Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1833356

Cover Image

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1833356

Global Metaverse in Education Market Size Study & Forecast, by Component (Hardware, Software, and Professional Services) by End User and Regional Forecasts 2025-2035

PUBLISHED:
PAGES: 285 Pages
DELIVERY TIME: 2-3 business days
SELECT AN OPTION
Unprintable PDF (Single User License)
USD 4950
Printable PDF (Enterprise License)
USD 6250

Add to Cart

The Global Metaverse in Education Market was valued at approximately USD 5.37 billion in 2024 and is projected to expand at an impressive CAGR of 37.70% during the forecast period 2025-2035. The concept of the metaverse in education is rapidly shifting from futuristic imagination to practical implementation, transforming how learners and educators interact, collaborate, and consume educational content. It blends virtual, augmented, and mixed reality technologies to create immersive, engaging, and highly personalized learning environments. This evolution is propelled by the surging adoption of digital learning platforms, rapid technological advancements, and the growing emphasis on experiential learning. Governments and institutions worldwide are increasingly investing in immersive learning infrastructures to enhance knowledge retention, interactivity, and accessibility, thereby positioning the metaverse as a key catalyst in shaping the future of global education systems.

The rising demand for interactive and flexible learning experiences has ignited the adoption of metaverse technologies across both academic and corporate sectors. In an era where hybrid learning is becoming the norm, metaverse platforms enable institutions to break geographical boundaries, foster inclusivity, and provide tailored learning opportunities. For instance, immersive classrooms allow students to perform complex experiments in virtual laboratories, participate in real-time global study groups, and engage in cultural exchanges without leaving their homes. The corporate sector, on the other hand, leverages the metaverse for employee training, skills development, and virtual onboarding, thereby enhancing efficiency and reducing logistical costs. Although the market is poised for exponential growth, challenges such as high hardware costs, data privacy concerns, and infrastructure limitations in developing regions could pose restraints in the near term.

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

By Component:

  • Hardware
  • AR Devices
  • VR Devices
  • MR Devices
  • Interactive Displays and Projectors
  • Software
  • Professional Services

By End User:

  • Academic
  • Corporate

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa
  • Hardware is Expected to Dominate the Market
  • Among the components, hardware is expected to dominate the global metaverse in education market throughout the forecast period. Devices such as AR headsets, VR glasses, MR equipment, and interactive displays form the core of immersive learning infrastructure, offering students and educators the ability to interact in virtual environments seamlessly. The rising affordability of entry-level devices, coupled with partnerships between EdTech firms and hardware manufacturers, has accelerated the deployment of immersive classrooms. Moreover, as institutions prioritize digital transformation strategies, demand for hardware solutions enabling virtual simulations, practical training, and real-world experiences is set to remain robust.
  • Software Segment Currently Leads in Revenue Contribution
  • While hardware underpins the market structurally, software is currently the leading revenue contributor due to its pivotal role in delivering engaging content, managing digital ecosystems, and ensuring seamless interoperability across devices. Learning management systems integrated with immersive capabilities, virtual classrooms, gamified learning platforms, and AI-powered personalized tutoring tools fall within this segment. The flexibility of software in adapting to varied educational requirements, along with the rise of cloud-based platforms, has positioned it at the forefront of revenue generation. As educational content increasingly shifts into immersive digital formats, the software segment will continue to drive significant growth momentum.
  • The key regions considered for the Global Metaverse in Education Market study include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. North America held the largest market share in 2025, driven by advanced digital infrastructures, robust adoption of EdTech solutions, and significant investments in immersive learning platforms by universities and corporate organizations. Europe is also witnessing strong growth, with countries like Germany and the UK championing initiatives for digital classrooms and virtual campuses. Asia Pacific, however, is anticipated to be the fastest-growing region owing to rising education demand from a massive youth population, government-backed digital education programs, and rapid advancements in technology adoption in countries such as China, India, and Japan. Meanwhile, the Middle East and Africa are gradually embracing immersive education, supported by smart city projects and a growing focus on digital literacy.

Major market players included in this report are:

  • Meta Platforms Inc.
  • Unity Technologies
  • Roblox Corporation
  • Microsoft Corporation
  • Google LLC
  • HTC Corporation
  • Lenovo Group Limited
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Pearson Plc.
  • Byju's
  • Immersive VR Education
  • Epic Games, Inc.
  • Alibaba Group Holding Limited
  • Qualcomm Technologies, Inc.

Global Metaverse 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 Metaverse 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 Metaverse in Education Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Metaverse in Education Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. surging adoption of digital learning platforms
    • 3.2.2. rapid technological advancements
  • 3.3. Restraints
    • 3.3.1. high hardware costs
  • 3.4. Opportunities
    • 3.4.1. growing emphasis on experiential learning

Chapter 4. Global Metaverse 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 Metaverse in Education Market Size & Forecasts by Component 2025-2035

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

Chapter 6. Global Metaverse in Education Market Size & Forecasts by End User 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Metaverse in Education Market Performance - Potential Analysis (2025)
  • 6.3. Academic
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market size analysis, by region, 2025-2035
  • 6.4. Corporate
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market size analysis, by region, 2025-2035

Chapter 7. Global Metaverse in Education Market Size & Forecasts by Region 2025-2035

  • 7.1. Growth Metaverse in Education Market, Regional Market Snapshot
  • 7.2. Top Leading & Emerging Countries
  • 7.3. North America Metaverse in Education Market
    • 7.3.1. U.S. Metaverse in Education Market
      • 7.3.1.1. Component breakdown size & forecasts, 2025-2035
      • 7.3.1.2. End User breakdown size & forecasts, 2025-2035
    • 7.3.2. Canada Metaverse in Education Market
      • 7.3.2.1. Component breakdown size & forecasts, 2025-2035
      • 7.3.2.2. End User breakdown size & forecasts, 2025-2035
      • 7.3.2.3. Application breakdown size & forecasts, 2025-2035
  • 7.4. Europe Metaverse in Education Market
    • 7.4.1. UK Metaverse in Education Market
      • 7.4.1.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.1.2. End User breakdown size & forecasts, 2025-2035
    • 7.4.2. Germany Metaverse in Education Market
      • 7.4.2.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.2.2. End User breakdown size & forecasts, 2025-2035
    • 7.4.3. France Metaverse in Education Market
      • 7.4.3.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.3.2. End User breakdown size & forecasts, 2025-2035
    • 7.4.4. Spain Metaverse in Education Market
      • 7.4.4.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.4.2. End User breakdown size & forecasts, 2025-2035
    • 7.4.5. Italy Metaverse in Education Market
      • 7.4.5.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.5.2. End User breakdown size & forecasts, 2025-2035
    • 7.4.6. Rest of Europe Metaverse in Education Market
      • 7.4.6.1. Component breakdown size & forecasts, 2025-2035
      • 7.4.6.2. End User breakdown size & forecasts, 2025-2035
  • 7.5. Asia Pacific Metaverse in Education Market
    • 7.5.1. China Metaverse in Education Market
      • 7.5.1.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.1.2. End User breakdown size & forecasts, 2025-2035
    • 7.5.2. India Metaverse in Education Market
      • 7.5.2.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.2.2. End User breakdown size & forecasts, 2025-2035
    • 7.5.3. Japan Metaverse in Education Market
      • 7.5.3.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.3.2. End User breakdown size & forecasts, 2025-2035
    • 7.5.4. Australia Metaverse in Education Market
      • 7.5.4.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.4.2. End User breakdown size & forecasts, 2025-2035
    • 7.5.5. South Korea Metaverse in Education Market
      • 7.5.5.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.5.2. End User breakdown size & forecasts, 2025-2035
    • 7.5.6. Rest of APAC Metaverse in Education Market
      • 7.5.6.1. Component breakdown size & forecasts, 2025-2035
      • 7.5.6.2. End User breakdown size & forecasts, 2025-2035
  • 7.6. Latin America Metaverse in Education Market
    • 7.6.1. Brazil Metaverse in Education Market
      • 7.6.1.1. Component breakdown size & forecasts, 2025-2035
      • 7.6.1.2. End User breakdown size & forecasts, 2025-2035
    • 7.6.2. Mexico Metaverse in Education Market
      • 7.6.2.1. Component breakdown size & forecasts, 2025-2035
      • 7.6.2.2. End User breakdown size & forecasts, 2025-2035
  • 7.7. Middle East and Africa Metaverse in Education Market
    • 7.7.1. UAE Metaverse in Education Market
      • 7.7.1.1. Component breakdown size & forecasts, 2025-2035
      • 7.7.1.2. End User breakdown size & forecasts, 2025-2035
    • 7.7.2. Saudi Arabia (KSA) Metaverse in Education Market
      • 7.7.2.1. Component breakdown size & forecasts, 2025-2035
      • 7.7.2.2. End User breakdown size & forecasts, 2025-2035
    • 7.7.3. South Africa Metaverse in Education Market
      • 7.7.3.1. Component breakdown size & forecasts, 2025-2035
      • 7.7.3.2. End User breakdown size & forecasts, 2025-2035

Chapter 8. Competitive Intelligence

  • 8.1. Top Market Strategies
  • 8.2. Meta Platforms Inc.
    • 8.2.1. Company Overview
    • 8.2.2. Key Executives
    • 8.2.3. Company Snapshot
    • 8.2.4. Financial Performance (Subject to Data Availability)
    • 8.2.5. Product/Services Port
    • 8.2.6. Recent Development
    • 8.2.7. Market Strategies
    • 8.2.8. SWOT Analysis
  • 8.3. Unity Technologies
  • 8.4. Roblox Corporation
  • 8.5. Microsoft Corporation
  • 8.6. Google LLC
  • 8.7. HTC Corporation
  • 8.8. Lenovo Group Limited
  • 8.9. Samsung Electronics Co., Ltd.
  • 8.10. Sony Group Corporation
  • 8.11. Pearson Plc.
  • 8.12. Byju's
  • 8.13. Immersive VR Education
  • 8.14. Epic Games, Inc.
  • 8.15. Alibaba Group Holding Limited
  • 8.16. Qualcomm Technologies, Inc.
Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!