Metaverse in Education Market

Key players have adopted various strategies such as new product launches, contracts, partnerships, and mergers & acquisitions to strengthen market dominance in Metaverse in Education Market

The metaverse in education market size 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. In the metaverse, educators usually use avatars, virtual representations of users that students can use to communicate with one another. Moreover, teachers can communicate with each other in these virtual learning environments using their avatars and simulating a classroom setting.

The surrounding virtual environment can be easily modified to fit the lessons taught, significantly expanding the learning potential. For instance, students could engage in a 3D simulation of the human body or a virtual world simulation of historical events. Students can participate in online classes and collaborate with classmates from any location using the metaverse for remote education. Such factors are driving the growth of the market.

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Major vendors in this market are based in North America and Asia Pacific. Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China) are among a few leading players operating in the metaverse in the education market. These vendors can concentrate on forming new connections and partnerships. Key players have adopted various strategies such as new product launches, contracts, partnerships, and mergers & acquisitions to strengthen market dominance.

Unity Software Inc.

Unity Software is a platform that helps creators bring their visions to reality, including game developers, artists, architects, educators, automobile designers, and filmmakers. The Unity platform offers a complete range of software options for developing and managing real-time 2D and 3D content for various devices, including mobile phones, tablets, PCs, consoles, and AR and VR headsets. With the introduction of products such as Unity VR, which offers tools for developing VR applications, and Unity MARS, which enables developers to create AR experiences that combine digital material with the actual world, Unity has also entered the virtual and augmented reality spaces. For educational uses, such as training simulations, virtual field trips, and interactive science experiments, Unity Software can be utilized to create immersive and interactive experiences. Moreover, Unity Software can be considered a tool for creating educational environments like the metaverse. Many tools and services that Unity has developed can be used to create educational content, including Unity Learn, which offers tutorials and learning resources for beginners, and Unity Asset Store, which provides a wide selection of pre-built assets and tools that can be used to create educational content quickly and easily.


ClassVR is one of the leading technologies designed to help and raise engagement & increase knowledge retention for students of all ages. It offers virtual reality headsets for schools with intuitive controls for teachers, an original user interface for students, gesture controls, and incorporated educational resources. It provides different VR/AR content, such as explorable scenes. The platform is aimed at K-12 schools and offers a range of curriculum-aligned resources across multiple subject areas, including science, history, and geography. VR experiences are designed to be immersive and engaging, allowing students to explore complex concepts and topics directly and interactively. ClassVR also offers a content creation tool, allowing teachers to create and customize their VR experiences to fit their curriculum and learning objectives. Additionally, the platform includes management and tracking tools, enabling teachers and administrators to monitor student progress and usage of the VR resources.

Related Reports:

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

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Metaverse in Education Market Size,  Share & Growth Report
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