Transformative Education: Augmented and Virtual Reality in Education Market Projected to Reach New Heights


Posted January 4, 2024 by avinashgogawale14

The Augmented and Virtual Reality in Education Market is anticipated to grow from its current estimated value of USD 2.9 billion in 2022 to USD 14.2 billion by 2028, with a predicted CAGR of 29.6%.

 
The Augmented and Virtual Reality (AR and VR) in Education Market is expected to develop at a remarkable rate, with a value of USD 14.2 billion by 2028, representing a remarkable compound annual growth rate (CAGR) of 29.6%.

The market is divided into segments according to device type, deployment techniques (on-premise, cloud), applications, and end-users (corporates, academic institutions), among other factors. Offering kinds include software, hardware, and services. This forecast highlights the growing use of AR and VR technologies in the education sector, with a global market expected to reach USD 2.9 billion in 2022. These technologies provide immersive and interactive learning experiences that improve comprehension and engagement for both professionals and students.

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A number of factors, such as the improved understanding made possible by visualisation techniques, the revolutionary effects of immersive AR and VR technologies on corporate training, the ongoing innovation and growth of AR and VR technology for educational purposes, the emergence of personalised learning experiences, and the emphasis on real-world applications for career readiness, are responsible for the surge in demand for AR and VR devices. These developments show how AR and VR are becoming increasingly valued in a variety of industries, helping to make learning and skill development more dynamic, interesting, and successful.

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

The AR and VR in education market in 2028 was primarily driven by the software segment, thanks to factors like cost reductions and technical developments. The development of AR and VR technology makes them more widely available and reasonably priced, allowing educational institutions to easily incorporate these tools into their courses. One of the most important ways that the widespread availability of user-friendly software tools and platforms helps schools create more AR and VR content is by removing obstacles. The increasing use and assimilation of these technologies in learning environments is revolutionising conventional teaching methods and improving the quality of education as a whole.

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

The cloud deployment sector asserted a sizable market share in AR and VR for education in 2028. Numerous factors, including as flexibility and scalability, lower infrastructure costs, accessibility for learning at any time and from any location, greater collaboration and content sharing capabilities, centralised management and updates, enhanced security, and data protection controls, are driving this expansion. The integration of cloud deployment with learning management systems further enhances its attractiveness in the context of augmented and virtual reality education. The extensive use of cloud-based solutions in educational settings can be attributed to their ongoing innovation and improvements.

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

Thanks in large part to developments in display technology, projectors and displays managed to acquire a significant market share in AR and VR by 2028. The constant advancement of display technology, characterised by sharper screens, better colour reproduction, and quicker refresh rates, has greatly improved the visual quality of AR and VR content. As a result of these advancements, experiences are becoming more realistic and immersive, which increases the need for high-quality projectors and displays that can produce these improved pictures.

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

North America held the greatest proportion of the AR and VR in education market in 2028. The region's educational system is always expanding because of the existence of esteemed universities and a dedication to providing top-notch instruction. Technological developments have accelerated the use of advanced classrooms and smart education in corporate and educational settings, creating learning environments customised to meet the needs of each individual. Having developed economies that allow for significant investments in R&D, the United States and Canada are notable players in this region's virtual classroom sector. The burgeoning startup scene in North America, in conjunction with the swift digitization and extensive integration of smart devices, has served as an additional catalyst for the expansion of the 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 January 4, 2024