Unveiling the Future of Education: AR and VR in Education Market Worth $14.2 Billion by 2028


Posted August 2, 2023 by avinashgogawale14

With a projected CAGR of 29.6%, the Augmented and Virtual Reality in Education Market is expected to rise from its current estimated value of USD 2.9 billion in 2022 to USD 14.2 billion by 2028.
 
The research "Augmented and Virtual Reality in Education Market" offers a thorough examination of the global AR and VR in education market, taking into account a variety of offering kinds, device types, deployment choices, applications, and end-users across major geographies. The market was estimated to be worth USD 2.9 billion in 2022, and by 2028, it is anticipated to have grown impressively to be worth USD 14.2 billion. Between 2023 and 2028, its growth is anticipated to rise at an excellent CAGR of 29.6%. As these immersive technologies enable transformative learning experiences, promoting engagement and information retention among learners, they are being adopted by academic institutions and businesses at an increasing rate.

There are many reasons for the rising interest in AR and VR technology. The first benefit of these technologies is improved understanding through visualisation, which makes difficult ideas more approachable and interesting. Second, by offering immersive learning opportunities, they are revolutionising corporate training. Thirdly, the use of AR and VR technologies in education is being driven by continual innovation and growth in the fields, providing immersive and interactive learning experiences. The expansion of AR and VR devices in education and training is further supported by the emergence of personalised learning experiences. Last but not least, these technologies significantly increase the value of their appeal across a variety of businesses and educational settings by providing real-world application and career preparedness.

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By Offering Type: software segment to account larger market share in the forecasted year.

The software sector is anticipated to hold a greater market share in AR and VR in education in the predicted year 2028. Technology breakthroughs and cost reductions are the main drivers of this growth, making AR and VR solutions more available and cheap for educational institutions. Incorporating these technologies into teaching methods is further encouraged by the availability of user-friendly software tools and platforms. Additionally, traditional learning methodologies are changing as a result of the growing usage and integration of AR and VR in educational environments, providing students with improved educational experiences.

By Deployment: cloud to account for a larger market share in the forecasted year.

The cloud deployment is anticipated to hold a greater market share in AR and VR for education in the predicted year 2028. A number of important elements, notably the scalability and flexibility provided by cloud technologies, which enable educational institutions to quickly adjust to changing needs, are responsible for this expansion. Cloud deployment is a desirable choice for colleges and universities wishing to integrate AR and VR technologies due to the lower infrastructure expenses. Additionally, the cloud's accessibility allows for anytime, anywhere learning, encouraging student and educator cooperation and content sharing. While centralised management and updates increase productivity, strong security controls guarantee data privacy. Additional process streamlining is achieved by integration with learning management systems, and ongoing innovation and updates keep the technology at the forefront of educational innovations.

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By Device Type: projectors & displays device type to account for a larger market share in the forecasted year.

Projectors and displays are anticipated to have a greater market share in AR and VR in the anticipated year 2028. High-resolution displays, better colour reproduction, and faster refresh rates have considerably improved the visual quality of AR and VR material, resulting in more realistic and immersive experiences. Display technology developments have played a major role in this growth. Due to the increased need for high-quality projectors and display devices that can give these enhanced visuals, they have become the go-to option in the AR and VR market for giving users an immersive and lifelike experience.

North America is expected to hold the largest share of the AR and VR in the Education Market during the forecast period.

Throughout the projection period, North America is expected to keep holding the top spot in the market for AR and VR in education. Due to the prominence of its educational institutions and emphasis on high-quality education, North America already owned the highest share in 2028. The adoption of smart education and technologically sophisticated classrooms has expanded as a result of the region's technology breakthroughs, creating customised learning environments for both individuals and organisations. North America's virtual classroom market is largely driven by the US and Canada, which profit from significant R&D spending and a thriving startup scene. Rapid digitalization in the area, rising smart connected device use, and ongoing technical breakthroughs all contribute to the expansion of the education sector and further reinforce North America's leadership in the AR and VR education industry.

Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Anthology Inc. (US), Lenovo (Hong Kong).

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Last Updated August 2, 2023