市場調查報告書
商品編碼
1500482
教育領域元宇宙市場:按組成部分、最終用戶分類 - 2024-2030 年全球預測Metaverse in Education Market by Component (Hardware, Services, Software), End-User (Corporate, Education) - Global Forecast 2024-2030 |
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預計2023年元宇宙教育領域市場規模為56.4億美元,2024年達76.8億美元,預計2030年將達到547.8億美元,複合年成長率為38.35%。
教育領域的元宇宙利用基於虛擬和擴增實境的互連宇宙的功能來實現教育目的。該市場包括身臨其境型學習體驗、線上課堂、協作平台、3D 模擬、培訓模組和互動內容的開拓和部署,以增強正式和非正式學習環境中的傳統教學方法。應用範圍從為年輕學習者提供身臨其境型講故事到為醫療保健、工程、設計甚至娛樂等行業的專業人士提供複雜的技能開發。隨著數位學習的日益普及,人們對身臨其境型學習環境的興趣日益濃厚,正在推動市場成長。此外,AR/VR 技術的快速進步正在創造更實惠的硬體選擇和複雜的軟體平台,以滿足各種學習需求。此外,教育領域與元宇宙相關的高成本限制了元宇宙在教育領域的採用。虛擬學習環境中的大量資料收集引起了對使用者隱私和安全漏洞的擔憂。 5G 技術在全球範圍內的不斷部署以及機器學習和人工智慧的進步為市場成長創造了機會。
主要市場統計 | |
---|---|
基準年[2023] | 56.4億美元 |
預測年份 [2024] | 76.8億美元 |
預測年份 [2030] | 547.8億美元 |
複合年成長率(%) | 38.35% |
區域洞察
包括美國和加拿大在內的美國國家正在擴大投資用於教育目的的虛擬實境和擴增實境技術。該地區的著名高等教育機構正在利用 VR/AR 技術提供身臨其境型學習體驗。此外,Google LLC 和 Meta Platforms, Inc. 等科技公司正在大力投資這些技術,推動該地區的成長。歐盟 (EU) 處於教育領域採用新興技術的最前線。歐盟資助計畫正在資助多個與身臨其境型技術相關的研究計劃,例如用於終身學習的 AR/VR。此外,德國、法國等國家正透過工業4.0等國家戰略積極推動數位技能的發展。亞太地區主要經濟體的政府擴大將先進技術融入其教育系統。中國、日本和印度已與學校建立合作夥伴關係,將 AR/VR 技術用於教育目的。
FPNV定位矩陣
FPNV定位矩陣對於評估元宇宙教育市場製造商的市場定位至關重要。此矩陣提供了對供應商的全面評估,並檢驗了與業務策略和產品滿意度相關的關鍵指標。這種詳細的評估使用戶能夠根據自己的要求做出明智的決定。根據評估結果,供應商被分為代表其成功程度的四個像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可對教育元宇宙市場中供應商的現狀進行深入而詳細的評估。透過仔細比較和分析供應商的貢獻,您可以更深入地了解每個供應商的績效以及他們在爭奪市場佔有率時面臨的挑戰。這些貢獻包括整體收益、客戶群和其他重要指標。此外,該分析還提供了對該行業競爭力的寶貴見解,包括研究基準年期間觀察到的累積、分散主導地位和合併特徵等因素。有了這些詳細資訊,供應商可以做出更明智的決策並製定有效的策略,以在市場競爭中保持領先地位。
策略分析與建議
策略分析對於尋求在全球市場站穩腳跟的組織至關重要。對目前在教育元宇宙市場中的地位進行全面評估,使公司能夠做出符合其長期願望的明智決策。此關鍵評估涉及對組織的資源、能力和整體績效進行徹底分析,以確定核心優勢和需要改進的領域。
[199 Pages Report] The Metaverse in Education Market size was estimated at USD 5.64 billion in 2023 and expected to reach USD 7.68 billion in 2024, at a CAGR 38.35% to reach USD 54.78 billion by 2030.
The metaverse in education leverages the capabilities of a virtual and augmented reality-based interconnected universe for educational purposes. This market encompasses the development and deployment of immersive learning experiences, online classrooms, collaborative platforms, 3D simulations, training modules, and interactive content to enhance traditional teaching methods both in formal and informal learning environments. The applications range from immersive storytelling for young learners to complex skills development for professionals across industries like healthcare, engineering, design, and even entertainment. Increasing interest in immersed learning environments with the rise in e-learning adoptions driving the growth of the market. Moreover, the rapid progress in AR/VR technologies has led to more affordable hardware options and sophisticated software platforms that can cater to diverse learning needs. Furthermore, the high cost associated with metaverse in education limits the adoption of metaverse in education. Collecting extensive data in virtual learning environments raises concerns about user privacy and security breaches. Rising deployment of 5G technology across the world and ongoing advancements in machine learning and artificial intelligence create lucrative opportunities for market growth.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 5.64 billion |
Estimated Year [2024] | USD 7.68 billion |
Forecast Year [2030] | USD 54.78 billion |
CAGR (%) | 38.35% |
Regional Insights
American countries, including the United States and Canada, are increasing investments in virtual reality and augmented reality technologies for educational purposes. Notable higher learning institutions in this region have been leveraging VR/AR technologies for an immersive learning experience. Moreover, technology companies including Google LLC and Meta Platforms, Inc. are investing heavily in these technologies, driving growth in this region. The European Union is at the forefront of adopting emerging technologies for education. The EU's funding initiative has funded several research projects related to immersive technologies like AR/VR for lifelong learning purposes. Additionally, countries including Germany and France are actively promoting digital skills development through national strategies such as Industrie 4.0. In Asia-Pacific's leading economies, governments are focusing on integrating advanced technology into their education systems. China, Japan, and India established partnerships with schools to deploy AR/VR technologies for teaching purposes.
Market Insights
The market dynamics represent an ever-changing landscape of the Metaverse in Education Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Metaverse in Education Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Metaverse in Education Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Meta Partner 15 US Universities to Transform Education with Metaverse Technologies
Meta Platforms, Inc. has announced a strategic partnership with 15 universities in the United States to explore the potential of metaverse technologies in the education sector. The universities participating in the partnership program are harnessing the power of VR and AR technologies across a wide range of subjects. [Published On: 2023-09-12]
AICTE & Meta Team Up to Launch 'Creators of Metaverse' Programme for College Students
The All India Council for Technical Education (AICTE) and Meta Platforms, Inc. have collaborated to launch the 'Creators of Metaverse' program to prepare India's youth for the future of immersive technology. The program is designed to equip 100,000 college students and 20,000 faculty members with essential knowledge and technical skills in Augmented Reality (AR) through the Meta Spark platform. [Published On: 2023-08-03]
Genius Group Launches Genius Metaversity in Partnership with Vatom
Genius Group Limited has launched Genius Metaversity, a virtual reality learning environment in collaboration with Vatom. This innovative platform aims to offer educational courses and summits in the Metaverse. This collaboration marks an important milestone in the education sector, leveraging virtual reality and transformative technology to create a new era of learning. [Published On: 2023-06-15]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Metaverse in Education Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Metaverse in Education Market, highlighting leading vendors and their innovative profiles. These include Axon Park, BrainCert, Inc., Cisco Systems, Inc., Dell Inc., Digital Samba, SL, Electa Communications Ltd., Hitachi, Ltd., Immerse Inc., International Business Machines Corporation, Lenovo Group Limited, Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Oracle Corporation, ThirdEye Gen, Inc., Varjo Technologies Oy, Veative Group, and Vuzix.
Market Segmentation & Coverage