Future-Ready Classrooms: A Deep Dive into Augmented and Virtual Reality in Education Market

The Augmented and Virtual Reality (AR and VR) in Education Market is expanding quickly; it was valued at USD 3.8 billion in 2023 and is expected to grow to USD 14.2 billion by 2028. From 2023 to 2028, the market is expected to grow at a remarkable Compound Annual Growth Rate (CAGR) of 29.6%.

The increasing need for immersive and interesting learning opportunities in both corporate and academic settings is driving this expansion. The market is segmented into many categories, such as providing kinds (software, hardware, and services), device types, deployment choices (on-premise and cloud), apps, and end-users (businesses and educational institutions). The significant growth of the AR and VR in Education Market globally is primarily being driven by the growing integration of these technologies to improve training programmes, skill development, and the delivery of educational content.

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A number of important factors are driving the increase in demand for devices that enable Augmented Reality (AR) and Virtual Reality (VR). Among these are the paradigm-shifting effects of improved comprehension by visualisation, especially in educational contexts where difficult ideas can be made simpler and more approachable. Immersive AR and VR technologies are changing the face of business training by giving staff members access to realistic and interactive simulations that improve their knowledge and abilities. The integration of AR and VR technology into education is being fueled by ongoing innovation and development, providing students with dynamic and engaging learning experiences. Another important factor is the growth of personalised learning experiences, which adapt course material to each student's needs.

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By Offering Type: software segment to account larger market share in the forecasted year.

The software industry accounted for a bigger portion of the AR and VR education market in 2028. Technological breakthroughs and cost reductions are driving the rise of software in this industry, opening up AR and VR options to educational institutions. Technology is becoming more and more affordable as it develops, making it possible to seamlessly incorporate AR and VR into curricula for educational institutions. An additional factor lowering entry barriers for educators is the availability of user-friendly software tools and platforms, which encourages the production of AR and VR material. As a result of providing interactive and immersive content, these technologies are being adopted and integrated into educational settings at an increasing rate, which represents a shift from traditional teaching approaches.

By Deployment: cloud to account for a larger market share in the forecasted year.

With a bigger market share in 2028, the cloud deployment segment led the AR and VR in education market. Numerous factors, such as flexibility and scalability, accessibility for anytime, anywhere learning, centralised management and updates, improved security and data privacy, seamless integration with learning management systems, cost-effectiveness due to fewer infrastructure requirements, and continuous innovation and updates, are driving this growth. By giving educational institutions the flexibility and resources they need to create immersive and captivating learning experiences, the use of cloud deployment solutions represents a move towards more dynamic and effective learning environments.

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By Device Type: projectors & displays device type to account for a larger market share in the forecasted year.

Projectors and displays got a bigger market share in 2028 and became the dominating category in the AR and VR in education industry. This importance can be due to noteworthy developments in display technology, which have greatly increased the efficacy of projectors and other display devices in the context of augmented reality and virtual reality. The use of high-definition screens, enhanced colour reproduction, and faster refresh rates has significantly improved the visual quality of augmented reality (AR) and virtual reality (VR) material, resulting in more lifelike and immersive learning environments. The need for state-of-the-art projectors and display devices that can provide these improved visual features has consequently increased, increasing the overall impact and engagement of AR and VR technologies in educational settings.

North America is expected to hold the largest share of the AR and VR in the Education Market during the forecast period.

With the most market share in 2028, North America demonstrated its supremacy in the AR and VR for education space. This dominance of the region is supported by the education sector's constant growth, which is fueled by the existence of many illustrious educational institutions and their dedication to offering top-notch instruction. Significant technology breakthroughs in the area have encouraged the adoption of smart education practices and highly equipped classrooms in both corporate and educational contexts. The goal of these programmes is to develop a learning environment that is customised to meet the specific requirements of organisations or learners. Thanks to their developed economies and ability to make significant expenditures in R&D, the US and Canada have become major players in the North American virtual classroom sector.

Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Anthology Inc. (US), Lenovo (Hong Kong).

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