시장보고서
상품코드
1901687

교육 분야 증강현실(AR) 및 가상현실(VR) 시장 - 산업 규모, 점유율, 동향, 기회 및 예측 : 기술 유형별, 하드웨어별, 최종 사용자별, 지역별 경쟁(2021-2031년)

Augmented and Virtual Reality in Education Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Technology Type, By Hardware, By End User, By Region & Competition, 2021-2031F

발행일: | 리서치사: TechSci Research | 페이지 정보: 영문 185 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장은 2025년 170억 5,000만 달러에서 2031년까지 586억 4,000만 달러에 달하고, CAGR 22.86%를 보일 것으로 예측됩니다.

본 시장은 물리 세계에 디지털 컨텐츠를 겹치거나, 사용자를 시뮬레이션 환경에 몰입시키는 몰입형 기술을 응용하여 양방향 학습을 촉진하는 것입니다.

시장 개요
예측 기간 2027-2031년
시장 규모 : 2025년 170억 5,000만 달러
시장 규모 : 2031년 586억 4,000만 달러
CAGR : 2026-2031년 22.86%
가장 빠르게 성장하는 부문 대학 및 컬리지
가장 큰 시장 아시아태평양

주요 시장 성장 촉진요인

의료 및 STEM 분야에서 시뮬레이션 기반 교육의 보급 확대가 시장 확대의 주요 원동력이 되고 있으며, 고위험 환경에서 중요한 기술을 습득하는 방법을 근본적으로 변화시키고 있습니다. 의료기관이나 공학계 교육기관에서는 복잡한 생물학적 시스템과 기술적 절차를 재현하기 위해 몰입형 기술을 적극 활용하고 있으며, 학습자는 물리적 훈련에 수반되는 윤리적 및 경제적 리스크를 부담하지 않고 숙달된 스킬을 습득할 수 있게 되었습니다.

주요 시장 과제

몰입형 기술을 기존 프레임워크에 통합할 때 높은 도입 비용과 복잡성은 세계의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 성장을 크게 막고 있습니다. 이러한 솔루션에는 헤드셋 및 고성능 컴퓨터와 같은 전용 하드웨어에 대한 많은 투자가 있을 뿐만 아니라 소프트웨어 라이선싱 및 컨텐츠 업데이트를 위한 지속적인 지출이 필요합니다.

주요 시장 동향

가상 환경 내로의 AI 구동 적응 학습 통합은 몰입형 교육을 정적 시뮬레이션에서 고도로 개인화된 경험으로 진화시킴으로써 시장을 크게 변화시키고 있습니다. 기존 컨텐츠와 달리 AI 알고리즘은 학생의 실적을 실시간으로 분석하고 가상 시나리오의 난이도와 속도를 동적으로 조정하여 최적의 인지적 참여를 보장합니다.

자주 묻는 질문

  • 세계의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 규모는 어떻게 예측되나요?
  • 가장 빠르게 성장하는 교육 분야는 어디인가요?
  • 아시아태평양 지역의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 규모는 어떻게 되나요?
  • 교육 분야에서 몰입형 기술의 주요 성장 촉진 요인은 무엇인가요?
  • 교육 분야 증강현실(AR) 및 가상현실(VR) 시장의 주요 과제는 무엇인가요?
  • 가상 환경 내 AI 구동 적응 학습의 주요 동향은 무엇인가요?

목차

제1장 개요

제2장 조사 방법

제3장 주요 요약

제4장 고객의 목소리

제5장 세계의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
    • 금액별
  • 시장 점유율 및 예측
    • 하드웨어별(헤드 마운트 디스플레이(HMD), 스마트 글라스, 핸드헬드 디바이스, 프로젝터)
    • 최종 사용자별(학교, 대학 및 컬리지, 기업 연수 센터, 교육 기관)
    • 지역별
    • 기업별(2025년)
  • 시장 맵

제6장 북미의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율 및 예측
  • 북미 : 국가별 분석
    • 미국
    • 캐나다
    • 멕시코

제7장 유럽의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율 및 예측
  • 유럽 : 국가별 분석
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인

제8장 아시아태평양의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율 및 예측
  • 아시아태평양 : 국가별 분석
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주

제9장 중동 및 아프리카의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율 및 예측
  • 중동 및 아프리카 : 국가별 분석
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 남아프리카

제10장 남미의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율 및 예측
  • 남미 : 국가별 분석
    • 브라질
    • 콜롬비아
    • 아르헨티나

제11장 시장 역학

  • 성장 촉진요인
  • 과제

제12장 시장 동향과 발전

  • 인수합병
  • 제품 출시
  • 최근 동향

제13장 세계의 교육 분야 증강현실(AR) 및 가상현실(VR) 시장 : SWOT 분석

제14장 Porter's Five Forces 분석

  • 업계 내 경쟁
  • 신규 진입 가능성
  • 공급자의 힘
  • 고객의 힘
  • 대체품의 위협

제15장 경쟁 구도

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

제16장 전략적 제안

제17장 기업 소개와 면책사항

JHS

The Global Augmented and Virtual Reality in Education Market will grow from USD 17.05 Billion in 2025 to USD 58.64 Billion by 2031 at a 22.86% CAGR. The Global Augmented and Virtual Reality in Education Market involves the application of immersive technologies that overlay digital content onto the physical world or immerse users in simulated environments to facilitate interactive learning.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 17.05 Billion
Market Size 2031USD 58.64 Billion
CAGR 2026-203122.86%
Fastest Growing SegmentUniversities and Colleges
Largest MarketAsia Pacific

Key Market Drivers

The Rising Adoption of Simulation-Based Training in Healthcare and STEM Fields serves as a primary engine for market expansion, fundamentally altering how critical skills are acquired in high-stakes environments. Medical and engineering institutions are increasingly leveraging immersive technologies to replicate complex biological systems and technical procedures, allowing learners to achieve mastery without the ethical or financial risks associated with physical training. This shift is materially supported by large-scale public sector initiatives designed to modernize workforce capabilities through virtual modalities.

Key Market Challenges

The high cost of implementation and the complexity of integrating immersive technologies into existing frameworks significantly impede the growth of the Global Augmented and Virtual Reality in Education Market. These solutions require substantial upfront investment in specialized hardware, such as headsets and high-performance computers, alongside continuous expenditure for software licensing and content updates.

Key Market Trends

The Integration of AI-Driven Adaptive Learning within Virtual Environments is significantly transforming the market by moving immersive education beyond static simulations to highly personalized experiences. Unlike traditional content, AI algorithms now analyze student performance in real-time to dynamically adjust the difficulty and pacing of virtual scenarios, ensuring optimal cognitive engagement. This convergence allows educators to address individual learning gaps immediately through tailored feedback loops, a capability that substantially increases the utility of extended reality tools in diverse academic settings.

Key Market Players

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

Report Scope:

In this report, the Global Augmented and Virtual Reality in Education Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Augmented and Virtual Reality in Education Market, By Hardware:

  • Head-Mounted Displays (HMDs)
  • Smart Glasses
  • Handheld Devices
  • Projectors

Augmented and Virtual Reality in Education Market, By End User:

  • Schools
  • Universities and Colleges
  • Corporate Training Centers
  • Educational Institutes

Augmented and Virtual Reality in Education Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented and Virtual Reality in Education Market.

Available Customizations:

Global Augmented and Virtual Reality in Education Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Augmented and Virtual Reality in Education Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Hardware (Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices, Projectors)
    • 5.2.2. By End User (Schools, Universities and Colleges, Corporate Training Centers, Educational Institutes)
    • 5.2.3. By Region
    • 5.2.4. By Company (2025)
  • 5.3. Market Map

6. North America Augmented and Virtual Reality in Education Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Hardware
    • 6.2.2. By End User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Augmented and Virtual Reality in Education Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Hardware
        • 6.3.1.2.2. By End User
    • 6.3.2. Canada Augmented and Virtual Reality in Education Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Hardware
        • 6.3.2.2.2. By End User
    • 6.3.3. Mexico Augmented and Virtual Reality in Education Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Hardware
        • 6.3.3.2.2. By End User

7. Europe Augmented and Virtual Reality in Education Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Hardware
    • 7.2.2. By End User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Augmented and Virtual Reality in Education Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Hardware
        • 7.3.1.2.2. By End User
    • 7.3.2. France Augmented and Virtual Reality in Education Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Hardware
        • 7.3.2.2.2. By End User
    • 7.3.3. United Kingdom Augmented and Virtual Reality in Education Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Hardware
        • 7.3.3.2.2. By End User
    • 7.3.4. Italy Augmented and Virtual Reality in Education Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Hardware
        • 7.3.4.2.2. By End User
    • 7.3.5. Spain Augmented and Virtual Reality in Education Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Hardware
        • 7.3.5.2.2. By End User

8. Asia Pacific Augmented and Virtual Reality in Education Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Hardware
    • 8.2.2. By End User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Augmented and Virtual Reality in Education Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Hardware
        • 8.3.1.2.2. By End User
    • 8.3.2. India Augmented and Virtual Reality in Education Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Hardware
        • 8.3.2.2.2. By End User
    • 8.3.3. Japan Augmented and Virtual Reality in Education Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Hardware
        • 8.3.3.2.2. By End User
    • 8.3.4. South Korea Augmented and Virtual Reality in Education Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Hardware
        • 8.3.4.2.2. By End User
    • 8.3.5. Australia Augmented and Virtual Reality in Education Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Hardware
        • 8.3.5.2.2. By End User

9. Middle East & Africa Augmented and Virtual Reality in Education Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Hardware
    • 9.2.2. By End User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Augmented and Virtual Reality in Education Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Hardware
        • 9.3.1.2.2. By End User
    • 9.3.2. UAE Augmented and Virtual Reality in Education Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Hardware
        • 9.3.2.2.2. By End User
    • 9.3.3. South Africa Augmented and Virtual Reality in Education Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Hardware
        • 9.3.3.2.2. By End User

10. South America Augmented and Virtual Reality in Education Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Hardware
    • 10.2.2. By End User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Augmented and Virtual Reality in Education Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Hardware
        • 10.3.1.2.2. By End User
    • 10.3.2. Colombia Augmented and Virtual Reality in Education Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Hardware
        • 10.3.2.2.2. By End User
    • 10.3.3. Argentina Augmented and Virtual Reality in Education Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Hardware
        • 10.3.3.2.2. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Augmented and Virtual Reality in Education Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Group Corporation.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Meta Platforms, Inc
  • 15.4. GOOGLE INC
  • 15.5. MICROSOFT CORPORATION
  • 15.6. SAMSUNG ELECTRONICS CO., LTD
  • 15.7. Apple Inc.
  • 15.8. PTC Inc.
  • 15.9. Seiko Epson.
  • 15.10. Panasonic Holdings Corporation

16. Strategic Recommendations

17. About Us & Disclaimer

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