Global AR/VR in Education and Training for K-12 Market – Industry Trends and Forecast to 2032

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According to recent research conducted by Mercatus Research (MR), the global AR/VR in Education and Training for K-12 market exhibited promising growth, valued at US$ million in 2023. This sector is anticipated to further expand, reaching a revised size of US$ million by 2030, with a projected Compound Annual Growth Rate (CAGR) of 10.199999999999999% during the review period.

The study sheds light on the immense potential of the global AR/VR in Education and Training for K-12 market. AR/VR in Education and Training for K-12 are poised for consistent growth in the forthcoming market landscape. Nevertheless, achieving widespread adoption of AR/VR in Education and Training for K-12 hinges on product differentiation, cost reduction, and supply chain optimization. Market participants must prioritize investments in research and development, establish strategic partnerships, and align their product offerings with evolving consumer preferences to harness the substantial opportunities inherent in the AR/VR in Education and Training for K-12 market.

REPORT METRIC DETAILS
Forecast Period 2024 – 2032
Base Year 2023
Historic Years 2018 – 2023
CAGR % 10.199999999999999%
Quantitative Units Revenue in USD Million
Market Players Covered Google (ARCore for Education), Apple (ARKit), Meta (Spark AR for Schools), HTC Vive Focus, Samsung Gear VR, Discovery Education, EVERFI, Labster, Nearpod, Merge Edu, Talespin
Key Regions Covered North America, Europe, Asia Pacific, Latin America and Rest of the World
Market Drivers Enhanced learning experiences and student engagement.

Simulation-based learning for practical skills development.

Personalized learning paths and adaptive assessments.

Market Restrain Cost barriers and accessibility challenges in K-12 education.

Integration complexities with existing educational systems.

Concerns over screen time and potential distractions for students.

Key Aspects Covered:

Market Size and Growth: The research report presents an overview of the current market size, historical data, and market segmentation by type by applications etc. Additionally, it provides regional breakdowns, offering a comprehensive understanding of the market’s scope and potential.

Market Drivers and Challenges: The report analyzes the factors propelling the growth of AR/VR in Education and Training for K-12, including government regulations, environmental concerns, technological advancements, and evolving consumer preferences. It also delves into challenges faced by the industry, such as infrastructure limitations and high upfront costs.

Competitive Landscape: The research delves into the competitive landscape, profiling key players. It examines their market share, strategies, and product offerings, while also highlighting emerging players and their potential impact on the market.

Technological Developments: The report explores the latest technological advancements in the AR/VR in Education and Training for K-12 sector, encompassing innovations, investments, and new entrants that are shaping the industry’s future.

Consumer Preferences: Insight into customer procurement behavior, preferences, and factors influencing purchasing decisions are detailed. This includes preferences for specific AR/VR in Education and Training for K-12 products.

Government Policies and Sustainability: An analysis of government policies, subsidies, tax incentives, and their effectiveness in promoting the AR/VR in Education and Training for K-12 market is included. Additionally, the report assesses the environmental impact and sustainability aspects of the industry.

Market Forecasts and Outlook: Based on comprehensive analysis, the report provides market forecasts, growth rates, regional trends, and predictions concerning technological advancements and policy developments, offering a holistic view of the market’s future.

Recommendations and Opportunities: The report concludes with strategic recommendations for industry stakeholders, policymakers, and investors. It identifies potential opportunities, key trends, and challenges, guiding market players to make informed decisions.

AR/VR in Education and Training for K-12 Market Drivers:

  • Enhanced learning experiences and student engagement.
  • Simulation-based learning for practical skills development.
  • Personalized learning paths and adaptive assessments.

AR/VR in Education and Training for K-12 Market Restrain:

  • Cost barriers and accessibility challenges in K-12 education.
  • Integration complexities with existing educational systems.
  • Concerns over screen time and potential distractions for students.

AR/VR in Education and Training for K-12 Market Segmentation:

The AR/VR in Education and Training for K-12 market is segmented By Type

  • Augmented Reality (Interactive Learning Experiences)
  • Virtual Reality (Immersive Field Trips, Historical Simulations)

The AR/VR in Education and Training for K-12 market is segmented By Application

  • Science Education
  • Math Education
  • History Education

The report further divides the market by Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Note: Please feel free to reach out to us for further details on the comprehensive segmentation of the report. Our bespoke research will meticulously address the business information you seek, facilitating the formulation of strategic and profitable business decision.

These insights provide a comprehensive understanding of the global AR/VR in Education and Training for K-12 market, offering valuable guidance for businesses and investors aiming to navigate this dynamic industry landscape.

The profiled companies were meticulously selected based on insights garnered from primary experts and a comprehensive analysis of their company coverage, product portfolio, and market penetration.

Google (ARCore for Education), Apple (ARKit), Meta (Spark AR for Schools), HTC Vive Focus, Samsung Gear VR, Discovery Education, EVERFI, Labster, Nearpod, Merge Edu, Talespin & Others.

Key Questions Explored in this Report:

  • What is the projected growth trajectory of the global AR/VR in Education and Training for K-12 market over the next ten years?
  • What are the primary factors propelling the expansion of the AR/VR in Education and Training for K-12 market, both globally and across distinct regions?
  • Which emerging technologies are anticipated to exhibit the most rapid growth within the AR/VR in Education and Training for K-12 market, categorized by market and region?
  • How do AR/VR in Education and Training for K-12 market opportunities vary in relation to end market size?

How does the AR/VR in Education and Training for K-12 market break down by type and application?

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