PUBLISHER: The Business Research Company | PRODUCT CODE: 2040066
PUBLISHER: The Business Research Company | PRODUCT CODE: 2040066
Virtual reality (VR) in education refers to the use of immersive, computer-generated environments that allow students to interact with 3D content for learning purposes. It uses VR headsets, controllers, and interactive software to explore realistic simulations, virtual laboratories, historical settings, or complex scientific processes in a fully immersive way. The primary purpose of VR in education is to enhance learning outcomes by improving engagement, comprehension, and experiential understanding.
The virtual reality in education market consists of sales by entities (organizations, sole traders and partnerships) of virtual reality in education that is used by students across all levels of education, from primary to higher education, as well as by vocational institutions, corporate training providers, and individual learners engaged in self-directed study.
The global virtual reality in education market was valued at $6,217.4 million in 2020 which grew till 2025 at a compound annual growth rate (CAGR) of more than 28.00%.
Rise Of Edtech Startups
During the historic period, the virtual reality in education market was significantly driven by the rise of edtech startups. Unlike traditional education technology providers, startups focused on solving very specific instructional challenges, such as improving engagement, enabling experiential learning, or reducing dependency on physical lab infrastructure, making VR a natural fit for their solutions. Their rapid prototyping, iterative product design, and partnerships with schools helped push immersive learning from a conceptual possibility into practical, classroom-ready applications. For instance, according to Brighteye Ventures Fund, a Luxembourg-based venture capital firm specializing in European edtech investments, the total number of global Edtech deals rose from 915 in 2023 to 1153 in 2024, indicating a stronger early-stage ecosystem. Mainly, deals under $15 million saw a sharp rise, with rounds between $1-4 million growing from 186 in 2023 to 335 in 2024 and those in the $4-15 million range increasing from 120 to 215. Therefore, the virtual reality in education market was significantly driven by the rise of edtech startups.
Immersive STEM And Career-Readiness Labs Deployed By Schools Via AR And VR Partnerships
Companies operating in the virtual reality in education market are increasingly partnering to deploy immersive AR (augmented reality) and VR (virtual reality) STEM (science, technology, engineering, and mathematics) labs, combining virtual experiments, 3D (three-dimensional) simulations, and career-readiness content, to enhance science, engineering and technical education in a hands-on, risk-free, and engaging way. These efforts aim to democratize access to advanced lab equipment, reduce costs of physical labs, and make STEM education more interactive and accessible for students on a scale. For instance, in October 2025, zSpace, Inc., a US-based company develops evidence-based AR and VR platforms for STEM, announced a partnership with GEMS Education, to deploy immersive AR and VR STEM learning at GEMS' flagship School of Research and Innovation in Dubai, including a full STEM Lab where students can perform virtual biology, chemistry and engineering experiments through AR and VR simulation, enabling practical lab experience even when physical labs are limited. GEMS Education is a UAE-based Education that operates over 190 private K-12 schools across 14 countries, serving 170,000+ students from 176 nationalities.
The global virtual reality in education market is fragmented, with large number of small players operating in the market. The top 10 competitors in the market made up 12.21% of the total market in 2024.
Virtual Reality In Education Global Market Opportunities And Strategies To 2035 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global virtual reality in education market as it emerges from the COVID-19 shut down.
Where is the largest and fastest-growing market for virtual reality in education? How does the market relate to the overall economy; demography and other similar markets? What forces will shape the market going forward? The virtual reality in education market global report from The Business Research Company answers all these questions and many more.
The report covers market characteristics; size and growth; segmentation; regional and country breakdowns; competitive landscape; market shares; trends and strategies for this market. It traces the market's history and forecasts market growth by geography. It places the market within the context of the wider virtual reality in education market; and compares it with other markets.