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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1820050

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1820050

Global Augmented and Virtual Reality in Education Market Size study & Forecast, by Offering Type, Device Type, Deployment, Application, End User and Regional Forecasts 2025-2035

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The Global Augmented and Virtual Reality in Education Market is valued approximately at USD 4.92 billion in 2024 and is anticipated to grow with a CAGR of more than 29.60% over the forecast period 2025-2035. Augmented Reality (AR) and Virtual Reality (VR) in education are redefining traditional learning environments by offering immersive, interactive, and highly personalized experiences. These technologies bridge the gap between theoretical knowledge and practical application, allowing students and professionals to engage with content in ways that significantly enhance retention and comprehension. The market is primarily driven by the growing emphasis on experiential learning, increasing digital adoption in academic institutions, and the rising demand for corporate training solutions tailored to evolving workplace needs. Investments from governments and edtech firms worldwide are further accelerating the penetration of AR/VR solutions into classrooms and training facilities.

The rising proliferation of connected devices and the expansion of digital infrastructure have created fertile ground for AR and VR adoption in education. Cloud-based platforms now allow educators and organizations to scale immersive content delivery without heavy upfront infrastructure costs. Additionally, the COVID-19 pandemic acted as a catalyst for remote and hybrid education models, compelling institutions to embrace immersive tools to replicate the effectiveness of in-person instruction. While high deployment costs and the need for specialized hardware pose challenges, ongoing innovation in lightweight devices and software-as-a-service models are mitigating these barriers. Collectively, these forces are positioning AR and VR as central pillars of the next generation of education.

The detailed segments and sub-segments included in the report are:

By Offering Type:

  • Software
  • Hardware
  • Services

By Device Type:

  • (Various device categories as defined in market scope)

By Deployment:

  • On-Premise
  • Cloud

By Application:

  • (Various educational applications as defined in market scope)

By End User:

  • Academic Institutions
  • Corporates

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
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa
  • When segmented by offering type, software solutions are expected to dominate the market throughout the forecast period. These platforms form the backbone of immersive learning by enabling the creation, customization, and management of virtual environments and augmented experiences. The increasing use of simulation-based learning in subjects such as medical sciences, engineering, and corporate training ensures that software remains the largest contributor to market share. Meanwhile, hardware-particularly head-mounted displays and AR glasses-represents a fast-evolving category, attracting continuous innovation and investment.
  • From a revenue perspective, hardware currently leads the market, as the widespread adoption of VR headsets, AR glasses, and supporting devices drives significant upfront spending. While software and services are projected to grow rapidly due to their scalability and recurring subscription models, hardware continues to account for the lion's share of revenues owing to its indispensable role in delivering immersive experiences. With ongoing advancements in affordability and ergonomics, hardware solutions are expected to remain at the forefront of revenue generation, even as software emerges as the key growth driver.
  • The key regions considered for the Global Augmented and Virtual Reality in Education Market study include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. North America dominated the market in 2025, holding the largest market share, driven by advanced technological infrastructure, high education budgets, and strong partnerships between edtech companies and academic institutions. Europe follows closely, supported by government-led digital transformation initiatives in education and rising adoption of immersive tools in vocational training. Asia Pacific, however, is projected to be the fastest-growing region during the forecast period, fueled by large student populations, rapid urbanization, and increasing investments in digital learning ecosystems in countries like China and India. Meanwhile, Latin America and the Middle East & Africa are emerging markets with significant potential, driven by expanding access to mobile learning and rising government focus on digital education.

Major market players included in this report are:

  • Microsoft Corporation
  • Google LLC
  • Facebook Technologies, LLC (Meta Platforms Inc.)
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Lenovo Group Limited
  • Sony Group Corporation
  • Pearson PLC
  • ZSpace, Inc.
  • Magic Leap, Inc.
  • EON Reality, Inc.
  • ClassVR (Avantis Systems Ltd.)
  • Panoform
  • Seabery Augmented Technology S.L.
  • Barco N.V.

Global Augmented and Virtual Reality in Education Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent to up to 8 analysts' 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 for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. The report also provides detailed information about crucial aspects, such as driving factors and challenges, which will define the future growth of the market. Additionally, it incorporates potential opportunities in micro-markets for stakeholders to invest, along with a detailed analysis of the competitive landscape and product offerings of key players. The detailed segments and sub-segments of the market are explained below:

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional-level analysis for each market segment.
  • Detailed analysis of the geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of the competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Augmented and Virtual Reality in Education Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. key Findings

Chapter 3. Global Augmented and Virtual Reality in Education Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Augmented and Virtual Reality in Education Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. Growing emphasis on experiential learning
    • 3.2.2. Increasing digital adoption in academic institutions
  • 3.3. Restraints
    • 3.3.1. High deployment costs
  • 3.4. Opportunities
    • 3.4.1. Rising demand for corporate training solutions tailored to evolving workplace needs

Chapter 4. Global Augmented and Virtual Reality in Education Industry Analysis

  • 4.1. Porter's 5 Forces Model
    • 4.1.1. Bargaining Power of Buyer
    • 4.1.2. Bargaining Power of Supplier
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Forecast Model (2024-2035)
  • 4.3. PESTEL 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 Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis And Trends 2025
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented and Virtual Reality in Education Market Size & Forecasts by Offering Type 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Augmented and Virtual Reality in Education Market Performance - Potential Analysis (2025)
  • 5.3. Software
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market size analysis, by region, 2025-2035
  • 5.4. Hardware
    • 5.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.4.2. Market size analysis, by region, 2025-2035
  • 5.5. Services
    • 5.5.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.5.2. Market size analysis, by region, 2025-2035

Chapter 6. Global Augmented and Virtual Reality in Education Market Size & Forecasts by Device Type 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Augmented and Virtual Reality in Education Market Performance - Potential Analysis (2025)
  • 6.3. Various device categories
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market size analysis, by region, 2025-2035

Chapter 7. Global Augmented and Virtual Reality in Education Market Size & Forecasts by Deployment 2025-2035

  • 7.1. Market Overview
  • 7.2. Global Augmented and Virtual Reality in Education Market Performance - Potential Analysis (2025)
  • 7.3. On premise
    • 7.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.3.2. Market size analysis, by region, 2025-2035
  • 7.4. Cloud
    • 7.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.4.2. Market size analysis, by region, 2025-2035

Chapter 8. Global Augmented and Virtual Reality in Education Market Size & Forecasts by Application 2025-2035

  • 8.1. Market Overview
  • 8.2. Global Augmented and Virtual Reality in Education Market Performance - Potential Analysis (2025)
  • 8.3. Various educational applications
    • 8.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 8.3.2. Market size analysis, by region, 2025-2035

Chapter 9. Global Augmented and Virtual Reality in Education Market Size & Forecasts by End User 2025-2035

  • 9.1. Market Overview
  • 9.2. Global Augmented and Virtual Reality in Education Market Performance - Potential Analysis (2025)
  • 9.3. Academic Institutions
    • 9.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 9.3.2. Market size analysis, by region, 2025-2035
  • 9.4. Corporates
    • 9.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 9.4.2. Market size analysis, by region, 2025-2035

Chapter 10. Global Augmented and Virtual Reality in Education Market Size & Forecasts by Region 2025-2035

  • 10.1. Growth Augmented and Virtual Reality in Education Market, Regional Market Snapshot
  • 10.2. Top Leading & Emerging Countries
  • 10.3. North America Augmented and Virtual Reality in Education Market
    • 10.3.1. U.S. Augmented and Virtual Reality in Education Market
      • 10.3.1.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.3.1.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.3.1.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.3.1.4. Application breakdown size & forecasts, 2025-2035
      • 10.3.1.5. End User breakdown size & forecasts, 2025-2035
    • 10.3.2. Canada Augmented and Virtual Reality in Education Market
      • 10.3.2.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.3.2.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.3.2.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.3.2.4. Application breakdown size & forecasts, 2025-2035
      • 10.3.2.5. End User breakdown size & forecasts, 2025-2035
  • 10.4. Europe Augmented and Virtual Reality in Education Market
    • 10.4.1. UK Augmented and Virtual Reality in Education Market
      • 10.4.1.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.1.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.1.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.1.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.1.5. End User breakdown size & forecasts, 2025-2035
    • 10.4.2. Germany Augmented and Virtual Reality in Education Market
      • 10.4.2.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.2.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.2.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.2.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.2.5. End User breakdown size & forecasts, 2025-2035
    • 10.4.3. France Augmented and Virtual Reality in Education Market
      • 10.4.3.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.3.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.3.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.3.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.3.5. End User breakdown size & forecasts, 2025-2035
    • 10.4.4. Spain Augmented and Virtual Reality in Education Market
      • 10.4.4.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.4.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.4.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.4.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.4.5. End User breakdown size & forecasts, 2025-2035
    • 10.4.5. Italy Augmented and Virtual Reality in Education Market
      • 10.4.5.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.5.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.5.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.5.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.5.5. End User breakdown size & forecasts, 2025-2035
    • 10.4.6. Rest of Europe Augmented and Virtual Reality in Education Market
      • 10.4.6.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.4.6.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.4.6.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.4.6.4. Application breakdown size & forecasts, 2025-2035
      • 10.4.6.5. End User breakdown size & forecasts, 2025-2035
  • 10.5. Asia Pacific Augmented and Virtual Reality in Education Market
    • 10.5.1. China Augmented and Virtual Reality in Education Market
      • 10.5.1.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.1.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.1.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.1.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.1.5. End User breakdown size & forecasts, 2025-2035
    • 10.5.2. India Augmented and Virtual Reality in Education Market
      • 10.5.2.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.2.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.2.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.2.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.2.5. End User breakdown size & forecasts, 2025-2035
    • 10.5.3. Japan Augmented and Virtual Reality in Education Market
      • 10.5.3.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.3.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.3.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.3.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.3.5. End User breakdown size & forecasts, 2025-2035
    • 10.5.4. Australia Augmented and Virtual Reality in Education Market
      • 10.5.4.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.4.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.4.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.4.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.4.5. End User breakdown size & forecasts, 2025-2035
    • 10.5.5. South Korea Augmented and Virtual Reality in Education Market
      • 10.5.5.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.5.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.5.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.5.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.5.5. End User breakdown size & forecasts, 2025-2035
    • 10.5.6. Rest of APAC Augmented and Virtual Reality in Education Market
      • 10.5.6.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.5.6.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.5.6.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.5.6.4. Application breakdown size & forecasts, 2025-2035
      • 10.5.6.5. End User breakdown size & forecasts, 2025-2035
  • 10.6. Latin America Augmented and Virtual Reality in Education Market
    • 10.6.1. Brazil Augmented and Virtual Reality in Education Market
      • 10.6.1.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.6.1.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.6.1.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.6.1.4. Application breakdown size & forecasts, 2025-2035
      • 10.6.1.5. End User breakdown size & forecasts, 2025-2035
    • 10.6.2. Mexico Augmented and Virtual Reality in Education Market
      • 10.6.2.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.6.2.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.6.2.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.6.2.4. Application breakdown size & forecasts, 2025-2035
      • 10.6.2.5. End User breakdown size & forecasts, 2025-2035
  • 10.7. Middle East and Africa Augmented and Virtual Reality in Education Market
    • 10.7.1. UAE Augmented and Virtual Reality in Education Market
      • 10.7.1.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.7.1.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.7.1.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.7.1.4. Application breakdown size & forecasts, 2025-2035
      • 10.7.1.5. End User breakdown size & forecasts, 2025-2035
    • 10.7.2. Saudi Arabia (KSA) Augmented and Virtual Reality in Education Market
      • 10.7.2.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.7.2.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.7.2.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.7.2.4. Application breakdown size & forecasts, 2025-2035
      • 10.7.2.5. End User breakdown size & forecasts, 2025-2035
    • 10.7.3. South Africa Augmented and Virtual Reality in Education Market
      • 10.7.3.1. Offering Type breakdown size & forecasts, 2025-2035
      • 10.7.3.2. Device Type breakdown size & forecasts, 2025-2035
      • 10.7.3.3. Deployment breakdown size & forecasts, 2025-2035
      • 10.7.3.4. Application breakdown size & forecasts, 2025-2035
      • 10.7.3.5. End User breakdown size & forecasts, 2025-2035

Chapter 11. Competitive Intelligence

  • 11.1. Top Market Strategies
  • 11.2. Microsoft Corporation
    • 11.2.1. Company Overview
    • 11.2.2. Key Executives
    • 11.2.3. Company Snapshot
    • 11.2.4. Financial Performance (Subject to Data Availability)
    • 11.2.5. Product/Services Port
    • 11.2.6. Recent Development
    • 11.2.7. Market Strategies
    • 11.2.8. SWOT Analysis
  • 11.3. Google LLC
  • 11.4. Facebook Technologies, LLC (Meta Platforms Inc.)
  • 11.5. HTC Corporation
  • 11.6. Samsung Electronics Co., Ltd.
  • 11.7. Lenovo Group Limited
  • 11.8. Sony Group Corporation
  • 11.9. Pearson PLC
  • 11.10. ZSpace, Inc.
  • 11.11. Magic Leap, Inc.
  • 11.12. EON Reality, Inc.
  • 11.13. ClassVR (Avantis Systems Ltd.)
  • 11.14. Panoform
  • 11.15. Seabery Augmented Technology S.L.
  • 11.16. Barco N.V.
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