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教育中的虛擬實境 (VR) -市場佔有率分析、行業趨勢和統計、成長預測(2025-2030 年)

Virtual Reality (VR) in Education - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

預計教育市場虛擬實境將從 2025 年的 312.8 億美元成長到 2030 年的 811.3 億美元,預測期內(2025-2030 年)的複合年成長率為 21%。

教育中的虛擬實境 (VR)-市場-IMG1

過去幾年來,VR技術得到了越來越廣泛的認可和採用。該領域的最新技術進步已使領先的大學、學院和學校為獲得先進的學習體驗而開展新的業務並招募人才。此外,預計未來幾年市場對企業學習計畫的需求將大幅增加。

關鍵亮點

  • 過去幾年來,虛擬實境在教育領域獲得了巨大的發展空間。學習者可以沉浸在模擬現實的虛擬世界中學習複雜的主題,在虛擬世界中他們可以移動、交談、做出決策並與周圍的世界互動。這樣的案例導致教育領域對虛擬實境的需求日益成長。
  • 教育機構已經開始透過實地考察、實驗室實驗、小組活動、計劃等方式融入實踐學習。虛擬實境在教育中的應用將學習提升到了一個全新的水平。事實證明,透過虛擬實境進行身臨其境型學習是擴展知識的有效工具。虛擬實境涉及數位化創建的資訊和情況,反映了學習者在傳統學校環境中很少能接觸到的真實生活體驗。
  • 許多公司正在將遊戲化元素添加到教科書學習材料中,透過 VR 技術使學習具有互動性和吸引力。例如,Curiscope 的 Virtuali-tee 是一款 T 恤和應用程式,可以教你了解人體。一個人穿著 T 卹,另一個人使用智慧型手機上的虛擬實境應用程式來虛擬展示和探索身體的不同層次。
  • 此外,VR 在生物學領域也得到了廣泛的應用,世界各地的大學都使用虛擬實境耳機進行身臨其境型學習。例如,去年亞利桑那州立大學的學生透過獨特的虛擬實境體驗學習了生物學。穿越太空,與小城市大小的星際野生動物保護區中的生物互動,並揭開動物死亡的秘密。
  • 在 COVID-19 封鎖期間,AR、VR 和 MR 等技術見證了巨大的需求,因為它們使人們能夠使用這些身臨其境型平台購物、交談和社交。新冠肺炎疫情讓學習者和年輕學生從課堂轉移到了遠端教育的虛擬世界。目前,許多大學和學校正在使用虛擬實境技術來改善教育機會,既為有學習困難或殘疾的學生提供支持,又使學習不受地點限制。

教育領域的虛擬實境 (VR) 市場趨勢

對互動和個人化學習體驗的需求日益增加

  • 線上教育的日益普及以及虛擬學習環境的好處(例如靈活的時間表、更強的個人課責、移動性和以學生為中心的學習)正在推動市場的成長。 VR可以取代實體的紙模型、海報、教科書和印刷手冊。它提供更便宜、更便攜的學習材料,使教育更加便利、更行動化。
  • 在過去的幾年裡,採用 VR 的成本大幅下降,這項技術在財富 500 強公司中越來越普遍地應用,零售、物流和客戶服務員工擴大使用VR頭戴裝置來練習和更好地完成工作。
  • 全球各地的各種企業都在使用 VR 技術為員工提供個人化的學習體驗,從而推動市場的成長。例如,在美國,沃爾瑪正在使用 STRIVR 技術來提升員工的技能,同時該技術也被 Visa、美國銀行、寶馬、Google和 ABC 等公司採用。培訓模擬器將員工置於真實的環境中,以測試他們處理各種職場情況的能力。
  • 在 K-12 學習中,虛擬實境和擴增實擴增實境正在幫助教師讓學生參與內容並有助於知識保留。透過基於網路的門戶,教師可以控制和管理耳機、規劃課程並監控學生的進度。教師可以在學生的耳機上設定興趣點,引導他們到課程的特定部分,並查看每個學生所看到內容的縮圖。

此外,隨著 VR 系統價格下降以及越來越多的人對這項新技術產生興趣,預計其在教育領域的應用將會越來越廣泛。例如,Perkins Coie 和 XR 協會對 160 多名專業人士進行的一項調查發現,63% 的受訪者強烈同意身臨其境型技術將在未來五年內顯著推動教育發展。

預計北美將佔據主要佔有率

  • 由於美國在全球軟體市場的主導地位,以及大量供應商在市場創新方面投入巨資,預計預測期內北美研究市場將大幅成長。
  • 從全球來看,美國有望成為最具創新力的 VR 市場之一。大多數推廣此項技術的公司都位於美國。高科技的曝光和智慧型裝置的普及正在該地區創造強大的 VR 市場。
  • 此外,該地區擁有最多致力於將創新 VR 技術引入各行業的新興企業。根據 Tracxn Technologies 的資料,截至 2022 年 9 月,美國約有 1,348 家虛擬實境新興企業。
  • 根據GSMA預測,2025年北美智慧型手機用戶數將達到3.28億。此外,到 2025 年,該地區的行動用戶(86%) 和網路普及率 (80%) 可能會增加,位居世界第二。設備普及率的提高預計將對該地區的教育虛擬實境市場產生積極影響。

該地區的通訊業者正在積極吸引客戶使用其 5G 網路。因此,這些地區的供應商正在對軟體和平台進行投資和創新,以利用即將到來的 5G 技術開發 VR 應用程式。預計此類活動將促進該地區的市場成長。

教育領域虛擬實境(VR)產業概況

教育領域的虛擬實境(VR)市場競爭適中。此外,旨在提高身臨其境型虛擬環境的品質、效能和有效性的研究和開發工作預計將在未來幾年推動市場需求,並加劇領先供應商之間的競爭。

在印度,2022年1月,中央中等教育委員會(CBSE)與科技巨頭Meta合作,在未來三年內為10,000名教師和1000萬名學生提供虛擬實境(VR)和擴增實境(AR)培訓。作為合作的一部分,Meta 提供了有關數位安全、線上健康、VR 和 AR 的課程。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3 個月的分析師支持

目錄

第 1 章 簡介

  • 研究假設和市場定義
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場動態

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 消費者議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭對手之間的競爭
  • 生態系分析
    • 硬體
    • 軟體和應用程式開發
    • 內容創作者
    • 服務供應商
    • 網路供應商
    • 最終用戶
  • 市場促進因素
    • 對互動和個人化學習體驗的需求日益增加
    • 混合式學習技術的參與度和覆蓋率更高,從而更受相關人員的接受
    • 基於虛擬實境 (VR) 的技術將受益於教育和企業領域的先驅地位。
    • 數位化參與度的提高和內容的吸引力正在改變教育和培訓在企業中的作用
  • 市場限制
    • 消費級應用的內容和成本效益的限制
    • 依賴頻寬、網路等外部因素來保證最佳體驗
  • 市場機會
    • 教育機構和企業正在為互動學習分配更多預算
    • 技術進步讓更多人獲得內容
  • 教育領域VR應用分佈及定價模式分析
  • 主要使用案例和實施案例
    • 將VR引入中國課堂
    • 企業部門推出 VR 培訓計畫 協助服務標準化
    • Google 提供的虛擬實地考察
  • 技術簡介
  • COVID-19 工業影響評估

第5章 市場區隔

  • 類型
    • 硬體
    • 軟體
    • 服務(培訓與諮詢、託管服務)
  • 最終用戶
    • 教育機構
      • K-12 教育機構
      • 高等教育
    • 企業培訓
      • 資訊科技和電訊
      • 醫療
      • 零售與電子商務
      • 其他
  • 地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 其他

第6章 競爭格局

  • 公司簡介
    • HTC Corporation
    • Lenovo Group Limited
    • Samsung Electronics Co. Ltd
    • Microsoft Corporation
    • Meta Platforms, Inc.
    • Avantis Systems Limited
    • Unity Teach
    • Nearpod Inc
    • zSpace Inc
    • Virtalis Holdings Limited
    • EON Reality
    • Veative Labs
    • Alchemy VR Limited
    • VR Education Holdings

第7章投資分析

第8章 市場機會與未來趨勢

簡介目錄
Product Code: 70019

The Virtual Reality Market in Education Industry is expected to grow from USD 31.28 billion in 2025 to USD 81.13 billion by 2030, at a CAGR of 21% during the forecast period (2025-2030).

Virtual Reality (VR)  in Education - Market - IMG1

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises and adoption among major universities, colleges, and schools for advanced learning experiences. In addition, the market is expected to gain significant demand from corporations for corporate learning programs in the coming years.

Key Highlights

  • Virtual reality has gained significant traction in the education world over the past few years. It offers learners an immersive experience: they can learn complicated subject matters by entering a reality-imitating virtual world where they can move, talk, make decisions, and interact with the world around them. Such an instance led to increased demand for virtual reality in education.
  • Educational institutions have started incorporating practical learning through excursions, lab experiments, group activities, and projects. The introduction of virtual reality in education has taken learning to an entirely new dimension. Immersive learning through Virtual Reality has proven to be an effective tool for expanding knowledge. It delivers digitally created information and situations that mirror real-life experiences that are mostly inaccessible to learners in traditional school settings.
  • Many companies are making learning interactive and more engaging through VR technologies by adding gaming elements to textbook material. For instance, Curiscope's Virtuali-tee is a t-shirt and app that lets users learn about the human body. One person puts on the t-shirt while the other uses a virtual reality app on a smartphone to virtually reveal and explore the various layers inside the body.
  • Further, VR is finding extensive applications in biology, with universities and colleges worldwide using virtual reality headsets for immersive learning. For instance, last year, students at Arizona State University were learning biology in a unique virtual reality experience, hurtling through space to interact with creatures in an intergalactic wildlife sanctuary the size of a small city and to solve the mystery of why the animals are dying.
  • During the COVID-19 lockdown, technologies like AR, VR, and MR witnessed significant demand as they allowed people to shop, talk, and socialize using these immersive platforms. The COVID-19 pandemic moved learners and young students out of the classroom and into the virtual world of remote education. Many universities and schools are now taking advantage of virtual reality technology to improve access to education, both in terms of helping pupils with learning difficulties or disabilities and making learning less location-dependent.

Virtual Reality (VR) in Education Market Trends

Increasing Demand For Interactive and Personalized Learning Experience

  • Increasing adoption of online education and the benefits of a virtual learning environment, such as flexible schedules, more individual accountability, mobility, student-centered learning, and others, are driving the market's growth. VR can replace physical paper models, posters, textbooks, and printed manuals. It offers less expensive and portable learning materials, making education more accessible and mobile.
  • Over the past few years, the cost of deploying VR has plunged, and the technology has expanded into more general use at almost Fortune 500 corporations, where employees working in retail, logistics, and customer service are practicing with VR headsets to get better at their jobs.
  • Various businesses worldwide use VR technology to provide their employees with a personalized learning experience, thus driving the market's growth. For instance, across the U.S., Walmart is training its employees to improve their skills using STRIVR technology, which has also worked for companies like Visa, Bank of America, BMW, Google, ABC, and more. The training simulators place the employee in a realistic setting, which tests their ability to handle different situations at the workplace.
  • In K-12 learning, virtual and augmented reality help teachers engage students in content to assist them in retaining knowledge. By using a web-based portal, teachers can control and manage the headsets, plan lessons, and monitor student progress. Teachers can set points of interest on students' headsets to direct them to certain parts of the lesson and may view thumbnail images of what each student is seeing.

Further, as the prices of VR systems drop and more people become interested in this new technology, adoption in the education sector is expected to grow. For instance, a Perkins Coie and XR Association survey of over 160 professionals found that 63% of respondents strongly agreed that immersive technology will significantly advance education over the next five years.

North America is Expected to Hold Major Share

  • The North American segment of the market studied is expected to grow significantly during the forecast period, owing to the presence of a large number of vendors, who are also investing heavily in market innovation, coupled with the dominance of the United States in the global software market.
  • Globally, it is expected that the United States will be one of the most innovative VR markets. Most of the companies advancing this technology are based in the United States. High technology exposure and the ease of availability of smart devices have created a strong VR market in the region.
  • Further, the region has the highest number of emerging startups focusing on bringing innovative VR technologies to various industries. According to data from Tracxn Technologies, as of September 2022, there were approximately 1,348 Virtual Reality startups in the United States.
  • According to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest in the world. Increased device penetration will positively impact the region's virtual reality market for education.

The telecom companies in the region are aggressively making efforts to attract customers to use their 5G network. Hence, these regional vendors are investing in and innovating the software and platform for the development of VR applications by leveraging the upcoming 5G technology. Such events are expected to boost the growth of the market in the region.

Virtual Reality (VR) in Education Industry Overview

The virtual reality market in education is moderately competitive. Furthermore, research and development initiatives aimed at improving immersive virtual environments' quality, performance, and effectiveness are projected to propel market demand in the coming years, increasing competition among the key vendors.

India in January 2022, had the Central Board of Secondary Education (CBSE) collaborate with the tech giant, Meta, to train 10 lakh teachers and one crore students in Virtual Reality (VR) and Augmented Reality (AR) for the next three years. As part of this partnership, Meta provided a curriculum on digital safety, online well-being, VR, and AR.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitutes
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Industry Ecosystem Analysis
    • 4.3.1 Hardware
    • 4.3.2 Software and App Development
    • 4.3.3 Content Creators
    • 4.3.4 Service Providers
    • 4.3.5 Network Providers
    • 4.3.6 End Users
  • 4.4 Market Drivers
    • 4.4.1 Increasing demand for interactive and personalized learning experience
    • 4.4.2 Higher acceptance among stakeholders owing to higher engagement and scope for blended learning technology
    • 4.4.3 VR-based technology benefits from being the first entrant in the education & corporate category
    • 4.4.4 The role of education and training among corporates has transformed with the growth in digital engagement and compelling content
  • 4.5 Market Restraints
    • 4.5.1 Limited content and cost efficiency of consumer-grade applications
    • 4.5.2 Dependence on external factors, such as bandwidth and network, for ensuring optimal experience
  • 4.6 Market Opportunities
    • 4.6.1 Growth in budget allocation on interactive learning by education bodies and the corporate sector
    • 4.6.2 Technological advancements to make content accessible to a wider audience
  • 4.7 VR App Distribution and Pricing Model Analysis in the Education Sector
  • 4.8 Key-use cases and Implementation case studies
    • 4.8.1 China's implementation of VR in classrooms
    • 4.8.2 The Corporate sector initiatives toward VR training for service standardization
    • 4.8.3 Implementation of virtual field trips through Google's offering
  • 4.9 Technology Snapshot
  • 4.10 Assessment of Impact of COVID-19 on the Industry

5 MARKET SEGMENTATION

  • 5.1 Type
    • 5.1.1 Hardware
    • 5.1.2 Software
    • 5.1.3 Services (Training and Consulting and Managed Services)
  • 5.2 End User
    • 5.2.1 Academic Institutions
      • 5.2.1.1 K-12 Learning
      • 5.2.1.2 Higher Education
    • 5.2.2 Corporate Training
      • 5.2.2.1 IT and Telecom
      • 5.2.2.2 Healthcare
      • 5.2.2.3 Retail and E-commerce
      • 5.2.2.4 Other End users
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia Pacific
    • 5.3.4 Rest of the World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 HTC Corporation
    • 6.1.2 Lenovo Group Limited
    • 6.1.3 Samsung Electronics Co. Ltd
    • 6.1.4 Microsoft Corporation
    • 6.1.5 Meta Platforms, Inc.
    • 6.1.6 Avantis Systems Limited
    • 6.1.7 Unity Teach
    • 6.1.8 Nearpod Inc
    • 6.1.9 zSpace Inc
    • 6.1.10 Virtalis Holdings Limited
    • 6.1.11 EON Reality
    • 6.1.12 Veative Labs
    • 6.1.13 Alchemy VR Limited
    • 6.1.14 VR Education Holdings

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS