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    World Metaverse in Education Market Analysis Report 2023:A $19.3 Billion Market by 2028 Featuring Meta Platforms, Microsoft, Adobe,. HP, Unity Software, Samsung, Lenovo, Roblox, Epic Games, Baidu

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    Copyright 2023 PR Newswire.all rights reserved
    2023-06-02

    Dublin, June 2, 2023 /PRNewswire/ — “Metaverse in the Education Market by Component (Hardware (AR Devices, VR Devices, MR Devices, Interactive Displays and Projectors), Software, Professional Services), End User (Academic and Enterprise) and Region – Global Forecast to 2028 ” report added of ResearchAndMarkets.com Recruitment.

    The metaverse in the education market is $3.9 billion by 2023 $19.3 billion Achieved at a compound annual growth rate (CAGR) of 37.7% by 2028

    Where current education systems are criticized for being disconnected from the real world, the Metaverse can help build virtual worlds where teachers can communicate with students regardless of geographic restrictions. Metaverse also helps provide an immersive learning environment where students, instructors, and staff can explore and interact with concepts and scenarios.

    By component, the hardware segment maintained the highest CAGR during the forecast period

    By component, the education market metaverse is divided into hardware, software, and professional services. The hardware segment is estimated to maintain the highest CAGR during the projected metaverse period for the education market. Metaverse hardware components for the education market include VR, AR, MR, interactive displays and projectors.

    AR, VR, and MR devices are projected to grow due to the use of heads-up devices (HUDs) in the educational market metaverse. AR technology is increasingly used in many applications because it can blend the real world with virtual items. The most popular AR device for industrial applications is AR smart glasses, helping AR devices grow.

    Moreover, head-mounted devices (HMDs) are expected to be the core of market expansion in the VR device segment. Users have responded positively to these displays from brands such as Samsung Electronics, Lenovo and Meta Platforms, Inc. Microsoft HoloLens 2 is primarily responsible for the MR device space and is expected to become more popular in the educational market for experiencing the Metaverse.

    By professional services, the application development and systems integration segment recorded the highest CAGR during the forecast period

    The education market metaverse is segmented by professional services into application development, systems integration, strategy, and business consulting.

    Application development and system integration segment is expected to maintain the highest CAGR during the forecast period. An educator needs these services and we work with you at various stages, from pre-sales requirements assessment to post-sales product introduction and execution, so that your client can get the maximum of her RoI. Become.

    Metaverse Education Development Platform, Metaverse App Development, Metaverse NFT Marketplace Development, Metaverse Real Estate Platform Development, Metaverse Social Media Platform Development, Metaverse Events Platform Development are some of the services offered in the Metaverse Application Development Business.

    In order to seamlessly integrate the Metaverse into existing or new systems, companies and educators involved in the Metaverse of the education market are demanding system integration services.

    based on region Europe The region holds the second highest CAGR during the forecast period

    of Europe This region is expected to maintain the second highest CAGR during the forecast period. Europe It dominates the deployment of the Metaverse in the education market.

    The economies of Europe, including the United Kingdom, expanded significantly, Germany, Franceand the rest Europe, is expected to create a market for enterprise and academic users of the Metaverse in education. In addition, driving demand is European Metaverse is dedicated to continuous learning and skill development as it provides a platform for continued professional growth and development of skills relevant to the future.

    Overall, the capacity of the metaverse in education is Europe Improving learning, promoting inclusivity, and preparing students for a globally connected and technologically advanced future. Additionally, to facilitate face-to-face interactions between students and teachers, European institutions are deploying virtual collaboration and communication solutions.

    The market in the region is expected to grow exponentially as group projects, online conversations and virtual classrooms are enabled by these tools and a more active and interesting learning environment is created with the help of the Metaverse platform.

    Key Attributes:

    report attribute

    detail

    number of pages

    231

    Forecast period

    2023-2028

    2023 Estimated Market Value (USD)

    $3.9 billion

    Projected Market Value (USD) to 2028

    $19.3 billion

    compound annual growth rate

    37.7%

    Target area

    global

    Premium Insight

    • Dramatic Geographical Change and Technological Evolution Driving the Metaverse in the Growth of Educational Archives
    • Software components to account for the largest share in 2023 and 2028
    • AR devices will be the largest hardware market by 2028
    • Strategy & Business Consulting Sector to Hold Larger Share of Professional Services in 2023
    • Academic end-users account for a larger share than corporate end-users
    • Asia Pacific Emerge as the best investment market in the next five years

    Market trend

    driver

    • Increased placement in industrial training and education sector
    • Rapid adoption of virtual technology
    • Falling prices of VR headsets

    Restraint

    • Reliable and scalable technology infrastructure requirements
    • Health and Mental Problems from Excessive Use
    • High cost of installing and maintaining high-end metaverse components

    chance

    • Immersive experience offered to students
    • Mass Adoption of Educational Technology Driven by the COVID-19 Pandemic
    • 5G technology continues to evolve

    Theme

    • Fear of content development, digital divide and access issues
    • Innovation transforming the education ecosystem

    Case study analysis

    • Stevens Institute Percentage of Technology Leveraging Samsung Interactive Boards for Distance Classrooms
    • Ecnu Xiping Bilingual School Supports Superior Education Experience with Lenovo Thinkagile Vx Series
    • University of Ontario Leverages Microsoft’s Mixed Reality for Future Training
    • Katherine Warrington School Boosts Classroom Engagement with Classvr
    • Unity prepares Tafe Queensland students for in-demand careers at Uaa

    technical analysis

    • Ai and Miri
    • 5G network
    • internet of things
    • virtual reality
    • Augmented reality

    Company Profile

    key player

    • Meta Platforms Co., Ltd.
    • microsoft
    • Adobe Inc.
    • HP Co., Ltd.
    • Unity Software Co., Ltd.
    • Samsung Electronics
    • lenovo
    • Roblox Co., Ltd.
    • epic games
    • Baidu Co., Ltd.

    other players

    • Avantis Systems Co., Ltd.
    • Axon Park
    • education of tomorrow
    • next meeting
    • class vr
    • Metalable company
    • bilbera
    • lab star
    • victory xr
    • Engage with PLC
    • Vedx solution
    • stem
    • NetEase
    • HTC
    • sandbox
    • Startups/SMEs
    • medroom
    • Marvels
    • Photon VR
    • Events
    • legend of learning
    • Sofia
    • Debden
    • immerse
    • Quark education
    • hatch xr
    • Metaverse Learning Limited

    For more information on this report, please visit: https://www.researchandmarkets.com/r/ujx3fa

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