Metaverse in Education Market by Component (Hardware (AR devices, VR devices, MR devices, and interactive displays and projectors), Software, Professional Services), End User (Academic and Corporate) and Region - Global Forecast to 2028
The global Metaverse in Education Market is expected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028, with a compound annual growth rate (CAGR) of 37.7%. The Metaverse provides a unique outlook on the future education path; experiential learning will be improved through simulations and virtual recreations. Metaverse can enable students to participate in experiments and scenarios precisely rendered in 3D. It helps make intangible ideas more tangible. Anyone with an internet connection can access virtual learning environments and materials in the Metaverse. The Metaverse facilitates collaborative learning by enabling students to collaborate in virtual spaces. Students can engage in group projects, brainstorm ideas, and solve problems collectively. Such factors are expected to drive the adoption of Metaverse in the education market.
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Metaverse in Education Market Dynamics
Driver: Increase in industry training and deployment in the education sector
Comprehensive reality technologies could significantly alter the learning process. Educational institutions are under intense pressure to provide the best learning environments and excellent, technology-based instruction to a student who is becoming increasingly diverse. Making knowledge extraordinarily accessible and engaging for students has been the primary goal of this technology's deployment in education. Extended reality technology goes far further than this by improving learning experiences for students through incredibly realistic information displays, improved engagement with simulated settings, and significant cognitive load reductions for learners. Extensive expenditures are being made by universities such as the University of Michigan to integrate virtual reality technology into their residential and online courses for teaching and learning. The metaverse development has also given the education sector many options to modify many facets. Students can use VR to experience field trips, business visits, museums, exhibitions, and other activities.
Restraint: Requires reliable and scalable technology infrastructure
A dependable and scalable technical infrastructure is necessary to create a strong Metaverse in education. To meet the demands of virtual environments, educational institutions will need to invest in high-performance technology and network infrastructure. Further, due to considerations including location, socioeconomic background, and technological restrictions, certain students and teachers may not have full access to the Metaverse in the classroom. User adoption will be vital to the Metaverse's success in the classroom. Virtual worlds may include a learning curve, and teachers and students may be reluctant to adopt new technologies. Creating exciting and instructive information for the virtual world can be difficult. A unique set of abilities and knowledge are necessary to produce content that is both educational and interesting. Thus, the Metaverse in education will raise privacy and security issues like any other online platform. Educational institutions must ensure enough security measures to protect student information and keep a safe learning environment.
Opportunity: Students can study through the immersive experience offered by Metaverse
The Metaverse is a virtual environment where users can interact with others and participate in various activities. The Metaverse offers students, teachers, and educational institutions several educational opportunities. Here are some fundamental changes in the Metaverse's educational industry. The Metaverse can be tailored to each learner's specific need. This entails developing customized avatars, establishing unique learning objectives, and personalizing the learning environment to accommodate various learning preferences. Regardless of where they are physically located, students can cooperate and communicate with others in real-time via the Metaverse. Enhancing interpersonal skills encourages teamwork and social learning. For students who might not have access to conventional educational resources, the Metaverse offers access to education. For instance, accessible and inclusive virtual learning environments can help students from remote locations or those with disabilities.
Challenge: Fear of content development, digital inequality, and access issues
Access and connectivity are two significant obstacles to using the Metaverse for education. High-speed internet and cutting-edge electronics are necessary for the Metaverse to function correctly. High-speed internet is still not generally accessible or reasonably priced in many parts of the world, making it difficult for students and teachers to access metaverse content. Another challenge facing the education sector is the digital divide. Not all students and teachers have the same access to tools such as PCs, VR headsets, and other metaverse-related devices. This may lead to differences in education, making it challenging for everyone to use the Metaverse as a learning tool. Lastly, producing top-notch content for the Metaverse takes a lot of work and time. Various abilities, such as 3D modeling, programming, and game design, are needed. It can be extremely difficult for educators and developers to create educational content that adheres to curricular standards while simultaneously being exciting and participatory.
Metaverse in the Education Market Ecosystem
Prominent companies in this market are responsible for delivering Metaverse in education solutions and services to end users via various deployment models. These companies have been operating in the market for several years and possess a diversified product portfolio, state-of-the-art technologies, and strong global sales and marketing networks. Prominent companies in this market include Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), and Unity Software Inc. (US).
Based on end-user, the academic segment holds the largest market share during the forecast period
Based on the end user, the Metaverse in the education market is segmented as academic and corporate. As per segment, academics is expected to hold the largest market share during the forecast period. The academic segment includes K-12 and higher education. The concept of the Metaverse has gained significant attention in both K-12 and higher education. The use of the Metaverse for immersive and interactive learning experiences is being investigated by academics interested in education. They look at how virtual learning environments, computer simulations, and teamwork situations can enhance education and training. The typical education courses for K–12 and higher education are in the academic user's category. Academics utilize Metaverse to increase the effectiveness of the learning process. Many colleges use this technology to boost academic achievement since it facilitates mobility, interaction, and real-time instruction, streamlining the educational process.
Based on academic, the K-12 segment holds the highest CAGR during the forecast period
Based on the academic segment, the Metaverse in the education market is segmented as K-12 and higher education. As per academic segment, K-12 is expected to hold the highest CAGR during the forecast period. The K–12 education system, which typically serves students from 4 to 18 years old, includes essential elementary and secondary education. Each country has a unique spectrum of these levels. The K–12 educational system is designed to provide students with a strong foundation of knowledge and skills they can use to further their education or find work. It also intends to help students in acquiring the critical thinking, problem-solving, and communication skills essential for success in the twenty-first century. Further, children's lives are substantially impacted by technology due to how it dominates so many of their daily activities. In kindergarten courses, technology is easy to utilize and beneficial for teachers as well as students. This educational technology has a significant impact on their learning preferences, which makes students active participants in the learning process. The way that students learn in K–12 is fundamentally changing. More flexible, blended programs are taking the place of traditional classrooms. Teachers are employing more digital technologies to enhance the overall learning experience for students. Additionally, K–12 educational institutions can create digital classrooms that resemble real classrooms using the metaverse. Learning may be made more engaging and interactive by allowing students to interact with objects and scenarios to increase their understanding of the subject. Students may have the opportunity to collaborate and communicate with one another through the metaverse, promoting a more social learning environment. Students may profit from this since they gain valuable social skills and the opportunity to learn from many views.
The US market is projected to contribute the largest share of the metaverse in education market in North America.
North America is expected to lead the Metaverse in the education market in 2023. The US is estimated to account for the largest market share in North America in 2023 in the Metaverse education market, and the trend is expected to continue until 2028. Metaverse in education has attracted a lot of interest and funding in the United States at present. Universities consider employing augmented reality (AR) and virtual reality (VR) technologies to provide immersive learning environments. Harvard University has produced a VR experience that enables students to investigate the molecular structure of proteins.
Key market players
The Metaverse in the education market is dominated by a few globally established players such as 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), and Baidu, Inc. (China) among others, are the key vendors that secured Metaverse in education contracts in last few years. These vendors can bring global processes and execution expertise; the local players only have local expertise. Driven by increased disposable incomes, easy access to knowledge, and fast adoption of technological products, buyers are more willing to experiment/test new things in the Metaverse in the education market.
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Report Metrics |
Details |
Market size value in 2023 |
USD 3.9 Billion |
Market size value in 2028 |
USD 19.3 Billion |
Growth rate |
CAGR of 37.7% |
Market size available for years |
2018–2028 |
Base year considered |
2022 |
Forecast period |
2023–2028 |
Forecast units |
Value (USD Billion) |
Segments Covered |
Component, End User, and Region |
Geographies Covered |
North America, Europe, Asia Pacific, Middle East and Africa, and Latin America |
Companies Covered |
Some of the significant metaverses 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), and Baidu, Inc. (China). |
This research report categorizes the metaverse in the education market based on component, end user, and regions.
Based on the Component:
-
Hardware
- AR Devices
- VR Devices
- MR Devices
- Interactive Displays and Projectors
-
Software
- Extended Reality Software
- Gaming Engines
- Metaverse Platforms
- 3D Mapping, Modelling, and Reconstruction
-
Professional Services
- Application Development and System Integration
- Strategy and Business Consulting
Based on the End User:
-
Academic
- K-12
- Higher Education
- Corporate
Based on the Region:
-
North America
- United States
- Canada
-
Europe
- UK
- Germany
- France
- Rest of Europe
-
Asia Pacific
- China
- Japan
- India
- Rest of Asia Pacific
-
Middle East & Africa
- Kingdom of Saudi Arabia
- United Arab Emirates
- Rest of the Middle East & Africa
-
Latin America
- Brazil
- Mexico
- Rest of Latin America
Recent developments:
- In March 2023, Microsoft launched Microsoft Mesh as a new mixed-reality platform that enables users to collaborate and interact with each other in a shared virtual space. Mesh provided users with various tools for creating and customizing virtual avatars, objects, and environments. Mesh was also integrated with other Microsoft products like HoloLens and AltspaceVR to enable cross-platform collaboration.
- In January 2022, HP Inc. unveiled HP Fortis laptops, a new line of PCs designed to handle the demands of classrooms. Further, the new HP Fortis portfolio, designed for active and mobile learners, represents the strength and toughness required to help survive drops, resist spills, and keep keys where they belong: on the keyboard. Students of all ages find gripping and handling lightweight devices simpler because of the textured surfaces.
- In April 2021, Unity Reflect launched as a real-time 3D rendering and visualization platform that allowed designers and architects to create immersive, interactive 3D models of buildings and other structures. These models could be used for virtual walkthroughs, design reviews, architecture, engineering, education, and construction applications.
Frequently Asked Questions (FAQ):
What is Metaverse in education?
According to ViewSonic, The Metaverse is a virtual environment where users may come together simultaneously and engage in rich social interactions. It's most frequently linked to blockchain technology, social media-like features, VR, AR, and controllable avatars. Further, in the Metaverse, education typically uses avatars, virtual representations of users that students can use to communicate with one another. Teachers can communicate with each other in these virtual learning environments using their avatars, simulating an educational setting. The surrounding virtual environment can be easily modified to fit the lessons being taught, drastically expanding the learning potential.
According to LeewayHertz, the integration of virtual reality (VR), augmented reality (AR), and other immersive technologies into the learning process are referred to in the field of education as the metaverse. It envisions a digital space where educators and students can communicate, work together, and study in a virtual setting that replicates the real world or opens new possibilities.
Which country is an early adopter of Metaverse in education?
The US is at the initial stage of adopting the Metaverse in education.
Who are vital clients adopting Metaverse in education?
Key clients adopting the Metaverse in the education market include: -
- Schools
- Colleges
- Universities
- Corporates
- Administrators
Which are the key vendors exploring Metaverse in education?
Some of the significant Metaverse in education 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).
What is the total CAGR expected to be recorded for the Metaverse in the education market during 2023-2028?
The market is expected to record a CAGR of 37.7% from 2023-2028
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This research study involved extensive secondary sources, directories, and paid databases, to identify and collect information useful for this technical, market-oriented, and commercial study of the metaverse in the education market. In-depth interviews were conducted with various primary respondents, including key industry participants, subject matter experts, C-level executives of key market players, and industry consultants, to obtain and verify critical qualitative and quantitative information and assess the market prospects. The following figure highlights the market research methodology applied in developing this report on the metaverse in the education market.
Secondary Research
The secondary research process referred to various secondary sources to identify and collect information for this study. The secondary sources included annual reports, press releases, investor presentations of companies, and whitepapers; certified publications; and articles from recognized associations and government publishing sources. Secondary research was used to obtain critical information about the industry's value chain, the pool of key players, market classification, segmentation according to industry trends to the bottom-most level, and key developments from the market and technology-oriented perspectives.
Primary Research
In the primary research process, various primary sources from the supply and demand sides of the metaverse in the education market ecosystem were interviewed to obtain qualitative and quantitative information. The primary sources from the supply side included industry experts, such as Chief Executive Officers (CEOs), Vice Presidents (VPs), marketing directors, technology and innovation directors, and related key executives from various vendors providing various metaverse offerings; associated service providers; and channel partners operating in the targeted countries. All parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to arrive at the final quantitative and qualitative data.
After the complete market engineering process (including calculations for market statistics, market breakup, market size estimations, market forecasting, and data triangulation), extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. The primary research also helped identify and validate the segmentation types; industry trends; key players; a competitive landscape of different market players; and fundamental market dynamics, such as drivers, restraints, opportunities, challenges, industry trends, and key strategies. The bottom-up approach was extensively used in the complete market engineering process and several data triangulation methods to perform market estimation and market forecasting for the overall market segments and subsegments listed in this report. The entire market engineering process was extensive qualitative and quantitative analysis to record the critical information/insights throughout the report.
The Breakup of Primary Profiles:
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Market Size Estimation
Both top-down and bottom-up approaches were used to estimate and forecast the metaverse in the education market and other dependent submarkets. The bottom-up procedure was deployed to arrive at the overall market size using the revenues and offerings of the key companies in the market. With data triangulation methods and validation through primary interviews, this study determined and confirmed the exact value of the overall parent market size. The overall market size was then used in the top-down procedure to estimate the size of other individual markets via percentage splits of the market segments.
Data Triangulation
The market was split into several segments and subsegments after arriving at the overall market size—using the market size estimation processes as explained above. Where applicable, data triangulation and market breakdown procedures were employed to complete the overall market engineering process and determine the exact statistics of each market segment and subsegment. The data was triangulated by studying various factors and trends from government agencies' demand and supply sides.
Market Definition
Metaverse in education refers to a virtual or immersive digital environment explicitly designed for educational purposes. It combines elements of VR, AR, and other interactive technologies to create a simulated world where students and educators can engage in immersive and collaborative learning experiences.
Key Stakeholders
- Metaverse platform and services providers
- Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) device manufacturers
- Professional service providers and consulting companies
- Educators, universities, and corporate trainers
- Raw material suppliers
- Semiconductor Foundries
- Original Equipment Manufacturers (OEM)
- Government organizations, forums, alliances, and associations
- System Integrators (SIs) and Value-added Resellers (VARs)
- Research organizations
- Technology standard organizations, forums, alliances, and associations
- Technology investors
- End-use Verticals
Report Objectives
- To describe and forecast the metaverse in the education market based on components, end users, and regions.
- To forecast the market size of five main regions: North America, Europe, Asia Pacific, Middle East & Africa, and Latin America
- To strategically analyze the market's subsegments for individual growth trends, prospects, and contributions to the total market
- To provide detailed information related to the significant factors influencing the growth of the market (drivers, restraints, opportunities, and challenges)
- To analyze industry trends, patents and innovations, and pricing data related to the market.
- To analyze the opportunities in the market for stakeholders and provide details of the competitive landscape.
- To track and analyze competitive developments, such as product developments, product enhancements, partnerships, and collaborations, in the market.
Available Customizations
With the given market data, MarketsandMarkets offers customizations per the company's specific needs. The following customization options are available for the report:
Product Analysis
- The product matrix provides a detailed comparison of the product portfolio of each company.
Geographic Analysis
- Further breakup of the metaverse in the education market
Company Information
- Detailed analysis and profiling of additional five market players
Growth opportunities and latent adjacency in Metaverse in Education Market