Future of Education Unfolding: AR and VR in Education Market Surges to $14.2 Billion


Posted December 1, 2023 by avinashgogawale14

With a projected CAGR of 29.6%, the AR and VR in Education Market is expected to rise from its estimated USD 2.9 billion in 2022 to USD 14.2 billion by 2028.

 
It is projected that the Augmented Reality (AR) and Virtual Reality (VR) in Education Market, which was estimated to be worth USD 2.9 billion in 2022, will expand at an impressive rate and reach USD 14.2 billion by 2028. Throughout the projection period, this trajectory shows a strong Compound Annual Growth Rate (CAGR) of 29.6%.

The revolutionary effect these technologies have on learning experiences is the driving force behind the increase in demand for AR and VR devices in the educational sector. Combining AR and VR creates immersive and interactive learning environments by enabling improved comprehension through visualisation. The need for AR and VR technology is growing due to ongoing innovation and expansion, which positions these technologies as essential elements in revolutionising and expanding the worldwide educational scene.

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Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Lenovo (Hong Kong), Anthology Inc. (US), Dell Inc. (US), IBM (US), Cornerstone (US), Oracle (US), Edvance360 (US), Electa Communications Ltd (Canada), BrainCert (US), SkyPrep Inc (Canada), Impero Solutions Ltd. (UK), WizIQ (US), BigBlueButton Inc. (Canada), Digital Samba (Spain), TutorRoom (Taiwan), Wikitude (Austria), PTC (US) are some of the key players in the AR and VR in education market. These players have adopted growth strategies to retain their presence in the AR and VR in Education Market. Product launches and developments have been the most dominating strategy adopted by the key players from 2020 to 2023 to help them broaden their customer base.

SONY GROUP CORPORATION

The well-known international technology and media conglomerate Sony Group Corporation is involved in many aspects of the creation, design, production, and marketing of electronic instruments, gadgets, and equipment for use by consumers and businesses alike. With its main base of operations in Asia, Sony has a significant impact on a number of industries, including network services, financial services, and advertising agencies in Japan. Game & Network Services, Music, Pictures, Entertainment, Technology & Services, Imaging & Sensing Solutions, and Financial Services are the company's discrete reportable segments. Sony provides Virtual Reality (VR) and Augmented Reality (AR) experiences in these sections, demonstrating its dedication to technological innovation and improvements in immersive entertainment and sensing technologies.

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HTC CORPORATION

The esteemed HTC Corporation is well-known for its proficiency in the design, development, and production of smartphones, virtual reality (VR) apparatuses, and other electronic products. HTC works with upstream suppliers for operating systems and components because its main product is smartphones; downstream channels include telecom service providers, distributors, and retailers. With the release of the HTC Vive, a virtual reality headset created in partnership with Valve Corporation, HTC achieved significant exposure and won multiple accolades at the 2016 Consumer Electronics Show (CES), including the esteemed Best of CES title. Beyond VR headsets, HTC keeps coming up with new ideas and growing the range of VR products it offers. With operations around the globe, HTC Corporation is further strengthened in the Americas, Europe, and Asia through its subsidiaries, which include Communications Global Certification in Taiwan, HTC America in the United States, High Tech Computer Asia Pacific in Singapore, and HTC America Innovation.

GOOGLE

As a leader in the world of technology, Google works in many different domains, such as search, operating systems, platforms, hardware, and enterprise solutions, and advertising. Within Alphabet, Inc., Google's three operating segments—Google Services, Google Cloud, and Other Bets—contribute substantially to the company's revenue. Regarded as a media and high-tech business, Alphabet specialises in augmented and virtual reality (AR/VR) technologies. Google's augmented reality (AR) projects include the ArCore platform, the Google Glass AR glasses, and the incorporation of AR technology into Google's current products, such as Google Maps, Google Search, and the Pixel Camera. Google's Tango AR computing platform uses computer vision to let mobile devices determine their location independently of outside signals. Google's commitment to advancing immersive technologies is demonstrated by the wide range of AR/VR products the business offers, including head-mounted devices, software development kits (SDKs), software solutions, and applications.

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META

Leading social metaverse startup Meta, formerly Facebook, is committed to creating technology that promotes relationships, community development, and commercial success. Reality Labs (RL) and Family of Apps (FoA) are the two main business segments. While the RL category concentrates on consumer gear, software, and content linked to augmented and virtual reality, the FoA segment includes well-known platforms like Facebook, Instagram, Messenger, WhatsApp, and other services. Among the ground-breaking AR and VR technologies that Meta has unveiled are the Oculus Quest 2, a stand-alone VR headset, and Portal, a smart display that uses augmented reality to improve video chats. Notably, users may produce expansive, immersive AR experiences with the help of Meta Spark Studio, an AR development platform. These developments highlight Meta's commitment to developing augmented reality technology and giving content producers the resources they need to produce engaging AR experiences. Meta seeks to reshape augmented reality by means of technological know-how and strategic investments, offering its consumers immersive and game-changing experiences.

MICROSOFT

Microsoft is a well-known multinational technology company that offers a wide array of products and services, including computer software, consumer devices, and internet services. Microsoft, a well-known brand from Windows, Office, and Xbox gaming consoles, is a significant force in cloud computing, especially with Azure, a top worldwide cloud platform. Microsoft offers operating systems, productivity apps, server solutions, gaming consoles, and a variety of cloud-based services. Its business segments include Productivity and Business Processes, Intelligent Cloud, and More Personal Computing. Among its notable inventions are mixed reality solutions and the augmented reality headgear HoloLens, which are intended for a variety of uses including entertainment, education, and training. Microsoft's cutting-edge augmented reality headset, HoloLens 2, is a prominent player in the augmented reality market, demonstrating the company's dedication to leading transformational technologies.

News Covered:

https://www.globenewswire.com/fr/news-release/2019/09/30/1922599/0/en/Virtual-Classroom-Market-Expected-to-Reach-19-6-billion-by-2023-Report-by-MarketsandMarkets.html?culture=fr-ca

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Last Updated December 1, 2023