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The global immersive technology in education sector market is accounted to register a CAGR of XX% during the forecast period and is estimated to reach USD XX Billion by 2032

Real-world Simulations, Personalized Learning, and Improved Learning Experience Globalization is Incorporated into corporate training and professional development, immersive technology can link students and educators from different parts of the world, is expected to drive market expansion in the near future at a CAGR of XX% during the forecast period 2023 to 2032.


Market Research Future (MRFR) has published a cooked research report on the Global Immersive Technology in Education Sector Market that contains information from 2018 to 2032. The immersive technology in education sector market is estimated to register a CAGR of XX% during the forecast period of 2023 to 2032.


MRFR recognizes the following companies as the key players in the global immersive technology in education Sector market— Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG,CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC,HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, and Zeality Inc.


Immersive Technology in Education Sector Market Highlights


The global immersive technology in education sector market is accounted to register a CAGR of XX% during the forecast period and is estimated to reach USD XX Billion by 2032.


In the education sector, immersive technology is reshaping the learning experience. VR and AR are used for interactive lessons, virtual field trips, and skills training, providing students with engaging and practical education.


Segment Analysis


The global immersive technology market has been segmented into component, technology, and application.


On the basis of component, the market is segmented into Hardware (Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW)), Software/Platform, Services (Professional and Managed). The hardware segment dominated the market in 2022. The head-mounted displays (HMDs), the essential piece of hardware enabling VR and MR experiences, are the fundamental drivers behind this.


Based on technology, the global immersive technology market has been segmented into Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR) and 360 Film. The augmented reality (AR) segment dominated the market in 2022. Students' attention is captured by the immersive and interactive learning environment created by VR.


Based on application, the global immersive technology market has been segmented into Training & Learning, Emergency Services, Product Development and Sales & Marketing. The training & learning segment dominated the market in 2022. Effective remote training solutions are required due to the growth of distant work. Employers can give remote workers immersive training experiences that closely resemble classroom learning thanks to immersive technologies.


Regional Analysis


The global immersive technology in education sector market, based on region, has been divided into the North America, Europe, Asia-Pacific, and Rest of the World. North America consists of US and Canada. The Europe Immersive Technology in Education Sector market comprises of Germany, France, the UK, Italy, Spain, and the rest of Europe. The Immersive Technology in Education Sector market in Asia-Pacific has been segmented into China, India, Japan, Australia, South Korea, and the rest of Asia-Pacific. The Rest of the World Immersive Technology in Education Sector market comprises of Middle East, Africa, and Latin America.


The North America immersive technology in education sector market dominated this market in 2022 (45.80%). The Silicon Valley region of California is a hub for technological innovation on a global scale. Startups like Magic Leap and Oculus VR, which Facebook recently acquired, are producing cutting-edge VR and AR products in this region. These changes have an immediate effect on education. For instance, the University of Southern California's Institute for Creative Technologies uses virtual reality (VR) for military training and has created VR-based applications to aid soldiers suffering from post-traumatic stress disorder (PTSD).


Moreover, Europe holds the second-largest market share for immersive technology in education. At renowned European universities, immersive technology is being employed in educational programs more and more. The University of Cambridge in the United Kingdom offers a Virtual Learning Environment (VLE) that combines traditional instruction with VR and AR experiences in an effort to boost student engagement and comprehension.


Additionally, The Asia-Pacific immersive technology in education sector market is expected to grow at the fastest CAGR from 2023 to 2032. In countries with dense populations, like India, the need for education is fairly considerable. Immersive technologies are used by edtech companies to solve scalability problems. For instance, the Indian EdTech portal Vedantu uses VR and AR to deliver live, interactive tutoring sessions to students across the country.


Furthermore, the rest of the world's immersive technology in education sector market is divided into the Middle East, Africa, and Latin America. The education sector in Latin America is integrating immersive technology into learning, offering students interactive lessons, virtual field trips, and skill-building opportunities, transforming the educational landscape.


Key Findings of the Study



  • The global immersive technology in education sector market is expected to reach USD XX Billion by 2032, at a CAGR of XX% during the forecast period.

  • The Asia-Pacific region accounted for the fastest-growing global market. The need for education is quite great in nations like India that have dense populations. To overcome scalability issues, edtech companies use immersive technologies.

  • Based on application, the training & learning segment was attributed to holding the largest market in 2022.

  • Acer Inc., Atheer, Inc., AVEVA Group PLC, Barco NV, Blippar Ltd., Carl Zeiss AG,CM Labs Simulations Inc., EON Reality, Inc., FAAC Incorporated, Google, LLC,HCL Technologies Limited, Honeywell International, Inc., HTC Corporation, Immersive Media Company, Immersive Technologies Pty Limited, Lockheed Martin Corporation, Magic Leap, Inc., NCTech Limited, Oculus (Facebook Technologies, LLC.), Samsung Group, Sony Corporation, Unity Software Inc., Varjo Technologies Oy, VI-grade GmbH, and Zeality Inc.


 

 

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