering virtual courses due to its stable interface, low connection expense, and global attractiveness. For instance, the Government of Canada projects that, by 2026, 98% of Canadians will have high-speed Internet access, which is expected to reach 100% by 2030, signifying complete Internet penetration across the country. In addition, the International Telecommunication Union (ITU), an information and communication technologies agency based in Switzerland, reported that global internet usage stood at 5.1 billion people in 2022, equating to 65% of the total population. By 2023, this number rose to 5.4 billion, accounting for 67% global internet penetration. Thus, the escalating internet usage is driving the growth of the virtual reality education market.
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What Trends Will Shape the Virtual Reality In Education Market Through 2029 and Beyond?
The influx of Augmented Reality (AR) applications, paved by the forthcoming 5G technology, is molding the future of virtual reality in the educational sector. The swift network connectivity provided by 5G enhances the user experience and simplifies the use of apps, unlike the 4G technology that encounters difficulties in incorporating Virtual or Augmented Reality into education-based applications. These assistive robot applications enable children to overcome learning barriers, facilitating home-based education while speeding up access to cloud-stored content. For instance, National University, an American private university, plans to inaugurate a virtual reality campus in June 2023. This cutting-edge virtual campus will employ both virtual and augmented reality to further improve teaching methodologies, learning experiences, and student involvement, commencing this year for certain programs. This platform will empower remote learners to navigate the campus, attend sessions, mingle with classmates and faculty, and take part in activities just as they would in a physical learning environment.
What Are the Main Segments in the Virtual Reality In Education Market?
The virtual reality in educationmarket 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 Top Companies are Driving Growth 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
Which Regions Will Dominate the Virtual Reality In Education Market Through 2029?
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
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