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Rapid use of virtual technologies in the education sector is expected to drive market expansion shortly at a CAGR of 38.90% during the forecast period 2023 to 2032.

Market Research Future (MRFR) has published a cooked research report on the “Metaverse in Education Market” that contains information from 2018 to 2032. The Metaverse in Education Market is estimated to register a CAGR of 38.90% during the forecast period of 2023 to 2032.


MRFR recognizes the following companies as the key players in the global Metaverse in Education Market — Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China).


Metaverse in Education Market Highlights:


The global Metaverse in Education Market is accounted to register a CAGR of 38.90% during the forecast period and is estimated to reach USD 80.82 billion by 2032.


The increasing embrace of the metaverse and its tools, coupled with heightened investments in Metaverse ed-tech companies, are anticipated to be key drivers propelling market revenue growth throughout the forecast period. Notably, significant metaverse-based businesses are actively developing innovative platforms to foster more interactive and participatory teaching and learning experiences.


Segment Analysis


The global Metaverse in Education Market has been segmented based on the Component, and End User.


Based on the components, the market is segmented into Hardware (AR Devices, VR Devices, MR Devices, interactive Displays and Projectors), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, 3D Mapping, Modelling, and Reconstruction), and Professional Services (Application Development and System Integration, Strategy and Business Consulting). The hardware segment was attributed to holding the largest market share in 2022. The AR devices segment is anticipated to dominate the hardware market share. This technology allows users to visualize and engage with virtual elements or information within a real-world context. Various AR devices, such as smart glasses, headsets, and mobile devices, are available. Each type of device offers unique advantages and features, catering to diverse applications. These AR devices play a crucial role in crafting compelling and immersive learning experiences, aiding students in grasping intricate concepts. For example, through AR apps that overlay 3D models onto textbook images, students can explore and interact with these models within a metaverse.


Based on the end user, the Metaverse in Education Market has been segmented into Academic (K-12, Higher Education) and Corporate. The academic segment was expected to hold the largest market share in 2022. The K-12 education system, catering to students aged 4 to 18, encompasses primary and secondary education and varies in structure across countries. Its primary goal is to furnish students with a robust foundation of knowledge and skills that can serve as a springboard for higher education or entry into the workforce. Furthermore, the system aims to equip students with crucial abilities such as critical thinking, problem-solving, and effective communication, all of which are vital for success in the contemporary era.


Regional Analysis


The global Metaverse in Education Market, based on region, has been divided into North America, Europe, Asia-Pacific, and Rest of the World. North America consists of the US and Canada. The Europe Metaverse in Education Market comprises Germany, France, the UK, Italy, Spain, and the rest of Europe. The Metaverse in Education 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 Metaverse in the Education Market comprises of Middle East, Africa, and Latin America.


The largest market share for the Metaverse in Education Market was maintained by the North American regional sector. The increased focus on establishing metaverse platforms has led to a rise in their utilization of virtual college tours. Notably, companies are making investments in the development of instructional games tailored for educational institutions. Institutions such as the University of Miami are leveraging the metaverse through their augmented reality (AR) and extended reality (XR) programs to deliver immersive learning experiences across diverse disciplines such as architecture, healthcare, and behavioral research. Additionally, a noteworthy factor likely to contribute to the revenue growth in the region during the projected period is the rapid adoption of cryptocurrencies, such as Bitcoin, for making college tuition payments.


Moreover, the Europe market has been persistently growing over the forecast period. European nations have actively engaged in educational innovation and the incorporation of technology within learning environments. In the UK, there is a sustained and growing demand for EdTech, notably accelerated by the pandemic. The sector experienced a remarkable 72% growth in 2020 and was projected to reach a value of £3.4 billion by the close of 2021. While the major EdTech companies are primarily situated in the USA and China, the UK hosts over 600 EdTech firms and attracts nearly half of all EdTech investments in Europe. According to the European EdTech Funding Report 2021, the UK stands as the leading destination for EdTech investments in Europe, accounting for approximately 30% of the total deal value across the continent. Given this landscape, there is a likelihood of governments and educational institutions expressing interest in adopting Metaverse solutions to enrich the overall learning experience.


The Asia-Pacific region is experiencing a notable expansion of the middle class, marked by an escalated commitment to expenditures on education. As per OECD data, the average public spending on education stands at approximately 4% of GDP across the Asia/Pacific nations. In line with this trend, the latest Economic Survey of India for 2022-23 reveals that the total education outlay, encompassing both national and state-level expenditure, accounts for 2.9% of the country's GDP in 2022—an unvarying proportion sustained over the last four years. This sustained investment in education signifies a burgeoning market potential for innovative and immersive educational technologies, including those within the Metaverse.


Furthermore, the rest of the world's Metaverse in Education Market is divided into the Middle East, Africa, and Latin America. Economic growth in these regions often correlates with increased investments in modernizing transportation systems. As the middle class expands and disposable incomes rise, there is a growing demand for reliable and technologically advanced transportation options. Metaverse in Education aligns with this demand for cutting-edge mobility solutions.


Key Findings of the Study



  • The global Metaverse in Education Market is expected to reach USD 80.92 billion by 2032, at a CAGR of 38.90% during the forecast period.

  • The Asia-Pacific region accounted for the fastest-growing global market because the presence of tech companies and startups in the Asia-Pacific region led to increased investments in Metaverse technologies for education. Local companies may develop and offer innovative solutions tailored to the educational needs of the diverse population.

  • Based on components, the hardware segment by hardware was attributed to holding the largest market in 2022, with an approximate market share of 55–60%.

  • Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China).

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