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    US AR VR in Education Market

    ID: MRFR/ICT/16347-HCR
    100 Pages
    Garvit Vyas
    October 2025

    US AR VR in Education Market Research Report: By Offering (Hardware, Software, Services), By Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays) and By Application (Classroom Learning, Corporate Learning Management, e-learning, Corporate) - Forecast to 2035

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    US AR VR in Education Market Infographic
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    US AR VR in Education Market Summary

    As per MRFR analysis, the US AR VR in Education Market Size was estimated at 1122.1 USD Million in 2024. The US ar vr-in-education market is projected to grow from 1193.13 USD Million in 2025 to 2205.0 USD Million by 2035, exhibiting a compound annual growth rate (CAGR) of 6.33% during the forecast period 2025 - 2035.

    Key Market Trends & Highlights

    The US AR VR-in-education market is experiencing robust growth driven by technological advancements and increasing demand for personalized learning solutions.

    • The largest segment in the US AR VR-in-education market is immersive learning tools, which are being adopted at an increasing rate.
    • Collaboration between educational institutions and tech companies is fostering innovation and enhancing the development of AR VR solutions.
    • The fastest-growing segment is custom content development, reflecting a shift towards tailored educational experiences.
    • Technological advancements in hardware and the growing demand for personalized learning are key drivers propelling market expansion.

    Market Size & Forecast

    2024 Market Size 1122.1 (USD Million)
    2035 Market Size 2205.0 (USD Million)

    Major Players

    Meta Platforms (US), Google (US), Microsoft (US), Apple (US), Unity Technologies (US), HTC (TW), Samsung Electronics (KR), Sony (JP), Immersive VR Education (IE)

    US AR VR in Education Market Trends

    The ar vr-in-education market is currently experiencing a transformative phase, driven by advancements in technology and an increasing recognition of the benefits these immersive tools offer in educational settings. Institutions are increasingly integrating augmented reality (AR) and virtual reality (VR) into their curricula, enhancing student engagement and facilitating experiential learning. This shift appears to be influenced by a growing body of research that suggests immersive technologies can improve retention rates and foster deeper understanding of complex subjects. As educators seek innovative methods to captivate students, the adoption of AR and VR tools is likely to expand, creating new opportunities for interactive learning experiences. Moreover, the ar vr-in-education market is witnessing a surge in investment from both public and private sectors. Educational institutions are allocating resources to develop AR and VR content tailored to their specific needs, while technology companies are collaborating with schools to create customized solutions. This collaborative approach may lead to the emergence of new educational platforms that leverage AR and VR technologies, potentially reshaping traditional teaching methodologies. As the market evolves, it is essential to monitor the ongoing developments and assess their implications for educators and learners alike.

    Increased Adoption of Immersive Learning Tools

    There is a noticeable trend towards the integration of AR and VR technologies in educational environments. Schools and universities are increasingly recognizing the potential of these tools to enhance learning experiences, making complex subjects more accessible and engaging for students.

    Collaboration Between Educational Institutions and Tech Companies

    Partnerships between educational institutions and technology firms are becoming more common. These collaborations aim to develop tailored AR and VR solutions that address specific educational needs, fostering innovation in teaching and learning.

    Focus on Custom Content Development

    The demand for customized AR and VR content is rising. Educational institutions are investing in the creation of unique immersive experiences that align with their curricula, which may lead to more effective learning outcomes.

    US AR VR in Education Market Drivers

    Support from Educational Policies

    The ar vr-in-education market is benefiting from supportive educational policies that encourage the integration of technology in classrooms. Various state and federal initiatives are promoting the use of innovative teaching methods, including immersive technologies. For example, funding programs aimed at enhancing STEM education often include provisions for AR and VR tools. This financial support can alleviate budget constraints faced by schools, enabling them to invest in cutting-edge technologies. Additionally, educational standards are increasingly recognizing the importance of digital literacy, which further incentivizes institutions to adopt ar vr solutions. As these policies evolve, they are likely to create a more conducive environment for the growth of the ar vr-in-education market.

    Enhanced Engagement and Motivation

    The ar vr-in-education market is significantly influenced by the enhanced engagement and motivation that these technologies provide. Immersive learning experiences capture students' attention in ways that traditional methods often cannot. For instance, virtual field trips and interactive simulations can make complex subjects more relatable and enjoyable. Research shows that students exposed to AR and VR environments are 40% more likely to participate actively in lessons. This heightened engagement not only fosters a love for learning but also improves academic performance. As educators recognize the potential of these technologies to transform the learning experience, the demand for ar vr solutions is expected to grow, further propelling the market forward.

    Technological Advancements in Hardware

    The ar vr-in-education market is experiencing a surge due to rapid advancements in hardware technology. Devices such as headsets and augmented reality glasses are becoming more affordable and accessible, which encourages educational institutions to adopt these tools. For instance, the average price of VR headsets has decreased by approximately 30% over the past few years, making them more feasible for schools and universities. This trend is likely to continue, as manufacturers invest in research and development to enhance the user experience. Furthermore, improved processing power and graphics capabilities allow for more immersive and interactive learning environments. As a result, educators are increasingly integrating these technologies into their curricula, which may lead to enhanced student engagement and retention rates in the ar vr-in-education market.

    Growing Demand for Personalized Learning

    The ar vr-in-education market is witnessing a growing demand for personalized learning experiences. As educational institutions strive to cater to diverse learning styles and paces, immersive technologies offer tailored solutions that can adapt to individual needs. For example, studies indicate that students using AR and VR tools demonstrate a 20% increase in information retention compared to traditional methods. This personalization is particularly beneficial in subjects that require hands-on practice, such as science and engineering. By leveraging these technologies, educators can create customized learning paths that enhance student outcomes. The increasing recognition of the importance of personalized education is likely to drive further investment in ar vr technologies, thereby expanding the market.

    Increased Focus on Remote Learning Solutions

    The ar vr-in-education market is experiencing an increased focus on remote learning solutions, driven by the need for flexible educational options. As more institutions adopt hybrid and fully online learning models, immersive technologies are being explored as tools to enhance remote education. Virtual classrooms and AR applications can simulate in-person interactions, providing students with a more engaging learning experience. Data suggests that the use of VR in remote learning can improve student satisfaction by up to 25%. This shift towards remote learning solutions is likely to continue, as educational institutions seek to accommodate diverse student needs and preferences. Consequently, the ar vr-in-education market is poised for growth as it adapts to these evolving educational landscapes.

    Market Segment Insights

    By Offering: Solutions (Largest) vs. Hardware (Fastest-Growing)

    In the US ar vr-in-education market, Solutions command the largest share, reflecting their comprehensive integration into educational syllabi and enhancing learning experiences. Hardware also plays a significant role but is characterized by rapid adoption rates, driven by the increasing demand for immersive learning tools. The effective utilization of VR and AR technologies in classrooms is a significant factor contributing to the consistent growth of Solutions while maintaining its leadership in market share. The growth trends in the offering segment highlight Solutions' stability compared to the emerging Hardware segment, which is experiencing accelerated expansion as educational institutions invest more in advanced technology. The rising interest in interactive learning experiences, coupled with advancements in AR and VR hardware technology, is expected to further drive this segment's growth. New hardware innovations are making immersive experiences more accessible and affordable for schools and students alike, showcasing a shift in preference towards hands-on learning tools.

    Solutions: Software (Dominant) vs. Hardware (Emerging)

    Solutions in the US ar vr-in-education market represent a dominant force, providing robust software platforms designed to enhance educational effectiveness through engagement and interactivity. They integrate seamlessly into existing curricula, offering educators diverse tools to facilitate learning. On the other hand, Hardware is emerging rapidly, with advancements leading to lower costs and more user-friendly equipment, making it an attractive option for educational institutions. This segment includes headsets, sensors, and other devices that bring immersive learning experiences to life. The combination of increasing software capabilities and innovative hardware developments offers a comprehensive learning environment that can cater to the diverse needs of modern education, making both Solutions and Hardware pivotal to the future of educational methods.

    By Deployment Model: Cloud (Largest) vs. On-premises (Fastest-Growing)

    In the US ar vr-in-education market, the deployment model is primarily dominated by the Cloud segment, which continues to secure the largest share, providing flexibility and scalability that educational institutions seek. The On-premises segment, while smaller in market share, is emerging rapidly as institutions with strict data governance and security needs increasingly adopt this model, creating a robust competitive landscape. Growth trends indicate that Cloud deployments are driven by the demand for innovative educational tools and remote learning capabilities. Meanwhile, the rise in demand for On-premises solutions is attributed to increased concerns regarding data privacy and the need for customized hardware setups. Educational institutions are weighing the benefits of both models, leading to a dynamic interplay that shapes market dynamics.

    Cloud (Dominant) vs. On-premises (Emerging)

    The Cloud segment represents a dominant force in the deployment model landscape, offering seamless integration with existing educational technologies and significant cost savings through reduced infrastructure investments. Institutions favor the Cloud for its accessibility and collaborative capabilities, which are critical for modern learning environments. Conversely, the On-premises segment is viewed as an emerging choice for organizations prioritizing data security and control. This segment is characterized by tailored solutions that meet specific institutional needs. While Cloud deployment is integral for widespread educational engagement, On-premises solutions cater to niche markets requiring dedicated infrastructure. Together, they create a balanced ecosystem, addressing distinct requirements across the educational spectrum.

    By Devices: Interactive Whiteboards (Largest) vs. Mobile Computing Devices (Fastest-Growing)

    The US ar vr-in-education market exhibits a diverse distribution of devices, with Interactive Whiteboards leading the segment. These devices account for a significant portion of the market, widely recognized for their applicability and effectiveness in enhancing interactive learning environments. Following closely, Mobile Computing Devices are gaining traction as they cater to a demand for flexibility and access to education anywhere, appealing to both students and educators alike. In terms of growth trends, Mobile Computing Devices are emerging as the fastest-growing segment, driven by advancements in technology and increasing demand for remote learning solutions. The rise of hybrid learning models post-pandemic has also favored these devices, as they allow students to engage with educational content on-the-go. As schools increasingly integrate these technologies, the trend is expected to continue, further reshaping the educational landscape.

    Interactive Whiteboards (Dominant) vs. Mobile Computing Devices (Emerging)

    Interactive Whiteboards represent the dominant force in the US ar vr-in-education market, effectively enhancing traditional teaching methods with interactive features that encourage student participation. Their adaptability to various subjects and easy integration with other educational technologies make them a go-to choice for schools aiming to modernize learning experiences. On the other hand, Mobile Computing Devices, including tablets and laptops, are characterized by their portability and user-friendly interfaces, appealing to a younger demographic accustomed to mobile technology. This segment is rapidly gaining momentum as educational institutions recognize the importance of providing students with access to digital resources and learning materials anytime, anywhere. The dual focus on Interactive Whiteboards and Mobile Computing Devices reflects a shift towards creating more engaging and accessible educational environments.

    By Application: E-learning (Largest) vs. Virtual Field Trips (Fastest-Growing)

    In the US ar vr-in-education market, E-learning has emerged as the dominant segment, capturing the largest share as educational institutions and learners increasingly adopt online solutions. Classroom Learning and Corporate Learning Management closely follow, reflecting a shift towards more interactive and engaging educational experiences. Certifications and Student Recruitment also contribute significantly to the overall market dynamics. The growth trends within this segment are primarily driven by technological advancements and the increasing acceptance of virtual reality environments in educational settings. E-learning continues to revolutionize traditional learning methods, while Virtual Field Trips are gaining traction, allowing students to explore places and concepts through immersive experiences. This adaptability and innovation are key to sustaining growth in the US ar vr-in-education market.

    E-learning (Dominant) vs. Virtual Field Trips (Emerging)

    E-learning stands out as the most established application within the market, leveraging digital platforms to enhance learning efficiency and accessibility. Its comprehensive nature allows for a wide range of educational materials and courses that can cater to diverse learning styles. On the other hand, Virtual Field Trips are rapidly emerging as a powerful tool for experiential learning, enabling students to engage with real-world locations and scenarios without leaving their classrooms. While E-learning is recognized for its extensive library of resources, Virtual Field Trips are celebrated for their innovative approach to learning that fosters curiosity and exploration. This contrast highlights the evolving landscape and differing appeal of these segments in the US ar vr-in-education market.

    By End Users: Academic (Largest) vs. Corporate (Fastest-Growing)

    In the US ar vr-in-education market, the Academic segment, comprising K-12 and higher education institutions, holds a significant market share, driven by the increasing adoption of immersive technologies to enhance learning experiences. The Corporate segment, encompassing various industries such as telecommunications, healthcare, and retail, is experiencing rapid growth, fueled by the demand for training solutions that improve employee engagement and knowledge retention. The growth trends indicate a shifting focus toward digital transformation in education, which is leading to a gradual increase in investment from both public and private sectors. The rising availability of VR and AR content tailored specifically for educational purposes is empowering both segments to explore innovative training methodologies, thus propelling the overall market forward. The push for improved remote and hybrid learning solutions is particularly influential in shaping these growth patterns.

    Academic (Dominant) vs. Corporate (Emerging)

    The Academic segment remains dominant in the US ar vr-in-education market, characterized by substantial investments in virtual reality applications for immersive learning. K-12 institutions are increasingly incorporating AR and VR into their curriculum to enhance engagement and provide practical experiences, which are crucial for STEM-related subjects. Conversely, the Corporate segment is emerging rapidly, leveraging AR/VR technology for employee training and development across various sectors. Industries such as healthcare utilize these technologies for simulations to ensure skill proficiency, while sectors like telecommunications focus on enhancing customer service training. Both segments are marked by innovation, with academic institutions often leading the way in implementation and corporate entities following suit as they recognize the potential benefits.

    Get more detailed insights about US AR VR in Education Market

    Key Players and Competitive Insights

    The ar vr-in-education market is currently characterized by a dynamic competitive landscape, driven by rapid technological advancements and increasing demand for immersive learning experiences. Major players such as Meta Platforms (US), Google (US), and Microsoft (US) are strategically positioning themselves through innovation and partnerships. Meta Platforms (US) focuses on enhancing its Oculus platform, aiming to integrate social learning features that leverage its vast user base. Google (US) emphasizes cloud-based solutions, facilitating seamless access to educational content through its AR tools. Meanwhile, Microsoft (US) is enhancing its HoloLens capabilities, targeting institutions with tailored solutions that promote interactive learning environments. Collectively, these strategies foster a competitive environment that prioritizes technological integration and user engagement.

    Key business tactics within this market include localizing manufacturing and optimizing supply chains to enhance responsiveness to educational institutions' needs. The competitive structure appears moderately fragmented, with several key players exerting influence while also facing competition from emerging startups. This fragmentation allows for diverse offerings, yet the presence of established companies like Apple (US) and Unity Technologies (US) ensures a robust competitive dynamic, as they continuously innovate to capture market share.

    In October 2025, Meta Platforms (US) announced a partnership with several educational institutions to pilot a new immersive learning program utilizing its latest VR technology. This initiative aims to enhance student engagement and retention by providing interactive simulations in subjects such as science and history. The strategic importance of this move lies in Meta's commitment to establishing itself as a leader in educational technology, potentially reshaping how students interact with learning materials.

    In September 2025, Google (US) launched an updated version of its AR educational tools, incorporating AI-driven features that personalize learning experiences for students. This update is significant as it aligns with the growing trend of personalized education, allowing educators to tailor content to individual learning styles. By leveraging AI, Google positions itself as a forward-thinking player in the market, likely enhancing its appeal to educational institutions seeking innovative solutions.

    In August 2025, Microsoft (US) expanded its HoloLens offerings by introducing a new suite of applications specifically designed for vocational training. This strategic move is crucial as it addresses the increasing demand for skilled labor in various industries. By focusing on vocational education, Microsoft not only diversifies its product offerings but also strengthens its foothold in a niche market that is expected to grow significantly in the coming years.

    As of November 2025, current competitive trends in the ar vr-in-education market are heavily influenced by digitalization, sustainability, and the integration of AI technologies. Strategic alliances among key players are shaping the landscape, fostering innovation and collaboration. Looking ahead, competitive differentiation is likely to evolve from traditional price-based competition to a focus on technological innovation and supply chain reliability. Companies that prioritize these aspects may gain a competitive edge, as educational institutions increasingly seek reliable and cutting-edge solutions.

    Key Companies in the US AR VR in Education Market market include

    Industry Developments

    The US Augmented Reality (AR) and Virtual Reality (VR) in Education Market has seen notable advancements recently. In September 2023, Meta announced a strategic initiative to enhance its educational content through immersive technologies, which aligns with a growing interest among educators to integrate AR and VR tools into their curriculum. Simultaneously, Microsoft unveiled new partnerships with educational institutions to deploy its mixed reality solutions, fostering an engaging learning environment.

    The demand for immersive learning experiences is evident, as ClassVR reported a significant uptick in school adoptions, highlighting a shift towards experiential learning methods.In terms of mergers and acquisitions, Vive and HTC have been consolidating their offerings to boost market presence, although no specific recent merger was documented in October 2023. The growth of companies such as zSpace, which focuses on interactive 3D learning experiences, indicates a positive trajectory for the market, which is projected to reach a valuation exceeding $10 billion by 2025.

    Notable events over the past two to three years include the increased funding rounds for startups like Nearpod, fostering innovation in AR and VR applications tailored for educational purposes. The landscape is rapidly evolving, showcasing a robust commitment to transforming education through immersive technologies.

    Future Outlook

    US AR VR in Education Market Future Outlook

    The ar vr-in-education market is projected to grow at a 6.33% CAGR from 2024 to 2035, driven by technological advancements, increased investment, and demand for immersive learning experiences.

    New opportunities lie in:

    • Development of customized AR/VR content for diverse educational curricula.
    • Partnerships with educational institutions for integrated AR/VR training programs.
    • Creation of subscription-based AR/VR platforms for continuous learning engagement.

    By 2035, the market is expected to be robust, driven by innovation and strategic partnerships.

    Market Segmentation

    US AR VR in Education Market Devices Outlook

    • Interactive Whiteboards
    • Mobile Computing Devices
    • Head Mounted Displays
    • Gesture Tracing Device
    • Head Up Displays
    • Handheld Devices
    • Projectors & Display Walls
    • Others

    US AR VR in Education Market Offering Outlook

    • Solutions
    • Hardware
    • Services

    US AR VR in Education Market End Users Outlook

    • Academic (K-12 & Higher Education)
    • Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and Ecommerce, Banking, Financial Services, and Insurance, Manufacturing, Government, and Public Sector)

    US AR VR in Education Market Application Outlook

    • Classroom Learning
    • Corporate Learning Management
    • Certifications
    • E-learning
    • Virtual Field Trips
    • Student Recruitment
    • Others

    US AR VR in Education Market Deployment Model Outlook

    • Cloud
    • On-premises

    Report Scope

    MARKET SIZE 2024 1122.1(USD Million)
    MARKET SIZE 2025 1193.13(USD Million)
    MARKET SIZE 2035 2205.0(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 6.33% (2024 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    Market Forecast Period 2025 - 2035
    Historical Data 2019 - 2024
    Market Forecast Units USD Million
    Key Companies Profiled Meta Platforms (US), Google (US), Microsoft (US), Apple (US), Unity Technologies (US), HTC (TW), Samsung Electronics (KR), Sony (JP), Immersive VR Education (IE)
    Segments Covered Offering, Deployment Model, Devices, Application, End Users
    Key Market Opportunities Integration of immersive technologies enhances personalized learning experiences in the ar vr-in-education market.
    Key Market Dynamics Growing adoption of immersive technologies in education enhances engagement and learning outcomes across diverse student populations.
    Countries Covered US

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    FAQs

    What is the expected market size of the US AR VR in Education Market in 2024?

    The US AR VR in Education Market is expected to be valued at 1.15 billion USD in 2024.

    What will the market value of the US AR VR in Education Market be by 2035?

    By 2035, the market is projected to reach a value of 8.0 billion USD.

    What is the expected CAGR for the US AR VR in Education Market from 2025 to 2035?

    The expected CAGR for the market during this period is 19.284 percent.

    Which segments of the market are expected to grow significantly by 2035?

    By 2035, hardware is projected to reach 2.5 billion USD, software is forecasted to reach 3.5 billion USD, and services will grow to 2.0 billion USD.

    Who are the key players in the US AR VR in Education Market?

    Major players in the market include Apple, Snap, Vive, HTC, ClassVR, Prowise, Meta, Veative, Microsoft, Immersive VR Education, zSpace, Unity Technologies, Google, and Nearpod.

    What impact do current trends show for the adoption of AR VR technologies in education?

    Current trends indicate increasing adoption of AR VR technologies due to enhanced engagement and interactive learning experiences.

    Is the US AR VR in Education Market segmented by offering?

    Yes, the market is segmented by offerings into hardware, software, and services.

    What growth opportunities exist in the US AR VR in Education Market?

    Growth opportunities are driven by technological advances and a rising demand for innovative educational solutions.

    What challenges might hinder market growth in the US AR VR in Education Market?

    Potential challenges include high costs of implementation and the need for teacher training to effectively use the technology.

    How does the market outlook for AR VR in education compare regionally?

    The US market is expected to lead in value, with significant potential growth across various educational institutions.

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