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Augmented Reality in eLearning Market by Component (Hardware, Services, Solution), Deployment (On-Cloud, On-Premises) - Global Forecast 2025-2030

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Porter's Five Forces Framework´Â ½ÃÀå »óȲ°æÀï ±¸µµ¸¦ ÆÄ¾ÇÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Porter's Five Forces Framework´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ ޱ¸ÇÏ´Â ¸íÈ®ÇÑ ±â¼úÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå ³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÀλçÀÌÆ®À» ÅëÇØ ±â¾÷Àº ÀÚ»çÀÇ °­Á¡À» Ȱ¿ëÇÏ°í ¾àÁ¡À» ÇØ°áÇϰí ÀáÀçÀûÀÎ °úÁ¦¸¦ ÇÇÇÔÀ¸·Î½á º¸´Ù °­ÀÎÇÑ ½ÃÀå¿¡¼­ÀÇ Æ÷Áö¼Å´×À» È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

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  • Cemtrex, Inc.
  • Cisco Systems, Inc.
  • Colan InfoTech Pvt Ltd
  • Dell Inc.
  • Digital Samba, SL
  • Google LLC by Alphabet Inc.
  • Hitachi, Ltd.
  • Immertive Pvt. Ltd.
  • International Business Machines Corporation
  • LearnBrite
  • Microsoft Corporation
  • Novaconcept Formation inc.
  • Swift eLearning Services
BJH 24.12.16

The Augmented Reality in eLearning Market was valued at USD 18.73 billion in 2023, expected to reach USD 23.42 billion in 2024, and is projected to grow at a CAGR of 25.11%, to USD 89.92 billion by 2030.

Augmented Reality (AR) in eLearning represents a dynamic transformation in educational methodologies, merging real-world environments with digital enhancements to create immersive learning experiences. This convergence allows learners to interact with 3D models, overlays, and simulations, fostering engagement and understanding. The necessity of AR in eLearning is driven by the need for interactive, hands-on learning environments that enhance retention, cater to diverse learning styles, and enable better comprehension of complex subjects, particularly in fields such as science, engineering, and medical studies. The application of AR spans K-12 education, higher education, vocational training, and corporate learning environments, providing diverse interactive modules and reducing the barrier between theoretical learning and practical application. End-use adoption is rapidly growing within educational institutions, training centers, and corporate HR departments for skill development programs. Significant growth factors include advancements in AR technology, increasing smart device adoption, and the escalating demand for personalized learning paths. Latest opportunities can be found in the development of content generation tools, device compatibility solutions, and industry-specific learning applications. Businesses can capitalize on creating affordable, scalable AR solutions that integrate seamlessly with existing Learning Management Systems (LMS) to enhance widespread acceptance. However, challenges such as high initial costs, technological complexity, limited content availability, and privacy concerns pose barriers to market growth. Furthermore, the need for robust infrastructure and specialist educators in handling AR tools is pressing. Innovatively, the focus should be on developing AI-powered AR applications for automatic content generation and personalization, alongside pioneering cross-platform solutions that ensure compatibility. The AR in eLearning market is characterized by rapid technological advancements and a highly competitive landscape, requiring continuous innovation and strategic partnerships with AR developers, educational experts, and policy-makers to harness full potential and influence learning paradigms effectively.

KEY MARKET STATISTICS
Base Year [2023] USD 18.73 billion
Estimated Year [2024] USD 23.42 billion
Forecast Year [2030] USD 89.92 billion
CAGR (%) 25.11%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Augmented Reality in eLearning Market

The Augmented Reality in eLearning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing acceptance of AR technology for corporate education or training
    • Rising focus towards digitalization of the education system
    • Demand for a personal learning experience in diversified fields
  • Market Restraints
    • High capital investment and reluctance to new technologies
  • Market Opportunities
    • Continuous technology advancement in augmented reality
    • Growing adopting in defense and healthcare for simulation and training
  • Market Challenges
    • Lack of industry standards and operability

Porter's Five Forces: A Strategic Tool for Navigating the Augmented Reality in eLearning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Augmented Reality in eLearning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Augmented Reality in eLearning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Augmented Reality in eLearning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Augmented Reality in eLearning Market

A detailed market share analysis in the Augmented Reality in eLearning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Augmented Reality in eLearning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Augmented Reality in eLearning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Augmented Reality in eLearning Market

A strategic analysis of the Augmented Reality in eLearning Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Augmented Reality in eLearning Market, highlighting leading vendors and their innovative profiles. These include Anthology Inc. by Blackboard Inc., Apple Inc., Aristek Systems Ltd., BrainCert, Inc., Cemtrex, Inc., Cisco Systems, Inc., Colan InfoTech Pvt Ltd, Dell Inc., Digital Samba, SL, Google LLC by Alphabet Inc., Hitachi, Ltd., Immertive Pvt. Ltd., International Business Machines Corporation, LearnBrite, Microsoft Corporation, Novaconcept Formation inc., and Swift eLearning Services.

Market Segmentation & Coverage

This research report categorizes the Augmented Reality in eLearning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Hardware, Services, and Solution.
  • Based on Deployment, market is studied across On-Cloud and On-Premises.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing acceptance of AR technology for corporate education or training
      • 5.1.1.2. Rising focus towards digitalization of the education system
      • 5.1.1.3. Demand for a personal learning experience in diversified fields
    • 5.1.2. Restraints
      • 5.1.2.1. High capital investment and reluctance to new technologies
    • 5.1.3. Opportunities
      • 5.1.3.1. Continuous technology advancement in augmented reality
      • 5.1.3.2. Growing adopting in defense and healthcare for simulation and training
    • 5.1.4. Challenges
      • 5.1.4.1. Lack of industry standards and operability
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Augmented Reality in eLearning Market, by Component

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Services
  • 6.4. Solution

7. Augmented Reality in eLearning Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premises

8. Americas Augmented Reality in eLearning Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific Augmented Reality in eLearning Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand
  • 9.13. Vietnam

10. Europe, Middle East & Africa Augmented Reality in eLearning Market

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Anthology Inc. by Blackboard Inc.
  • 2. Apple Inc.
  • 3. Aristek Systems Ltd.
  • 4. BrainCert, Inc.
  • 5. Cemtrex, Inc.
  • 6. Cisco Systems, Inc.
  • 7. Colan InfoTech Pvt Ltd
  • 8. Dell Inc.
  • 9. Digital Samba, SL
  • 10. Google LLC by Alphabet Inc.
  • 11. Hitachi, Ltd.
  • 12. Immertive Pvt. Ltd.
  • 13. International Business Machines Corporation
  • 14. LearnBrite
  • 15. Microsoft Corporation
  • 16. Novaconcept Formation inc.
  • 17. Swift eLearning Services
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