+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Metaverse in Education Market by Component (Hardware (AR devices, VR devices, MR devices, and interactive displays and projectors), Software, Professional Services), End User (Academic and Corporate) and Region - Global Forecast to 2028

  • PDF Icon

    Report

  • 231 Pages
  • May 2023
  • Region: Global
  • Markets and Markets
  • ID: 5807239

The metaverse in the education market is expected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period. The term "metaverse" can describe a networked system of 3D virtual spaces. It is a collective virtual shared space incorporating various digital environments, including VR, AR, and other immersive technologies. When the current educational system is criticized for being disconnected from the real world, the metaverse can help create virtual worlds that enable teachers to communicate with students regardless of geographic restrictions. Metaverse also helps provide immersive learning environments where students, instructors, and staff can explore and interact with concepts and scenarios. 

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

The metaverse in the education market by component is divided into hardware, software, and professional services. The hardware segment is estimated to hold the highest CAGR during the forecasted metaverse in the education market. The hardware components in the metaverse in the education market include VR, AR, MR, and interactive displays and projectors. The AR, VR, and MR devices are predicted to rise due to the use of heads-up devices (HUD) in the metaverse in the education market. The use of AR technology in numerous applications has grown because of its capacity to merge the actual world with virtual items. The most popular AR device for industrial applications is AR smart glasses, which help AR devices grow. Furthermore, head-mounted devices (HMDs) are anticipated to be at the core of the market's expansion in the VR devices segment. Users have responded positively to these displays from brands including Samsung Electronics, Lenovo, and Meta Platforms, Inc. Microsoft HoloLens 2 is primarily in charge of the MR devices segment and is anticipated to gain popularity in the education market for experiencing the metaverse. 

By professional services, the application development and system integration segment held the highest CAGR during the forecast period

The metaverse in the education market, by professional services, is segmented into application development, system integration, strategy, and business consulting. The application development and system integration segment will hold the highest CAGR during the forecast period. Educators require these services and cooperate at various stages, from pre-sales requirement assessment to post-sales product deployment and execution, thus enabling the client to get maximum RoI. Metaverse education development platform, metaverse app development, metaverse NFT marketplace development, metaverse real estate platform development, metaverse social media platform development, and metaverse event platform development are a few services offered in the metaverse application development business. To seamlessly integrate the metaverse within existing or new systems, the need for system integration services is demanded by corporators and educators in the metaverse in the education market.  

Based on region, the Europe region holds the second-highest CAGR during the forecast period

The metaverse in the education market, by region, is segmented into North America, Europe, Asia Pacific, Middle East & Africa, and Latin America. The Europe region is expected to hold the second-highest CAGR during the forecast period. Europe has dominated the deployment of metaverse in education market. Significantly expanding economies in the European region, such as in the UK, Germany, France, and the rest of Europe, is anticipated to create a market for corporate and academic users of the metaverse in education. Further, the demand is driven by Europe's dedication to continuous learning and skill development, as the metaverse offers a platform for ongoing professional growth and the development of skills relevant to the future. Overall, the ability of the metaverse in education in Europe to improve learning, promote inclusivity, and prepare students for a globally connected and technologically advanced future. Moreover, in order to facilitate in-person interactions between students and teachers, European educational institutions are implementing virtual collaboration and communication solutions. Group projects, online conversations, and virtual classrooms are made possible by these tools, which creates a more active and interesting learning environment with the help of metaverse platform therefore the market in the region is expected to grow exponentially.

Breakdown of primaries

In-depth interviews were conducted with Chief Executive Officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the metaverse in the education market. 

  •     By Company: Tier I: 30%, Tier II: 45%, and Tier III: 25%
  •     By Designation: C-Level Executives: 40%, Director Level: 25%, and Others: 35%
  •     By Region: Asia Pacific: 20%, Europe: 30%, North America: 45%, Rest of World: 5%

Some of the significant metaverse in education market vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), Baidu, Inc. (China), Avantis Systems Ltd (UK), Axon Park (US), Tomorrow's Education (Germany), NextMeet (India), ClassVR (England), Metable GmbH (Switzerland), Virbela (US), Labster (Denmark), VictoryXR (US), ENGAGE Plc (US),  VEDX Solutions (US), Stimuli (US), NetEase (China), HTC (Taiwan), and Sandbox (US).

Research coverage:

The market study covers the metaverse in the education market across segments. It aims at estimating the market size and the growth potential across different segments, such as components, end users, and regions. It includes an in-depth competitive analysis of the key players in the market, their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.

Reasons to buy this report: 

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse in the education market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities. 

The report provides insights on the following pointers: 

  •     Analysis of key drivers (Increased industry training and deployment in the education sector, Rapid adoption of virtual technologies boosts the market growth, Decreasing price of VR headsets drives the market growth), restraints (Requires a reliable and scalable technology infrastructure, Health and mental issues from excessive use, High installation and maintenance costs of high-end metaverse components), opportunities (Students can study through an immersive experience offered by metaverse, Covid-19 pandemic promoted a significant infusion of educational technology, 5G technology is constantly evolving), and challenges (Fear of content development, digital inequality, and access issues, To discover innovative ways to transform the education ecosystem) influencing the growth of the metaverse in the education market.
  •    Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the metaverse in the education market.
  •     Market Development: Comprehensive information about lucrative markets - the report analyses the metaverse in the education market across varied regions.
  •     Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the metaverse in the education market.
  •     Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players, including Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (US), Unity Software Inc. (US), among others in the metaverse in the education market.

Table of Contents

1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.2.1 Inclusions and Exclusions
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Regions Covered
1.3.3 Years Considered
1.4 Currency Considered
Table 1 USD Exchange Rates, 2019-2022
1.5 Stakeholders

2 Research Methodology
2.1 Research Data
Figure 1 Metaverse in Education Market: Research Design
2.1.1 Secondary Data
Table 2 List of Key Secondary Sources
2.1.2 Primary Data
2.1.2.1 Breakup of Primaries
2.1.2.2 Primary Respondents
Table 3 Market: Primary Respondents
2.1.2.3 Key Industry Insights
2.2 Data Triangulation
2.3 Market Size Estimation
Figure 2 Metaverse in Education Market: Top-Down and Bottom-Up Approach
2.3.1 Supply-Side Approach
Figure 3 Approach 1 (Supply-Side): Revenue of Metaverse in Education from Vendors
Figure 4 Bottom-Up Approach (Supply Side): Collective Revenue of Metaverse in Education Vendors
Figure 5 Market Projections from Supply Side
2.3.2 Demand-Side Approach
Figure 6 Approach 2 (Demand Side): Revenue of Vendors from Various Segments
Figure 7 Market Projections from Demand Side
2.4 Market Forecast
Table 4 Factor Analysis
2.4.1 Recession Impact Analysis
2.5 Research Assumptions
Table 5 Assumptions
2.6 Limitations

3 Executive Summary
Figure 8 Metaverse in Education Market Snapshot, 2020-2028
Figure 9 Top Market Segments in Terms of Growth Rate
Figure 10 Metaverse Software in Education to Account for Largest Market by 2028
Figure 11 Ar Devices to Account for Largest Hardware Market by 2028
Figure 12 Strategy & Business Consulting Services to Account for Largest Market by 2028
Figure 13 Academic End-Users to Account for Largest Market by 2028
Figure 14 North America to Account for Largest Share During Forecast Period

4 Premium Insights
4.1 Attractive Growth Opportunities for Players in Metaverse in Education Market
Figure 15 Drastic Geographic Change and Technological Evolution to Drive Metaverse in Education's Archiving Growth
4.2 Market, by Component
Figure 16 Software Component to Account for Largest Share in 2023 and 2028
4.3 Market, by Hardware
Figure 17 Ar Devices to Become Largest Hardware Market by 2028
4.4 Market, by Professional Service
Figure 18 Strategy & Business Consulting Segment to Account for Larger Share Among Professional Services in 2023
4.5 Market, by End-User
Figure 19 Academic End-Users to Account for Larger Share Than Corporate End-Users
4.6 Market, by Region
Figure 20 Asia-Pacific to Emerge as Best Market for Investments in Next Five Years

5 Market Overview and Industry Trends
5.1 Introduction
5.2 Market Dynamics
Figure 21 Drivers, Restraints, Opportunities, and Challenges: Metaverse in Education Market
5.2.1 Drivers
5.2.1.1 Increase in Industrial Training and Deployment in Education Sector
5.2.1.2 Rapid Adoption of Virtual Technologies
Figure 22 Stages of Vr Adoption in Companies
5.2.1.3 Decrease in Price of Vr Headsets
5.2.2 Restraints
5.2.2.1 Requirement of Reliable and Scalable Technology Infrastructure
5.2.2.2 Health and Mental Issues from Excessive Use
5.2.2.3 High Installation and Maintenance Costs of High-End Metaverse Components
5.2.3 Opportunities
5.2.3.1 Immersive Experience Offered to Students
5.2.3.2 Major Infusion of Educational Technology Prompted by COVID-19 Pandemic
5.2.3.3 Constantly Evolving 5G Technology
5.2.4 Challenges
5.2.4.1 Fear of Content Development, Digital Inequality, and Access Issues
5.2.4.2 Innovation in Transforming Education Ecosystem
5.3 Case Study Analysis
5.3.1 Stevens Institute of Technology Utilized Samsung Interactive Boards for Distant Classrooms
5.3.2 Ecnu Xiping Bilingual School Supported Superior Educational Experiences with Lenovo Thinkagile Vx Series
5.3.3 Ontario College Turned to Microsoft's Mixed Reality for Future of Training
5.3.4 Katherine Warington School Enhanced Classroom Engagement with Classvr
5.3.5 Unity Prepares Tafe Queensland Students for In-Demand Careers with Uaa
5.4 Ecosystem
Figure 23 Metaverse in Education Market Ecosystem
5.5 Value Chain Analysis
Figure 24 Market: Value Chain
5.6 Pricing Analysis
5.6.1 Introduction
5.6.2 Average Selling Price Trends
5.6.3 Average Selling Price Trends of Key Players, by Type
Table 6 Metaverse in Education Market: Pricing Analysis, by Vendor
5.7 Patent Analysis
Figure 25 Number of Patents Published, 2012-2022
Figure 26 Top Ten Global Patent Applicants in 2022
Table 7 Top Patent Owners
5.8 Technology Analysis
5.8.1 Ai and Ml
5.8.2 5G Network
5.8.3 Internet of Things
5.8.4 Virtual Reality
5.8.5 Augmented Reality
5.9 Regulatory Landscape
5.9.1 Regulatory Bodies, Government Agencies, and Other Organizations
Table 8 North America: Regulatory Bodies, Government Agencies, and Other Organizations
Table 9 Europe: Regulatory Bodies, Government Agencies, and Other Organizations
Table 10 Asia-Pacific: Regulatory Bodies, Government Agencies, and Other Organizations
Table 11 Rest of the World: Regulatory Bodies, Government Agencies, and Other Organizations
5.9.2 Regulations, by Region
5.9.2.1 North America
5.9.2.2 Europe
5.9.2.3 Asia-Pacific
5.9.2.4 Middle East & South Africa
5.9.2.5 Latin America
5.9.3 Regulatory Implications and Industry Standards
5.9.3.1 General Data Protection Regulation
5.9.3.2 Sec Rule 17A-4
5.9.3.3 Iso/Iec 27001
5.9.3.4 System and Organization Controls 2 Type Ii Compliance
5.9.3.5 Financial Industry Regulatory Authority
5.9.3.6 Freedom of Information Act
5.9.3.7 Health Insurance Portability and Accountability Act
5.10 Porter's Five Forces Model
Figure 27 Metaverse in Education Market: Porter's Five Forces Analysis
Table 12 Market: Porter's Five Forces Analysis
5.10.1 Intensity of Competitive Rivalry
5.10.2 Bargaining Power of Suppliers
5.10.3 Bargaining Power of Buyers
5.10.4 Threat of New Entrants
5.10.5 Threat of Substitutes
5.11 Key Conferences and Events
Table 13 Market: Key Conferences and Events, 2023-2024
5.12 Trends/Disruptions Impacting Buyers
Figure 28 Metaverse in Education Market: Trends/Disruptions Impacting Buyers
5.13 Key Stakeholders & Buying Criteria
5.13.1 Key Stakeholders in Buying Process
Figure 29 Influence of Stakeholders in Buying Process for Top Hardware
Table 14 Influence of Stakeholders in Buying Process for Top Hardware
5.13.2 Buying Criteria
Figure 30 Key Buying Criteria for Top Three Hardware
Table 15 Key Buying Criteria for Top Three Hardware

6 Metaverse in Education Market, by Component
6.1 Introduction
Figure 31 Metaverse Software in Education to Account for Largest Market Size
6.1.1 Component: Market Drivers
Table 16 Market, by Component, 2018-2022 (USD Million)
Table 17 Market, by Component, 2023-2028 (USD Million)
6.2 Hardware
Figure 32 Ar Devices to Account for Largest Metaverse Hardware Market in Education
Table 18 Hardware: Market, by Region, 2018-2022 (USD Million)
Table 19 Hardware: Market, by Region, 2023-2028 (USD Million)
Table 20 Market, by Hardware, 2018-2022 (USD Million)
Table 21 Market, by Hardware, 2023-2028 (USD Million)
6.2.1 Ar Devices
6.2.1.1 Facilitating More Efficient and Interactive Engagement with Subjects
Table 22 Ar Devices: Metaverse in Education Market, by Region, 2018-2022 (USD Million)
Table 23 Ar Devices: Market, by Region, 2023-2028 (USD Million)
6.2.2 Vr Devices
6.2.2.1 Allowing Students to Manipulate Virtual Objects Using Natural Hand Gestures
Table 24 Vr Devices: Market, by Region, 2018-2022 (USD Million)
Table 25 Vr Devices: Market, by Region, 2023-2028 (USD Million)
6.2.3 Mr Devices
6.2.3.1 High-Performance Graphics to Experience Enhanced Learning
Table 26 Mr Devices: Market, by Region, 2018-2022 (USD Million)
Table 27 Mr Devices: Market, by Region, 2023-2028 (USD Million)
6.2.4 Interactive Displays & Projectors
6.2.4.1 Enhanced Students’ Cognitive Learning Capabilities
Table 28 Interactive Displays & Projectors: Market, by Region, 2018-2022 (USD Million)
Table 29 Interactive Displays & Projectors: Market, by Region, 2023-2028 (USD Million)
6.3 Software
Table 30 Software: Metaverse in Education Market, by Region, 2018-2022 (USD Million)
Table 31 Software: Market, by Region, 2023-2028 (USD Million)
6.3.1 Extended Reality Software
6.3.1.1 Improved Learning Capabilities and Reduction in Learning Time
6.3.2 Gaming Engines
6.3.2.1 Creating Fun and Engaging Ways for Students
6.3.3 Metaverse Platform
6.3.3.1 More Engaging Experience Than Traditional Classroom Lectures or Online Courses
6.3.4 3D Mapping, Modeling, and Reconstruction
6.3.4.1 Creating Natural-Looking Spaces to Enhance Student Engagement
6.4 Professional Services
Figure 33 Strategy & Business Consulting Services to Account for Largest Professional Services Market
Table 32 Professional Services: Market, by Region, 2018-2022 (USD Million)
Table 33 Professional Services: Market, by Region, 2023-2028 (USD Million)
Table 34 Market, by Professional Service, 2018-2022 (USD Million)
Table 35 Market, by Professional Service, 2023-2028 (USD Million)
6.4.1 Application Development & System Integration
6.4.1.1 Deep Understanding of Various Components Involved and Ability to Implement Interfaces
Table 36 Application Development & System Integration: Market, by Region, 2018-2022 (USD Million)
Table 37 Application Development & System Integration: Market, by Region, 2023-2028 (USD Million)
6.4.2 Strategy & Business Consulting Services
6.4.2.1 Helping Clients Identify and Solve Problems, Achieve Their Goals, and Improve Their Overall Performance
Table 38 Strategy & Business Consulting Services: Market, by Region, 2018-2022 (USD Million)
Table 39 Strategy & Business Consulting Services: Market, by Region, 2023-2028 (USD Million)

7 Metaverse in Education Market, by End-User
7.1 Introduction
Figure 34 Academic End-Users to Account for Largest Market
7.1.1 End-User: Market Drivers
Table 40 Market, by End-User, 2018-2022 (USD Million)
Table 41 Market, by End-User, 2023-2028 (USD Million)
7.2 Academic
7.2.1 Increased Usage of Handheld Devices for Learning
Table 42 Academic: Market, by Region, 2018-2022 (USD Million)
Table 43 Academic: Market, by Region, 2023-2028 (USD Million)
Table 44 Market, by Academic End-User, 2018-2022 (USD Million)
Table 45 Market, by Academic End-User, 2023-2028 (USD Million)
7.2.2 K-12
7.2.2.1 Multiple Innovative Resources to Access Metaverse in Schools
Table 46 K-12: Market, by Region, 2018-2022 (USD Million)
Table 47 K-12: Market, by Region, 2023-2028 (USD Million)
7.2.3 Higher Education
7.2.3.1 Students Offered Benefits of Learning from Anywhere
Table 48 Higher Education: Market, by Region, 2018-2022 (USD Million)
Table 49 Higher Education: Market, by Region, 2023-2028 (USD Million)
7.3 Corporate
7.3.1 Collaboration and Social Learning for Employees Within Virtual Environment
Table 50 Corporate: Market, by Region, 2018-2022 (USD Million)
Table 51 Corporate: Market, by Region, 2023-2028 (USD Million)

8 Metaverse in Education Market, by Region
8.1 Introduction
Figure 35 North America to Account for Largest Market Share by 2028
Table 52 Market, by Region, 2018-2022 (USD Million)
Table 53 Market, by Region, 2023-2028 (USD Million)
8.2 North America
8.2.1 North America: Market Drivers
8.2.2 North America: Recession Impact
Figure 36 North America: Market Snapshot
Table 54 North America: Metaverse in Education Market, by Component, 2018-2022 (USD Million)
Table 55 North America: Market, by Component, 2023-2028 (USD Million)
Table 56 North America: Market, by Hardware, 2018-2022 (USD Million)
Table 57 North America: Market, by Hardware, 2023-2028 (USD Million)
Table 58 North America: Market, by Professional Service, 2018-2022 (USD Million)
Table 59 North America: Market, by Professional Service, 2023-2028 (USD Million)
Table 60 North America: Market, by End-User, 2018-2022 (USD Million)
Table 61 North America: Market, by End-User, 2023-2028 (USD Million)
Table 62 North America: Market, by Academic End-User, 2018-2022 (USD Million)
Table 63 North America: Market, by Academic End-User, 2023-2028 (USD Million)
Table 64 North America: Market, by Country, 2018-2022 (USD Million)
Table 65 North America: Market, by Country, 2023-2028 (USD Million)
8.2.3 US
8.2.3.1 Adoption of Advanced Technologies Such as Ar and Vr
Table 66 US: Metaverse in Education Market, by End-User, 2018-2022 (USD Million)
Table 67 US: Market, by End-User, 2023-2028 (USD Million)
8.2.4 Canada
8.2.4.1 Combination of Games and Education Offered in Institutions
Table 68 Canada: Market, by End-User, 2018-2022 (USD Million)
Table 69 Canada: Market, by End-User, 2023-2028 (USD Million)
8.3 Europe
8.3.1 Europe: Market Drivers
8.3.2 Europe: Recession Impact
Table 70 Europe: Metaverse in Education Market, by Component, 2018-2022 (USD Million)
Table 71 Europe: Market, by Component, 2023-2028 (USD Million)
Table 72 Europe: Market, by Hardware, 2018-2022 (USD Million)
Table 73 Europe: Market, by Hardware, 2023-2028 (USD Million)
Table 74 North America: Market, by Professional Service, 2018-2022 (USD Million)
Table 75 North America: Market, by Professional Service, 2023-2028 (USD Million)
Table 76 Europe: Market, by End-User, 2018-2022 (USD Million)
Table 77 Europe: Market, by End-User, 2023-2028 (USD Million)
Table 78 Europe: Market, by Academic End-User, 2018-2022 (USD Million)
Table 79 Europe: Market, by Academic End-User, 2023-2028 (USD Million)
Table 80 Europe: Market, by Country, 2018-2022 (USD Million)
Table 81 Europe: Market, by Country, 2023-2028 (USD Million)
8.3.3 UK
8.3.3.1 Growth in Use of Vr Headsets
Table 82 UK: Metaverse in Education Market, by End-User, 2018-2022 (USD Million)
Table 83 UK: Market, by End-User, 2023-2028 (USD Million)
8.3.4 Germany
8.3.4.1 Increase in Digitalization and Effective Management of Metaverse in Education Through Various Stages
Table 84 Germany: Market, by End-User, 2018-2022 (USD Million)
Table 85 Germany: Market, by End-User, 2023-2028 (USD Million)
8.3.5 France
8.3.5.1 Strong Support from French Government for Adoption of Metaverse in Education Sector
Table 86 France: Market, by End-User, 2018-2022 (USD Million)
Table 87 France: Market, by End-User, 2023-2028 (USD Million)
8.3.6 Rest of Europe
Table 88 Rest of Europe: Market, by End-User, 2018-2022 (USD Million)
Table 89 Rest of Europe: Market, by End-User, 2023-2028 (USD Million)
8.4 Asia-Pacific
8.4.1 Asia-Pacific: Market Drivers
8.4.2 Asia-Pacific: Recession Impact
Figure 37 Asia-Pacific: Regional Snapshot
Table 90 Asia-Pacific: Metaverse in Education Market, by Component, 2018-2022 (USD Million)
Table 91 Asia-Pacific: Market, by Component, 2023-2028 (USD Million)
Table 92 Asia-Pacific: Market, by Hardware, 2018-2022 (USD Million)
Table 93 Asia-Pacific: Market, by Hardware, 2023-2028 (USD Million)
Table 94 Asia-Pacific: Market, by Professional Service, 2018-2022 (USD Million)
Table 95 Asia-Pacific: Market, by Professional Service, 2023-2028 (USD Million)
Table 96 Asia-Pacific: Market, by End-User, 2018-2022 (USD Million)
Table 97 Asia-Pacific: Market, by End-User, 2023-2028 (USD Million)
Table 98 Asia-Pacific: Market, by Academic End-User, 2018-2022 (USD Million)
Table 99 Asia-Pacific: Market, by Academic End-User, 2023-2028 (USD Million)
Table 100 Asia-Pacific: Market, by Country, 2018-2022 (USD Million)
Table 101 Asia-Pacific: Market, by Country, 2023-2028 (USD Million)
8.4.3 China
8.4.3.1 Presence of Innovative Technologies
Table 102 China: Metaverse in Education Market, by End-User, 2018-2022 (USD Million)
Table 103 China: Market, by End-User, 2023-2028 (USD Million)
8.4.4 Japan
8.4.4.1 Increased R&D Investments and Skilled Professionals
Table 104 Japan: Market, by End-User, 2018-2022 (USD Million)
Table 105 Japan: Market, by End-User, 2023-2028 (USD Million)
8.4.5 India
8.4.5.1 Continuous Upgrades to Metaverse It Infrastructure and Applications
Table 106 India: Market, by End-User, 2018-2022 (USD Million)
Table 107 India: Market, by End-User, 2023-2028 (USD Million)
8.4.6 Rest of Asia-Pacific
Table 108 Rest of Asia-Pacific: Market, by End-User, 2018-2022 (USD Million)
Table 109 Rest of Asia-Pacific: Market, by End-User, 2023-2028 (USD Million)
8.5 Middle East & Africa
8.5.1 Middle East & Africa: Market Drivers
8.5.2 Middle East & Africa: Recession Impact
Table 110 Middle East & Africa: Metaverse in Education Market, by Component, 2018-2022 (USD Million)
Table 111 Middle East & Africa: Market, by Component, 2023-2028 (USD Million)
Table 112 Middle East & Africa: Market, by Hardware, 2018-2022 (USD Million)
Table 113 Middle East & Africa: Market, by Hardware, 2023-2028 (USD Million)
Table 114 Middle East & Africa: Market, by Professional Service, 2018-2022 (USD Million)
Table 115 Middle East & Africa: Market, by Professional Service, 2023-2028 (USD Million)
Table 116 Middle East & Africa: Market, by End-User, 2018-2022 (USD Million)
Table 117 Middle East & Africa: Market, by End-User, 2023-2028 (USD Million)
Table 118 Middle East & Africa: Market, by Academic End-User, 2018-2022 (USD Million)
Table 119 Middle East & Africa: Market, by Academic End-User, 2023-2028 (USD Million)
Table 120 Middle East & Africa: Market, by Country, 2018-2022 (USD Million)
Table 121 Middle East & Africa: Market, by Country, 2023-2028 (USD Million)
8.5.3 Kingdom of Saudi Arabia
8.5.3.1 Commitment to Collaborating with Educational Institutions and Policymakers
Table 122 Kingdom of Saudi Arabia: Metaverse in Education Market, by End-User, 2018-2022 (USD Million)
Table 123 Kingdom of Saudi Arabia: Market, by End-User, 2023-2028 (USD Million)
8.5.4 UAE
8.5.4.1 Rise in Government Investments and Economic Development
Table 124 UAE: Market, by End-User, 2018-2022 (USD Million)
Table 125 UAE: Market, by End-User, 2023-2028 (USD Million)
8.5.5 Rest of the Middle East & Africa
Table 126 Rest of the Middle East & Africa: Market, by End-User, 2018-2022 (USD Million)
Table 127 Rest of the Middle East & Africa: Market, by End-User, 2023-2028 (USD Million)
8.6 Latin America
8.6.1 Latin America: Market Drivers
8.6.2 Latin America: Recession Impact
Table 128 Latin America: Metaverse in Education Market, by Component, 2018-2022 (USD Million)
Table 129 Latin America: Market, by Component, 2023-2028 (USD Million)
Table 130 Latin America: Market, by Hardware, 2018-2022 (USD Million)
Table 131 Latin America: Market, by Hardware, 2023-2028 (USD Million)
Table 132 Latin America: Market, by Professional Service, 2018-2022 (USD Million)
Table 133 Latin America: Market, by Professional Service, 2023-2028 (USD Million)
Table 134 Latin America: Market, by End-User, 2018-2022 (USD Million)
Table 135 Latin America: Market, by End-User, 2023-2028 (USD Million)
Table 136 Latin America: Market, by Academic End-User, 2018-2022 (USD Million)
Table 137 Latin America: Market, by Academic End-User, 2023-2028 (USD Million)
Table 138 Latin America: Market, by Country, 2018-2022 (USD Million)
Table 139 Latin America: Market, by Country, 2023-2028 (USD Million)
8.6.3 Brazil
8.6.3.1 Promotion of Creativity and Innovation Among Students Through Latest Software
Table 140 Brazil: Market, by End-User, 2018-2022 (USD Million)
Table 141 Brazil: Market, by End-User, 2023-2028 (USD Million)
8.6.4 Mexico
8.6.4.1 Major Digital Transformation in Education Sector
Table 142 Mexico: Market, by End-User, 2018-2022 (USD Million)
Table 143 Mexico: Market, by End-User, 2023-2028 (USD Million)
8.6.5 Rest of Latin America
Table 144 Rest of Latin America: Market, by End-User, 2018-2022 (USD Million)
Table 145 Rest of Latin America: Market, by End-User, 2023-2028 (USD Million)

9 Competitive Landscape
9.1 Introduction
9.2 Right to Win
Table 146 Overview of Strategies Adopted by Key Vendors
9.3 Metaverse in Education Market Share Analysis
Table 147 Market Share of Key Vendors, 2022
Figure 38 Market Share Analysis
9.4 Historical Revenue Analysis of Top Vendors
Figure 39 Historical Revenue Analysis, 2018-2022 (USD Million)
9.5 Key Company Evaluation Quadrant
Figure 40 Company Evaluation Matrix for Key Players: Criteria Weightage
9.5.1 Stars
9.5.2 Emerging Leaders
9.5.3 Pervasive Players
9.5.4 Participants
Figure 41 Company Evaluation Quadrant for Key Players
Table 148 Overall Company Footprint for Key Players
9.6 Other Player and Startup/Sme Evaluation Quadrant
Figure 42 Evaluation Matrix for Startups/Smes: Criteria Weightage
9.6.1 Responsive Companies
9.6.2 Progressive Companies
9.6.3 Dynamic Companies
9.6.4 Starting Blocks
Figure 43 Company Evaluation Quadrant for Other Players and Startups/Smes
Table 149 Overall Company Footprint for Startups/Smes
9.6.5 Competitive Benchmarking of Startups/Smes
Table 150 Key Startups/Smes
9.7 Company Financial Metrics
Figure 44 Company Financial Metrics, 2022
9.8 Bal Snapshot of Key Market Participants
Figure 45 Global Snapshot of Key Market Participants, 2022
9.9 Key Market Developments
Table 151 Market: Product Launches and Enhancement, 2020-2023
Table 152 Metaverse in Education Market: Deals, 2020-2023

10 Company Profiles
10.1 Introduction
(Business Overview, Products/Services Offered, Recent Developments & Analyst's View)*
10.2 Key Players
10.2.1 Meta Platforms, Inc.
Table 153 Meta Platforms, Inc.: Business Overview
Figure 46 Meta Platforms, Inc.: Company Snapshot
Table 154 Meta Platforms, Inc.: Products/Services Offered
Table 155 Meta Platforms, Inc.: Product Launches & Enhancement
Table 156 Meta Platforms, Inc.: Deals
10.2.2 Microsoft Corporation
Table 157 Microsoft Corporation: Business Overview
Figure 47 Microsoft Corporation: Company Snapshot
Table 158 Microsoft Corporation: Products/Services Offered
Table 159 Microsoft Corporation: Product Launches and Enhancements
Table 160 Microsoft Corporation: Deals
10.2.3 Adobe Inc.
Table 161 Adobe Inc.: Business Overview
Figure 48 Adobe Inc.: Company Snapshot
Table 162 Adobe Inc.: Product/Services Offered
Table 163 Adobe Inc.: Product Launches and Enhancements
Table 164 Adobe Inc.: Deals
10.2.4 Hp Inc.
Table 165 Hp Inc.: Business Overview
Figure 49 Hp Inc.: Company Snapshot
Table 166 Hp Inc.: Products/Services Offered
Table 167 Hp Inc.: Product Launches and Enhancements
Table 168 Hp Inc.: Deals
10.2.5 Unity Software Inc.
Table 169 Unity Software Inc.: Business Overview
Figure 50 Unity Software Inc.: Company Snapshot
Table 170 Unity Software Inc.: Products/Services Offered
Table 171 Unity Software Inc.: Product Launches and Enhancements
Table 172 Unity Software Inc.: Deals
10.2.6 Samsung Electronics
Table 173 Samsung Electronics: Business Overview
Figure 51 Samsung Electronics: Company Snapshot
Table 174 Samsung Electronics: Products/Services Offered
Table 175 Samsung Electronics: Product Launches and Enhancements
Table 176 Samsung Electronics: Deals
10.2.7 Lenovo
Table 177 Lenovo: Business Overview
Figure 52 Lenovo: Company Snapshot
Table 178 Lenovo: Products/Services Offered
Table 179 Lenovo: Product Launches and Enhancements
Table 180 Lenovo: Deals
10.2.8 Roblox Corporation
Table 181 Roblox Corporation: Business Overview
Figure 53 Roblox Corporation: Company Snapshot
Table 182 Roblox Corporation: Products/Services Offered
Table 183 Roblox Corporation: Product Launches and Enhancements
Table 184 Roblox Corporation: Deals
10.2.9 Epic Games
Table 185 Epic Games: Business Overview
Table 186 Epic Games: Products/Services Offered
Table 187 Epic Games: Product Launches and Enhancements
Table 188 Epic Games: Deals
10.2.10 Baidu, Inc.
Table 189 Baidu, Inc.: Business Overview
Figure 54 Baidu, Inc.: Company Snapshot
Table 190 Baidu, Inc.: Products/Services Offered
Table 191 Baidu, Inc.: Product Launches and Enhancements
Table 192 Baidu, Inc.: Deals
*Details on Business Overview, Products/Services Offered, Recent Developments & Analyst's View Might Not be Captured in Case of Unlisted Companies.
10.3 Other Players
10.3.1 Avantis Systems Ltd.
10.3.2 Axon Park
10.3.3 Tomorrow's Education
10.3.4 Nextmeet
10.3.5 Classvr
10.3.6 Metable GmbH
10.3.7 Virbela
10.3.8 Labster
10.3.9 Victoryxr
10.3.10 Engage plc
10.3.11 Vedx Solutions
10.3.12 Stemuli
10.3.13 Netease
10.3.14 Htc
10.3.15 Sandbox
10.4 Startups/Smes
10.4.1 Medroom
10.4.2 Marvrus
10.4.3 Fotonvr
10.4.4 Ibentos
10.4.5 Legend of Learning
10.4.6 Sophia
10.4.7 Devden
10.4.8 Immerse
10.4.9 Kwark Education
10.4.10 Hatchxr
10.4.11 Metaverse Learning Limited

11 Adjacent/Related Markets
11.1 Introduction
11.1.1 Related Markets
11.1.2 Limitations
11.2 Extended Reality Market
Table 193 Extended Reality Market, 2019-2022 (USD Million)
Table 194 Extended Reality Market, 2023-2028 (USD Million)
11.3 Augmented Reality and Virtual Reality Market
Table 195 Augmented Reality Market, by Offering, 2018-2021 (USD Million)
Table 196 Augmented Reality Market, by Offering, 2022-2027 (USD Million)
Table 197 Virtual Reality Market, by Offering, 2018-2021 (USD Million)
Table 198 Virtual Reality Market, by Offering, 2022-2027 (USD Million)
11.4 Metaverse Market
Table 199 Metaverse Market, by Component, 2018-2021 (USD Billion)
Table 200 Metaverse Market, by Component, 2022-2027 (USD Billion)

12 Appendix
12.1 Discussion Guide
12.2 Knowledgestore: The Subscription Portal
12.3 Customization Options

Countries Covered

  • Adobe Inc.
  • Avantis Systems Ltd.
  • Axon Park
  • Baidu, Inc.
  • Classvr
  • Devden
  • Engage plc
  • Epic Games
  • Fotonvr
  • Hatchxr
  • Hp Inc.
  • Htc
  • Ibentos
  • Immerse
  • Kwark Education
  • Labster
  • Legend of Learning
  • Lenovo
  • Marvrus
  • Medroom
  • Meta Platforms, Inc.
  • Metable GmbH
  • Metaverse Learning Limited
  • Microsoft Corporation
  • Netease
  • Nextmeet
  • Roblox Corporation
  • Samsung Electronics
  • Sandbox
  • Sophia
  • Stemuli
  • Tomorrow's Education
  • Unity Software Inc.
  • Vedx Solutions
  • Victoryxr
  • Virbela

Methodology

Loading
LOADING...

Table Information