Virtual Reality In Education Market Size to Grow Steadily, Projected to Hit $86.96 Billion by 2029 at 40.6% CAGR

The Business Research Company’s report on the Virtual Reality In Education Market provides insights into the global market size, growth rate, regional distribution, competitive landscape, key segments, emerging trends, and strategic opportunities.

What are the primary drivers fueling the growth of the virtual reality in education market in recent years?

The increasing internet penetration will drive the growth of virtual reality in the education market during the forecast period. The internet plays a crucial role in people’s lives today as a large portion of the population’s lives are immersed in digital technology. The internet has become an effective platform for conducting virtual courses due to its consistent interface, lower connection cost, and universal appeal. For instance, in 2023, according to the Government of Canada, a Canada-based federal administration, by 2026, high-speed Internet access in Canada is projected to reach 98% of the population. This will further increase to 100% by 2030, achieving full Internet penetration nationwide. Furthermore, according to the International Telecommunication Union (ITU), a Switzerland-based agency for information and communication technologies, in 2022, global Internet use reached 5.1 billion people, accounting for 65% of the population. By 2023, this increased to 5.4 billion, representing 67% Internet penetration worldwide. Therefore, the increasing internet penetration propels the virtual reality in the education market growth.

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What is the projected market size of the virtual reality in education industry, and how is it expected to grow?

The virtual reality in education market size has grown exponentially in recent years. It will grow from $16.13 billion in 2024 to $22.26 billion in 2025 at a compound annual growth rate (CAGR) of 38.0%. The growth in the historic period can be attributed to increasing adoption of online education, growing demand for interactive and personalized learning experiences, rising adoption of virtual learning environments, growing adoption of VR to replace physical learning materials, increased accessibility and mobility of education.

The virtual reality in education market size is expected to see exponential growth in the next few years. It will grow to $86.96 billion in 2029 at a compound annual growth rate (CAGR) of 40.6%. The growth in the forecast period can be attributed to increasing internet penetration rates, rising demand for immersive learning experiences, growing adoption of VR in k-12, higher education, and vocational training, continuous investments in research and development, growing investment in VR educational content development. Major trends in the forecast period include collaborative VR environments for group learning, use of VR for skill-based training and simulation, integration of gamification elements in VR education, development of VR educational analytics for performance tracking, integration of augmented reality (AR) with virtual reality in education.

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Who are the key players driving competition in the virtual reality in education market?

Major companies operating in the virtual reality in education market include Google LLC, Microsoft Corporation, Facebook Technologies LLC, International Business Machines Corporation, HTC Corporation, Unimersiv, SamsungSamsung Electronics Co Ltd, Lenovo Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd., Veative Labs Pvt. Ltd., VR Education Holdings plc, Cyberith Gmbh, Sixense Enterprises Inc., Vuzix Corporation, Schell Games LLC, Panasonic Holdings Corporation, Cornerstone OnDemand Inc., Blippar Limited, EON. Reality Inc., Treeview Co. Ltd., YORD Ltd., Immersive VR Education Limited, ThingLink Incorporated, Nearpod Inc., Oust Labs Pvt. Ltd., Filament Games LLC, Foundry 10, eXp World Technologies LLC

What key trends are expected to drive the virtual private network (vpn) market during the forecast period?

The development of Augmented Reality (AR) applications by leveraging the upcoming 5G technology is shaping virtual reality in the education market. With its high-speed network, 5G provides hands-on experience and helps access apps easily, whereas 4G technology struggles with the use of Virtual or Augmented Reality in educational applications. These robot applications help children to solve learning issues, allowing them to get an education from the comfort of their own homes while also allowing them to access cloud-based material more quickly. For instance, in June 2023, National University, a US-based private university, will launch a virtual reality campus. The new virtual campus will utilize virtual and augmented reality to enhance teaching, learning, and student engagement, launching this year for select programs. It will allow online learners to explore the campus, attend classes, interact with peers and instructors, and participate in activities as they would in a physical setting.

Which key geographies are driving the growth of the virtual reality in education market?

North America was the largest region in the virtual reality in education market in 2024.The regions covered in the virtual reality in education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

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What are the key segments driving growth in the virtual reality in education market?

The virtual reality in education market covered in this report is segmented –

1) By Component: Hardware, Solutions And Software

2) By Deployment: Cloud, On-Premises

3) By Application: Residential, Academic And Training Institutions, Other Applications

Subsegments:

1) By Hardware: VR Headsets, Motion Tracking Devices, Input Devices

2) By Solutions: VR Learning Platforms, Content Creation Tools, Training Simulations

3) By Software: Educational VR Applications, Curriculum Integration Software, Assessment And Evaluation Tools

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How is the virtual reality in education market defined?

Virtual reality (VR) is an artificial environment created with software that is presented to the user so that the user stops believing and accepts it as a real environment. It is used to enhance student engagement, provide hands-on training, and facilitate complex concepts in subjects like science, history, and engineering.

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