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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1859797

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PUBLISHER: Stratistics Market Research Consulting | PRODUCT CODE: 1859797

AR/VR-Based Immersive Learning Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software, and Services), Technology (Augmented Reality, and Virtual Reality), Application, End User, and By Geography

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According to Stratistics MRC, the Global AR/VR-Based Immersive Learning Market is accounted for $15.3 billion in 2025 and is expected to reach $54.6 billion by 2032, growing at a CAGR of 19.9% during the forecast period. AR- and VR-based immersive learning delivers simulated environments, virtual labs, and augmented overlays that enable experiential skill acquisition, realistic practice, and remote collaboration across corporate and academic training. These modalities reduce risk during practice, democratize access to specialized scenarios, and enable competency-based assessment through performance analytics. Market growth follows lower hardware costs, improved content-creation tools, and institutional investment in immersive programs and curricula.

According to UNESCO, immersive AR and VR technologies are being deployed in educational institutions worldwide, leading to a measurable increase in student engagement and retention in STEM subjects, with pilot studies noting a 35% increase in concept retention.

Market Dynamics:

Driver:

Enhanced Engagement and Knowledge Retention

Immersive AR and VR experiences raise learner engagement by creating interactive, multi-sensory scenarios that mimic real tasks and environments. These simulations encourage active experimentation, immediate feedback, and spaced practice, which together improve comprehension and long-term retention compared with passive lectures. Educators can design scenario-based modules for procedural skills and soft-skill rehearsals while tracking performance through analytics to guide remediation. Furthermore, immersive practice reduces risk in hazardous training and shortens time-to-competence across vocational and professional contexts.

Restraint:

High Initial Implementation Cost

Content creation, integration with LMS, and staff training add to initial expenses, making procurement cycles lengthy and budgets constrained for many educational institutions and small training providers. Device lifecycle, maintenance, and replacement costs further increase total ownership. Consequently, adoption in resource-limited settings is often deferred until costs fall or subscription and leasing models become widely available to reduce financial barriers.

Opportunity:

AI and Data Analytics Integration

Integrating artificial intelligence and advanced analytics with AR/VR platforms enables personalised learning paths, adaptive difficulty, and automated formative assessment based on learner behaviour and performance data. Predictive models identify knowledge gaps and recommend targeted remediation while analytics dashboards provide instructors with actionable insights into skills acquisition. Additionally, AI can generate scenario variations at scale, reducing content production costs and increasing throughput for enterprise training. These capabilities improve measurable ROI and appeal to organisations seeking evidence-based upskilling solutions and broader adoption.

Threat:

Resistance to Change in Traditional Education

Institutional inertia and entrenched pedagogical practices slow adoption of immersive learning despite evidence of effectiveness. Faculty and administrators may prioritise standardized curricula, high-stakes testing, and budget stability over experimental technologies, while educators report limited time and incentives to author immersive content. Accreditation bodies and procurement policies can further constrain rapid change, especially where demonstrable learning transfer is required.

Covid-19 Impact:

The pandemic fast-tracked AR/VR adoption as remote learning and physical distancing spurred urgent investment in simulation and virtual collaboration tools. Emergency pilots demonstrated immersive training's value for clinical skills and remote labs, though inequitable access and hurried rollouts exposed readiness gaps. Post-pandemic, many institutions retained hybrid models and prioritized scalable device management and cloud provisioning, sustaining demand for immersive solutions while prompting vendors to offer subscription and remote deployment options globally accepted.

The hardware segment is expected to be the largest during the forecast period

The hardware segment is expected to account for the largest market share during the forecast period because immersive learning depends on physical devices, hardware purchases form a substantial portion of upfront budgets and ongoing expenditures. Institutions often buy validated headsets and certified peripherals to meet curricular and safety requirements, driving unit volumes. In sectors such as medical education and industrial training, mandated equipment standards increase spends per deployment. Furthermore, aftermarket services support, sanitation solutions, and spare parts add recurring revenues, reinforcing hardware's disproportionate contribution to market value

The virtual reality (VR) segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the virtual reality (VR) segment is predicted to witness the highest growth rate. VR provides full immersion suited to procedural, spatial, and safety-critical training where realistic practice improves skill transfer. As standalone headsets become more affordable and ergonomics improve, VR content libraries and authoring tools are expanding, lowering per-module costs. Enterprise training programs increasingly prioritize VR for compliance, emergency response, and hands-on technical tasks because measurable proficiency gains justify investment. Moreover, growing interoperability enables large deployments across campuses and corporate sites globally.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share. North America's lead stems from mature infrastructure, high education and corporate training budgets, and early adoption by universities and enterprise L&D. Major hardware manufacturers and platform vendors based here facilitate procurement and integration. Strong venture funding and established content providers accelerate innovation, while partnerships between research institutions and industry enable scalable pilots. Regulatory clarity and extensive professional training demand support large deployments across healthcare, defence, and manufacturing sectors.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR. Rapid digitisation, expanding 5G and broadband coverage, and large youth and vocational training populations drive strong growth in Asia Pacific. Governments in China, India, and Southeast Asia are funding skills initiatives and public-private pilots that accelerate AR/VR deployments. Regional start-ups produce affordable, localised content while global vendors pursue partnerships to scale solutions. Combined rising incomes and Smartphone penetration support device adoption, making Asia Pacific the fastest-growing market.

Key players in the market

Some of the key players in AR/VR-Based Immersive Learning Market include Meta Platforms, Inc., Microsoft Corporation, Google LLC, Apple Inc., Unity Software Inc., Epic Games, Inc., PTC Inc., EON Reality, Inc., Varjo Oy, Magic Leap, Inc., HTC Corporation, Lenovo Group Limited, HP Inc., Qualcomm Incorporated, Strivr Labs, Inc., Labster A/S, zSpace, Inc., Nearpod LLC, Immerse Ltd., and Cornerstone OnDemand, Inc.

Key Developments:

In September 2025, Meta Connect 2025 showcased major updates in AR and VR, with a notable focus on new Quest VR features, haptic feedback upgrades, smarter eye-tracking, and AI-powered collaboration tools specifically aimed at immersive learning and enterprise use. They also officially launched a consumer AR headset designed for daily use, spatial mapping, and real-time social interactions.

In January 2024, Apple announced the Vision Pro's availability beginning February 2, indicating readiness for developers and educational use-cases in spatial computing.

In June 2023, Apple Inc. introduced the Apple Vision Pro spatial computer, which Apple describes as a device that "transforms how people work, collaborate, connect and enjoy entertainment" implicitly enabling immersive learning apps.

Components Covered:

  • Hardware
  • Software
  • Services

Technologies Covered:

  • Augmented Reality (AR)
  • Virtual Reality (VR)

Applications Covered:

  • K-12 Education
  • Higher Education
  • Corporate Training & Learning & Development (L&D)
  • Vocational and Technical Training

End Users Covered:

  • Academic (Schools and Universities)
  • Corporate
  • Government and Public Sector
  • Healthcare Institutions

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Product Code: SMRC32021

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global AR/VR-Based Immersive Learning Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays
    • 5.2.2 Handheld Devices
    • 5.2.3 Projectors and Display Walls
    • 5.2.4 Sensors and Input Devices
  • 5.3 Software
    • 5.3.1 Content Creation and Development Platforms
    • 5.3.2 Learning Management System (LMS) Integration Platforms
    • 5.3.3 Software Development Kits (SDKs) and Engines
  • 5.4 Services
    • 5.4.1 Implementation and Integration
    • 5.4.2 Consulting and Advisory
    • 5.4.3 Support and Maintenance
    • 5.4.4 Content Development Services

6 Global AR/VR-Based Immersive Learning Market, By Technology

  • 6.1 Introduction
  • 6.2 Augmented Reality (AR)
    • 6.2.1 Marker-based AR
    • 6.2.2 Markerless AR
  • 6.3 Virtual Reality (VR)
    • 6.3.1 Non-Immersive VR
    • 6.3.2 Semi- and Fully-Immersive VR

7 Global AR/VR-Based Immersive Learning Market, By Application

  • 7.1 Introduction
  • 7.2 K-12 Education
  • 7.3 Higher Education
  • 7.4 Corporate Training & Learning & Development (L&D)
    • 7.4.1 Technical and Safety Skills Training
    • 7.4.2 Soft Skills and Leadership Training
    • 7.4.3 Onboarding and Induction
  • 7.5 Vocational and Technical Training

8 Global AR/VR-Based Immersive Learning Market, By End User

  • 8.1 Introduction
  • 8.2 Academic (Schools and Universities)
  • 8.3 Corporate
    • 8.3.1 Healthcare and Life Sciences
    • 8.3.2 Manufacturing and Automotive
    • 8.3.3 Retail and E-commerce
    • 8.3.4 Aerospace and Defense
    • 8.3.5 Energy and Utilities
    • 8.3.6 Other Corporates
  • 8.4 Government and Public Sector
  • 8.5 Healthcare Institutions

9 Global AR/VR-Based Immersive Learning Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Meta Platforms, Inc.
  • 11.2 Microsoft Corporation
  • 11.3 Google LLC
  • 11.4 Apple Inc.
  • 11.5 Unity Software Inc.
  • 11.6 Epic Games, Inc.
  • 11.7 PTC Inc.
  • 11.8 EON Reality, Inc.
  • 11.9 Varjo Oy
  • 11.10 Magic Leap, Inc.
  • 11.11 HTC Corporation
  • 11.12 Lenovo Group Limited
  • 11.13 HP Inc.
  • 11.14 Qualcomm Incorporated
  • 11.15 Strivr Labs, Inc.
  • 11.16 Labster A/S
  • 11.17 zSpace, Inc.
  • 11.18 Nearpod LLC
  • 11.19 Immerse Ltd.
  • 11.20 Cornerstone OnDemand, Inc.
Product Code: SMRC32021

List of Tables

  • Table 1 Global AR/VR-Based Immersive Learning Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global AR/VR-Based Immersive Learning Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global AR/VR-Based Immersive Learning Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global AR/VR-Based Immersive Learning Market Outlook, By Head-Mounted Displays (2024-2032) ($MN)
  • Table 5 Global AR/VR-Based Immersive Learning Market Outlook, By Handheld Devices (2024-2032) ($MN)
  • Table 6 Global AR/VR-Based Immersive Learning Market Outlook, By Projectors and Display Walls (2024-2032) ($MN)
  • Table 7 Global AR/VR-Based Immersive Learning Market Outlook, By Sensors and Input Devices (2024-2032) ($MN)
  • Table 8 Global AR/VR-Based Immersive Learning Market Outlook, By Software (2024-2032) ($MN)
  • Table 9 Global AR/VR-Based Immersive Learning Market Outlook, By Content Creation and Development Platforms (2024-2032) ($MN)
  • Table 10 Global AR/VR-Based Immersive Learning Market Outlook, By Learning Management System (LMS) Integration Platforms (2024-2032) ($MN)
  • Table 11 Global AR/VR-Based Immersive Learning Market Outlook, By Software Development Kits (SDKs) and Engines (2024-2032) ($MN)
  • Table 12 Global AR/VR-Based Immersive Learning Market Outlook, By Services (2024-2032) ($MN)
  • Table 13 Global AR/VR-Based Immersive Learning Market Outlook, By Implementation and Integration (2024-2032) ($MN)
  • Table 14 Global AR/VR-Based Immersive Learning Market Outlook, By Consulting and Advisory (2024-2032) ($MN)
  • Table 15 Global AR/VR-Based Immersive Learning Market Outlook, By Support and Maintenance (2024-2032) ($MN)
  • Table 16 Global AR/VR-Based Immersive Learning Market Outlook, By Content Development Services (2024-2032) ($MN)
  • Table 17 Global AR/VR-Based Immersive Learning Market Outlook, By Technology (2024-2032) ($MN)
  • Table 18 Global AR/VR-Based Immersive Learning Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 19 Global AR/VR-Based Immersive Learning Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 20 Global AR/VR-Based Immersive Learning Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 21 Global AR/VR-Based Immersive Learning Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 22 Global AR/VR-Based Immersive Learning Market Outlook, By Non-Immersive VR (2024-2032) ($MN)
  • Table 23 Global AR/VR-Based Immersive Learning Market Outlook, By Semi- and Fully-Immersive VR (2024-2032) ($MN)
  • Table 24 Global AR/VR-Based Immersive Learning Market Outlook, By Application (2024-2032) ($MN)
  • Table 25 Global AR/VR-Based Immersive Learning Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 26 Global AR/VR-Based Immersive Learning Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 27 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate Training & Learning & Development (L&D) (2024-2032) ($MN)
  • Table 28 Global AR/VR-Based Immersive Learning Market Outlook, By Technical and Safety Skills Training (2024-2032) ($MN)
  • Table 29 Global AR/VR-Based Immersive Learning Market Outlook, By Soft Skills and Leadership Training (2024-2032) ($MN)
  • Table 30 Global AR/VR-Based Immersive Learning Market Outlook, By Onboarding and Induction (2024-2032) ($MN)
  • Table 31 Global AR/VR-Based Immersive Learning Market Outlook, By Vocational and Technical Training (2024-2032) ($MN)
  • Table 32 Global AR/VR-Based Immersive Learning Market Outlook, By End User (2024-2032) ($MN)
  • Table 33 Global AR/VR-Based Immersive Learning Market Outlook, By Academic (Schools and Universities) (2024-2032) ($MN)
  • Table 34 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate (2024-2032) ($MN)
  • Table 35 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare and Life Sciences (2024-2032) ($MN)
  • Table 36 Global AR/VR-Based Immersive Learning Market Outlook, By Manufacturing and Automotive (2024-2032) ($MN)
  • Table 37 Global AR/VR-Based Immersive Learning Market Outlook, By Retail and E-commerce (2024-2032) ($MN)
  • Table 38 Global AR/VR-Based Immersive Learning Market Outlook, By Aerospace and Defense (2024-2032) ($MN)
  • Table 39 Global AR/VR-Based Immersive Learning Market Outlook, By Energy and Utilities (2024-2032) ($MN)
  • Table 40 Global AR/VR-Based Immersive Learning Market Outlook, By Other Corporates (2024-2032) ($MN)
  • Table 41 Global AR/VR-Based Immersive Learning Market Outlook, By Government and Public Sector (2024-2032) ($MN)
  • Table 42 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare Institutions (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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