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    US AR VR in Education Market

    ID: MRFR/ICT/16347-HCR
    100 Pages
    Garvit Vyas
    September 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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    Table of Contents

    US AR VR in Education Market Summary

    The United States AR VR in Education market is projected to grow significantly from 1.15 billion USD in 2024 to 8 billion USD by 2035.

    Key Market Trends & Highlights

    US AR VR in Education Key Trends and Highlights

    • The market is expected to experience a compound annual growth rate of 19.28 percent from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 8 billion USD, indicating robust growth potential.
    • In 2024, the market is valued at 1.15 billion USD, reflecting the current investment in AR and VR technologies in education.
    • Growing adoption of immersive learning experiences due to enhanced engagement is a major market driver.

    Market Size & Forecast

    2024 Market Size 1.15 (USD Billion)
    2035 Market Size 8 (USD Billion)
    CAGR (2025-2035) 19.28%

    Major Players

    Apple, Snap, Vive, HTC, ClassVR, Prowise, Meta, Veative, Microsoft, Immersive VR Education, zSpace, Unity Technologies, Google, Nearpod

    US AR VR in Education Market Trends

    The US AR VR in Education Market is seeing significant growth driven by the increasing need for innovative and engaging teaching methods. Educational institutions are adopting AR and VR technologies to enhance student interaction and improve learning outcomes. This push for a more immersive educational experience comes from the belief that these technologies can facilitate better understanding and retention of complex concepts while catering to diverse learning styles.

    Moreover, the COVID-19 pandemic has accelerated the integration of digital tools in the classroom as schools sought effective solutions to continue education remotely, further bolstering interest in AR and VR applications.Opportunities to be explored in this market include partnerships between educational institutions and technology companies, which can lead to the development of customized AR/VR content tailored to specific curricular needs. States and local governments are also increasingly offering grants and funding to schools that adopt technology for learning, creating openings for wider adoption of AR/VR tools.

    Additionally, as the technology becomes more affordable and accessible, more schools are set to incorporate AR/VR tools into their teaching methods, ensuring that the trend towards immersive learning environments continues to gain momentum across the US education system.

    US AR VR in Education Market Drivers

    Market Segment Insights

    AR VR in Education Market Offering Insights

    The US AR VR in Education Market is experiencing notable growth, driven primarily by the Offering segment, which encompasses Hardware, Software, and Services. This segment plays a crucial role in enhancing educational experiences across various learning environments, including K-12 schools, higher education institutions, and vocational training centers. As educational institutions increasingly adopt immersive technologies, hardware such as headsets and interactive devices has become foundational in delivering engaging learning experiences. Meanwhile, the Software aspect has emerged as a vital component, providing educational content and platforms that facilitate interactive learning through simulations and virtual environments.

    This aspect is significant as it not only supports curriculum development but also fosters creativity and critical thinking among students. The Services component further boosts the Offering segment by encompassing training, support, and maintenance services, ensuring that educational institutions effectively implement and sustain AR and VR technologies in their learning processes. Challenges faced in this segment include the initial cost of investment in technology and the need for educator training, which can slow down the adoption rate.

    However, opportunities abound as advancements in AR and VR continue to evolve, with educational institutions increasingly recognizing the potential of these technologies to provide personalized learning experiences. The ability of AR and VR to cater to different learning styles enhances student engagement and retention, making it a sought-after solution in the education sector. Moreover, with state-level initiatives promoting technology integration in classrooms, the US AR VR in Education Market is well-positioned for growth, paving the way for innovative educational practices.

    Overall, the Offering segment is not just supporting the market but is also shaping the future of education in the US by enabling a transformative learning environment that prepares students for a rapidly changing world.

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    AR VR in Education Market Devices Insights

    The Devices segment of the US AR VR in Education Market has gained considerable attention and growth, reflecting the increasing integration of technology in educational environments across the country. This segment plays a crucial role in enhancing learning experiences, with various types of devices being utilized within classrooms and learning institutions.

    Interactive Whiteboards have become essential tools, enabling educators to present interactive lessons and engage students in real-time discussions, thus promoting collaboration and enhancing retention of information.Mobile Computing Devices also contribute significantly, offering flexibility and accessibility for students and educators alike, allowing for customized learning experiences that adapt to individual needs. Meanwhile, Head Mounted Displays are increasingly important as they provide immersive virtual experiences that can simulate real-world scenarios for skills training and complex subject matter understanding. The U.S. government has shown support for technology advancement in education, driving growth in this market segment.

    As the demand for innovative educational solutions continues to rise, the Devices segment is expected to play a foundational role in transforming traditional learning into dynamic, immersive experiences, further paving the way for a more technology-driven education system.

    AR VR in Education Market Application Insights

    The US AR VR in Education Market focuses significantly on the Application segment, which plays a crucial role in transforming educational practices. This segment encompasses various aspects such as Classroom Learning, Corporate Learning Management, e-learning, and Corporate training. Classroom Learning utilizes immersive technologies to enhance student engagement and understanding, allowing for interactive lessons that can greatly improve learning outcomes.

    Corporate Learning Management benefits from AR and VR by offering innovative training solutions that are more effective and efficient than traditional methods, facilitating skill development in a dynamic environment.E-learning is increasingly adopting these technologies to provide rich, interactive content that can cater to diverse learning styles, ensuring a more personalized education experience. The Corporate sector is leveraging AR and VR for employee development, aiming to create engaging training programs that simulate real-world challenges.

    The overall trends indicate a significant shift towards these technologies, driven by increasing adoption in educational institutions and organizations aiming to improve their training methods, presenting numerous opportunities for growth within the market.

    Get more detailed insights about US AR VR in Education Market Research Report - Forecast till 2035

    Regional Insights

    Key Players and Competitive Insights

    The US AR VR in Education Market is a rapidly growing sector that blends advanced technology with learning methodologies to enhance educational experiences. As educational institutions strive to deploy innovative solutions, the competitive landscape becomes increasingly dynamic. Various companies are actively vying for market share by offering immersive tools and platforms that redefine how students engage with educational content. This market's competitiveness is characterized by the race between technology providers to deliver optimal solutions, buffering their respective offerings through unique features and benefits that address both educators' and learners' needs.

    The intermingling of augmented reality (AR) and virtual reality (VR) technologies provides a fertile ground for revolutionizing traditional educational paradigms, fostering a landscape rich with potential and opportunity for growth. Apple holds a significant position within the US AR VR in Education Market, leveraging its established presence and innovative capabilities. The company is known for its robust ecosystem that integrates hardware, software, and services which serve educational establishments seamlessly. Apple’s product lineup, including iPads and MacBooks, is widely adopted in schools and universities, facilitating easy access to AR and VR applications designed for interactive learning.

    The company excels in providing quality user experiences, compelling educators to invest in their technology. The advantages of Apple are augmented by initiatives such as successful partnerships with educational institutions and a strong focus on enriching the teaching and learning experience through various educational apps. This strong brand loyalty and commitment to educational innovation position Apple favorably against competitors in this burgeoning market.Snap, known primarily for its social media platform, has carved out a niche within the US AR VR in Education Market by pioneering the integration of AR into educational settings.

    The company’s Snap Lens Studio provides tools that allow educators to create custom AR experiences that can be embedded directly into lessons. This innovative approach to learning engages students in ways that traditional methods cannot, breathing new life into curriculum delivery. Snap's strength lies not only in its technology but also in its ability to form strategic partnerships with educational organizations fostering co-creation of content that resonates with both students and teachers. Through various initiatives, Snap aims to enhance interactivity in the classroom while promoting creative problem-solving skills.

    The company continues to explore avenues for further development, including collaborations and acquisitions that strength its offerings and market presence specifically in the educational domain. Overall, Snap’s agility and focus on educational technology bolster its competitive standing within the US AR VR in Education Market.

    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.

    Market Segmentation

    Outlook

    • Classroom Learning
    • Corporate Learning Management
    • e-learning
    • Corporate

    AR VR in Education Market Devices Outlook

    • Interactive Whiteboards
    • Mobile Computing Devices
    • Head Mounted displays

    AR VR in Education Market Offering Outlook

    • Hardware
    • Software
    • Services

    AR VR in Education Market Application Outlook

    • Classroom Learning
    • Corporate Learning Management
    • e-learning
    • Corporate

    Report Scope

    Report Attribute/Metric Source: Details
    MARKET SIZE 2018 0.93(USD Billion)
    MARKET SIZE 2024 1.15(USD Billion)
    MARKET SIZE 2035 8.0(USD Billion)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 19.284% (2025 - 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 Billion
    KEY COMPANIES PROFILED Apple, Snap, Vive, HTC, ClassVR, Prowise, Meta, Veative, Microsoft, Immersive VR Education, zSpace, Unity Technologies, Google, Nearpod
    SEGMENTS COVERED Offering, Devices, Application
    KEY MARKET OPPORTUNITIES Personalized learning experiences, Remote collaboration tools, Immersive training simulations, Enhanced accessibility for disabilities, Gamification of educational content
    KEY MARKET DYNAMICS immersive learning experiences, technological advancements, cost-effective training solutions, increased engagement and retention, customization and personalization
    COUNTRIES COVERED US

    Market Highlights

    Author
    Garvit Vyas
    Analyst

    Explore the profile of Garvit Vyas, one of our esteemed authors at Market Research Future, and access their expert research contributions in the field of market research and industry analysis

    Leave a Comment

    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.

    1. EXECUTIVE SUMMARY
    2. Market Overview
    3. Key Findings
    4. Market Segmentation
    5. Competitive Landscape
    6. Challenges and Opportunities
    7. Future Outlook
    8. MARKET INTRODUCTION
    9. Definition
    10. Scope of the study
    11. Research Objective
    12. Assumption
    13. Limitations
    14. RESEARCH METHODOLOGY
    15. Overview
    16. Data Mining
    17. Secondary Research
    18. Primary Research
    19. Primary Interviews and Information Gathering Process
    20. Breakdown of Primary Respondents
    21. Forecasting Model
    22. Market Size Estimation
    23. Bottom-Up Approach
    24. Top-Down Approach
    25. Data Triangulation
    26. Validation
    27. MARKET DYNAMICS
    28. Overview
    29. Drivers
    30. Restraints
    31. Opportunities
    32. MARKET FACTOR ANALYSIS
    33. Value chain Analysis
    34. Porter's Five Forces Analysis
    35. Bargaining Power of Suppliers
    36. Bargaining Power of Buyers
    37. Threat of New Entrants
    38. Threat of Substitutes
    39. Intensity of Rivalry
    40. COVID-19 Impact Analysis
    41. Market Impact Analysis
    42. Regional Impact
    43. Opportunity and Threat Analysis
    44. US AR VR in Education Market, BY Offering (USD Billion)
    45. Hardware
    46. Software
    47. Services
    48. US AR VR in Education Market, BY Devices (USD Billion)
    49. Interactive Whiteboards
    50. Mobile Computing Devices
    51. Head Mounted displays
    52. US AR VR in Education Market, BY Application (USD Billion)
    53. Classroom Learning
    54. Corporate Learning Management
    55. e-learning
    56. Corporate
    57. Competitive Landscape
    58. Overview
    59. Competitive Analysis
    60. Market share Analysis
    61. Major Growth Strategy in the AR VR in Education Market
    62. Competitive Benchmarking
    63. Leading Players in Terms of Number of Developments in the AR VR in Education Market
    64. Key developments and growth strategies
    65. New Product Launch/Service Deployment
    66. Merger & Acquisitions
    67. Joint Ventures
    68. Major Players Financial Matrix
    69. Sales and Operating Income
    70. Major Players R&D Expenditure. 2023
    71. Company Profiles
    72. Apple
    73. Financial Overview
    74. Products Offered
    75. Key Developments
    76. SWOT Analysis
    77. Key Strategies
    78. Snap
    79. Financial Overview
    80. Products Offered
    81. Key Developments
    82. SWOT Analysis
    83. Key Strategies
    84. Vive
    85. Financial Overview
    86. Products Offered
    87. Key Developments
    88. SWOT Analysis
    89. Key Strategies
    90. HTC
    91. Financial Overview
    92. Products Offered
    93. Key Developments
    94. SWOT Analysis
    95. Key Strategies
    96. ClassVR
    97. Financial Overview
    98. Products Offered
    99. Key Developments
    100. SWOT Analysis
    101. Key Strategies
    102. Prowise
    103. Financial Overview
    104. Products Offered
    105. Key Developments
    106. SWOT Analysis
    107. Key Strategies
    108. Meta
    109. Financial Overview
    110. Products Offered
    111. Key Developments
    112. SWOT Analysis
    113. Key Strategies
    114. Veative
    115. Financial Overview
    116. Products Offered
    117. Key Developments
    118. SWOT Analysis
    119. Key Strategies
    120. Microsoft
    121. Financial Overview
    122. Products Offered
    123. Key Developments
    124. SWOT Analysis
    125. Key Strategies
    126. Immersive VR Education
    127. Financial Overview
    128. Products Offered
    129. Key Developments
    130. SWOT Analysis
    131. Key Strategies
    132. zSpace
    133. Financial Overview
    134. Products Offered
    135. Key Developments
    136. SWOT Analysis
    137. Key Strategies
    138. Unity Technologies
    139. Financial Overview
    140. Products Offered
    141. Key Developments
    142. SWOT Analysis
    143. Key Strategies
    144. Google
    145. Financial Overview
    146. Products Offered
    147. Key Developments
    148. SWOT Analysis
    149. Key Strategies
    150. Nearpod
    151. Financial Overview
    152. Products Offered
    153. Key Developments
    154. SWOT Analysis
    155. Key Strategies
    156. References
    157. Related Reports
    158. US AR VR in Education Market SIZE ESTIMATES & FORECAST, BY OFFERING, 2019-2035 (USD Billions)
    159. US AR VR in Education Market SIZE ESTIMATES & FORECAST, BY DEVICES, 2019-2035 (USD Billions)
    160. US AR VR in Education Market SIZE ESTIMATES & FORECAST, BY APPLICATION, 2019-2035 (USD Billions)
    161. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    162. ACQUISITION/PARTNERSHIP
    163. MARKET SYNOPSIS
    164. US AR VR IN EDUCATION MARKET ANALYSIS BY OFFERING
    165. US AR VR IN EDUCATION MARKET ANALYSIS BY DEVICES
    166. US AR VR IN EDUCATION MARKET ANALYSIS BY APPLICATION
    167. KEY BUYING CRITERIA OF AR VR IN EDUCATION MARKET
    168. RESEARCH PROCESS OF MRFR
    169. DRO ANALYSIS OF AR VR IN EDUCATION MARKET
    170. DRIVERS IMPACT ANALYSIS: AR VR IN EDUCATION MARKET
    171. RESTRAINTS IMPACT ANALYSIS: AR VR IN EDUCATION MARKET
    172. SUPPLY / VALUE CHAIN: AR VR IN EDUCATION MARKET
    173. AR VR IN EDUCATION MARKET, BY OFFERING, 2025 (% SHARE)
    174. AR VR IN EDUCATION MARKET, BY OFFERING, 2019 TO 2035 (USD Billions)
    175. AR VR IN EDUCATION MARKET, BY DEVICES, 2025 (% SHARE)
    176. AR VR IN EDUCATION MARKET, BY DEVICES, 2019 TO 2035 (USD Billions)
    177. AR VR IN EDUCATION MARKET, BY APPLICATION, 2025 (% SHARE)
    178. AR VR IN EDUCATION MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions)
    179. BENCHMARKING OF MAJOR COMPETITORS

    US AR VR in Education Market Segmentation

     

     

     

    • AR VR in Education Market By Offering (USD Billion, 2019-2035)

      • Hardware
      • Software
      • Services

     

    • AR VR in Education Market By Devices (USD Billion, 2019-2035)

      • Interactive Whiteboards
      • Mobile Computing Devices
      • Head Mounted displays

     

    • AR VR in Education Market By Application (USD Billion, 2019-2035)

      • Classroom Learning
      • Corporate Learning Management
      • e-learning
      • Corporate

     

     

     

     

     

     

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