https://www.meticulousresearch.com/product/virtual-reality-in-education-market-6100
The global virtual reality (VR) in education market is poised for significant growth, with projections estimating a rise to $70.2 billion by 2031, growing at a CAGR of 20.7% from 2024 to 2031. This growth is largely fueled by the increasing emphasis on e-learning, the demand for immersive VR technologies in corporate training, and a growing need for interactive, personalized learning experiences. However, the high cost of adopting VR technology remains a challenge. Additionally, while the integration of AI, EdTech adoption, and advancements in immersive data visualization present growth opportunities, inadequate infrastructure and technical support hinder broader adoption.
In terms of market segmentation, the hardware segment is expected to dominate, driven by the rising demand for standalone VR headsets and advancements in VR hardware. This growth is supported by the shift toward online education and the increasing need for interactive learning environments. The self-paced learning segment is anticipated to lead in learning mode, as it aligns with the demand for flexible and personalized educational experiences, driven by AI integration and adaptive learning tools. In the corporate sector, VR is gaining traction for professional training, where customized content and immersive analytics are increasingly being used to enhance skills development.
North America is projected to dominate the virtual reality in education market due to the presence of key players like Meta Platforms, EON Reality, and zSpace. The region benefits from a high adoption rate of VR technologies, an emphasis on quality education, and the integration of AR and VR in educational practices. Investment from industry leaders and a growing focus on the e-learning market further consolidate North America’s leadership. Key players in this space include Microsoft, Lenovo, Meta, EON Reality, and HTC, among others.