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Global Metaverse in Education Market Size study & Forecast, by Component (Hardware, Software, Professional Services), by End User (Academic, Corporate) and Regional Analysis, 2023-2030

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LSH 23.08.04

Global Metaverse in Education Market is valued at approximately USD 2.80 billion in 2022 and is anticipated to grow with a CAGR growth rate of more than 37.7% over the forecast period 2023-2030. Metaverse in education refers to the application of immersive virtual and augmented reality technologies to create interactive and engaging learning experiences. It involves the use of computer graphics, 3D models, and simulations to simulate real-world environments or create entirely virtual worlds where students can actively participate and interact with educational content. Moreover, the increasing use of electronic devices and growing advancement in technology are anticipated as the market drivers. Furthermore, the increasing adaptation of remote learning and the growing education-technology (ed-tech) industry fuel the market space.

According to India Brand Equity Foundation (IBEF) in 2022, the Indian electronics manufacturing industry is witnessing significant growth. Projections indicate that the market size may reach USD 520 billion by 2025, with the demand for electronic products expected to rise to USD 400 billion by the same year. By FY25, the electronics system market is anticipated to experience 2.3 times increase in demand, reaching USD 160 billion. Key sectors driving this growth include IT/OA with a CAGR of 54%, followed by industrial electronics at 38% and automotive electronics at 10%. These findings highlight the immense growth potential and emerging opportunities in the Indian electronics manufacturing industry. Additionally, according to United Nations Conference on Trade and Development (UNCTAD) in 2023, the frontier technology market is projected to reach approximately USD 9,469 billion by 2030. This market includes technologies like IoT and AI, contributing significantly to its expansion with USD 4,422 billion and USD 1,582 billion respectively, accounting for 47% and 17% of the total contribution. However, the market may face challenges due to resistance to change in the education system and high implementation costs.

The key regions considered for the Global Metaverse in Education Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominates the Metaverse in the education market due to its technological advancements, strong education infrastructure, availability of funding and investment opportunities, industry collaboration and more. The region's expertise in VR, AR, and MR technologies, coupled with its innovative educational institutions, drives the adoption and implementation of metaverse solutions in education. While North America leads the market, the global adoption of metaverse technologies in education is a growing trend, with other regions also poised for significant growth and opportunities. Asia Pacific region is the fastest-growing region in the metaverse in the education market due to factors such as increasing digital adoption, technological advancements, government initiatives and investments, and a flourishing EdTech market. The region's large population, rising internet penetration, and a strong emphasis on innovation create a favorable environment for the growth of the metaverse in education. Governments in the region actively support the integration of technology in education, providing funding and support for research and development.

Major market player included in this report are:

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Adobe Inc.
  • Hewlett-Packard Company Inc.
  • Unity Technologies Inc.
  • Samsung Electronics Co Ltd
  • Lenovo Group Limited
  • Roblox Corporation
  • Epic MegaGames, Inc.
  • Baidu Inc.

Recent Developments in the Market:

  • In March 2023, Microsoft introduced Microsoft Mesh, a fresh mixed-reality platform that facilitates collaborative and interactive experiences for users within a shared virtual space. Mesh empowers users with a range of tools to generate and personalize virtual avatars, objects, and environments. Additionally, the platform seamlessly integrates with other Microsoft offerings, including HoloLens and Altspace VR, allowing for cross-platform collaboration and interaction.
  • In January 2022, HP Inc. introduced HP Fortis laptops, a new range of PCs specifically engineered to meet the rigorous requirements of classrooms. The innovative HP Fortis portfolio is designed to cater to active and mobile learners, offering durability and resilience to withstand accidental drops and spills, while ensuring that keys remain securely in place on the keyboard. With textured surfaces, these lightweight devices provide students of all ages with improved grip and easier handling.

Global Metaverse in Education Market Report Scope:

  • Historical Data: 2020 - 2021
  • Base Year for Estimation: 2022
  • Forecast period: 2023-2030
  • Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered - Component, End User, Region
  • Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Professional Services

By End User:

  • Academic
  • Corporate

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Metaverse in Education Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Metaverse in Education Market, by Component, 2020-2030 (USD Billion)
    • 1.2.3. Metaverse in Education Market, by End User, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Metaverse in Education Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Metaverse in Education Market Dynamics

  • 3.1. Metaverse in Education Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Increasing Use of Electronics Devices
      • 3.1.1.2. Growing Advancement in Technology
    • 3.1.2. Market Challenges
      • 3.1.2.1. Resistance To Change in Education System
      • 3.1.2.2. High Cost of Implementation
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Increasing Adaptation of Remote Learning
      • 3.1.3.2. Growing Education-Technology (Ed-Tech) Industry

Chapter 4. Global Metaverse in Education Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Metaverse in Education Market, by Component

  • 5.1. Market Snapshot
  • 5.2. Global Metaverse in Education Market by Component, Performance - Potential Analysis
  • 5.3. Global Metaverse in Education Market Estimates & Forecasts by Component 2020-2030 (USD Billion)
  • 5.4. Metaverse in Education Market, Sub Segment Analysis
    • 5.4.1. Hardware
    • 5.4.2. Software
    • 5.4.3. Professional Services

Chapter 6. Global Metaverse in Education Market, by End User

  • 6.1. Market Snapshot
  • 6.2. Global Metaverse in Education Market by End User, Performance - Potential Analysis
  • 6.3. Global Metaverse in Education Market Estimates & Forecasts by End User 2020-2030 (USD Billion)
  • 6.4. Metaverse in Education Market, Sub Segment Analysis
    • 6.4.1. Academic
    • 6.4.2. Corporate

Chapter 7. Global Metaverse in Education Market, Regional Analysis

  • 7.1. Top Leading Countries
  • 7.2. Top Emerging Countries
  • 7.3. Metaverse in Education Market, Regional Market Snapshot
  • 7.4. North America Metaverse in Education Market
    • 7.4.1. U.S. Metaverse in Education Market
      • 7.4.1.1. Component breakdown estimates & forecasts, 2020-2030
      • 7.4.1.2. End User breakdown estimates & forecasts, 2020-2030
    • 7.4.2. Canada Metaverse in Education Market
  • 7.5. Europe Metaverse in Education Market Snapshot
    • 7.5.1. U.K. Metaverse in Education Market
    • 7.5.2. Germany Metaverse in Education Market
    • 7.5.3. France Metaverse in Education Market
    • 7.5.4. Spain Metaverse in Education Market
    • 7.5.5. Italy Metaverse in Education Market
    • 7.5.6. Rest of Europe Metaverse in Education Market
  • 7.6. Asia-Pacific Metaverse in Education Market Snapshot
    • 7.6.1. China Metaverse in Education Market
    • 7.6.2. India Metaverse in Education Market
    • 7.6.3. Japan Metaverse in Education Market
    • 7.6.4. Australia Metaverse in Education Market
    • 7.6.5. South Korea Metaverse in Education Market
    • 7.6.6. Rest of Asia Pacific Metaverse in Education Market
  • 7.7. Latin America Metaverse in Education Market Snapshot
    • 7.7.1. Brazil Metaverse in Education Market
    • 7.7.2. Mexico Metaverse in Education Market
  • 7.8. Middle East & Africa Metaverse in Education Market
    • 7.8.1. Saudi Arabia Metaverse in Education Market
    • 7.8.2. South Africa Metaverse in Education Market
    • 7.8.3. Rest of Middle East & Africa Metaverse in Education Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Company 1
    • 8.1.2. Company 2
    • 8.1.3. Company 3
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Meta Platforms, Inc.
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Recent Developments
    • 8.3.2. Microsoft Corporation
    • 8.3.3. Adobe Inc.
    • 8.3.4. Hewlett-Packard Company Inc.
    • 8.3.5. Unity Technologies Inc.
    • 8.3.6. Samsung Electronics Co Ltd
    • 8.3.7. Lenovo Group Limited
    • 8.3.8. Roblox Corporation
    • 8.3.9. Epic MegaGames, Inc.
    • 8.3.10. Baidu Inc.

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
  • 9.3. Research Assumption
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