Augmented and Virtual Reality in Education Market Overview
The increasing need for AR and VR in corporate training using connected systems like software-defined kits, head-mounted displays, and gesture recognition systems will offer robust opportunities for the market over the forecast period. Besides, the growing adoption of advanced technology devices and products and rising development in the education sector are also adding augmented and virtual reality in education market growth.
According to a comprehensive research report by Market Research Future (MRFR), “Augmented and Virtual Reality in Education Market Analysis by Offering (Hardware (Sensors, Controllers, Cameras, and VR headset Others), Software, Services (Managed Services and Professional Services)) Deployment Model (Cloud, and On-premises), Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up Displays, Handheld Devices, Projectors & Display Walls and Others) – Forecast 2027” valuation is poised to grow at 18.2% CAGR throughout the forecast period (2022–2027).
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Drivers
Growing Need for Interactive Virtual Field Trips amid Students to Boost Market Growth
The growing need for interactive virtual field trips amid students will boost market growth over the forecast period. One of the chief factors fuelling market growth is the rising demand for various virtual field trips especially to museums, with many countries utilizing virtual reality headsets in the classroom or at home. The increasing use of virtual trips allows students to get immersive experience regarding historical events that in turn fuels market growth. Furthermore, virtual trips aid in the creation of one’s own immersive spaces, and personalized virtual experiences are expected to fuel the augmented and virtual reality in education market growth.
Augmented and Virtual Reality in Education Market Segments
The global augmented & virtual reality in education market is bifurcated based on end users, application, deployment model, devices, and offering.
By offering, the hardware segment will lead the augmented and virtual reality in education market over the forecast period.
By deployment model, the cloud segment will dominate the market over the forecast period.
By application, the augmented & virtual reality in education market is segmented into student recruitment, virtual field trips, e-learning, certifications, corporate learning management, classroom learning, and others.
By end users, the academic segment (higher education) will have lions share in the augmented and virtual reality in education market over the forecast period. Educational institutions and universities are leveraging innovative educational technology developments to engage students, expand their global presence, and avoid campus congestion. As IT spending is used for these processes, the selection & implementation of AR and VR in education are turning into strategic decisions as well as a significant part of the education industry.
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North America to Spearhead Augmented and Virtual Reality in Education Market
North America possess the largest market share in the education sector for augmented & virtual reality in education. The United States & Canada are chief contributors to the overall growth of the North American region. Because of the presence of several prominent educational institutions & the quality education they provide, the education industry in North America is always seeking growth.
Augmented and Virtual Reality in Education Market Competitive Analysis
Dominant Key Players on Augmented and Virtual Reality in Education Market Covered are:
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Technological advancements have resulted in an increase in the use of smart education & technologically advanced classrooms both in educational & corporate settings, which aid in the creation of a learning environment that is focused on an individual’s or organization’s learning needs. The main growth drivers of the augmented and virtual reality in education market in this region are the adoption of digital learning and the collaboration of software vendors and educational hardware.
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