市場調査レポート
商品コード
1311120

教育におけるメタバースの世界市場規模調査&予測、コンポーネント別、エンドユーザー別、地域別分析、2023-2030年

Global Metaverse in Education Market Size study & Forecast, by Component (Hardware, Software, Professional Services), by End User (Academic, Corporate) and Regional Analysis, 2023-2030


出版日
ページ情報
英文
納期
2~3営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.82円
教育におけるメタバースの世界市場規模調査&予測、コンポーネント別、エンドユーザー別、地域別分析、2023-2030年
出版日: 2023年07月11日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

教育におけるメタバースの世界市場は、2022年に約28億米ドルと評価され、予測期間2023年から2030年にかけて37.7%以上のCAGR成長率で成長すると予測されています。

教育におけるメタバースとは、インタラクティブで魅力的な学習体験を生み出すための没入型仮想現実および拡張現実技術の応用を指します。これは、コンピュータ・グラフィックス、3Dモデル、シミュレーションを使用して、現実世界の環境をシミュレートしたり、生徒が積極的に参加し、教育コンテンツと相互作用できる完全な仮想世界を作成したりすることを含みます。さらに、電子機器の使用の増加と技術の進歩が市場促進要因として予想されています。さらに、遠隔学習への適応が進み、教育技術(Ed-tech)産業が成長していることも、市場空間を刺激しています。

2022年のインド・ブランド・エクイティ財団(IBEF)によると、インドの電子機器製造業は著しい成長を遂げています。予測によると、市場規模は2025年までに5,200億米ドルに達する可能性があり、電子製品の需要は同年までに4,000億米ドルに増加すると予想されています。25年度には、エレクトロニクス・システム市場の需要は2.3倍に増加し、1,600億米ドルに達すると予想されています。この成長を牽引する主要セクターはIT/OAでCAGR54%、次いで産業用エレクトロニクスが38%、自動車用エレクトロニクスが10%です。これらの調査結果は、インドのエレクトロニクス製造業界における計り知れない成長の可能性と新たな機会を浮き彫りにしています。さらに、2023年の国連貿易開発会議(UNCTAD)によると、フロンティア技術市場は2030年までに約9兆4,690億米ドルに達すると予測されています。この市場にはIoTやAIのような技術が含まれ、それぞれ4兆4,220億米ドル、1兆5,820億米ドルとその拡大に大きく寄与しており、全体の47%、17%を占めています。しかし、教育システムの変化への抵抗や高い導入コストにより、同市場は課題に直面する可能性があります。

教育におけるメタバースの世界市場調査において考慮した主な地域は、アジア太平洋、北米、欧州、ラテンアメリカ、中東・アフリカです。北米は、その技術的進歩、強力な教育インフラ、資金調達と投資機会の利用可能性、業界連携などにより、教育におけるメタバース市場を独占しています。同地域のVR、AR、MR技術における専門知識と革新的な教育機関が、教育におけるメタバース・ソリューションの採用と実装を後押ししています。北米は市場をリードしているが、教育におけるメタバース技術の世界の導入は成長動向であり、他の地域も大きな成長と機会を迎えています。アジア太平洋地域は、デジタル導入の増加、技術の進歩、政府のイニシアティブと投資、EdTech市場の繁栄などの要因により、教育市場におけるメタバースで最も急成長している地域です。この地域は人口が多く、インターネットの普及率が上昇し、イノベーションを重視しているため、教育におけるメタバースの成長に有利な環境が整っています。この地域の政府は、教育におけるテクノロジーの統合を積極的に支援しており、研究開発への資金提供や支援を行っています。

本調査の目的は、近年のさまざまなセグメントと国の市場規模を明らかにし、今後数年間の市場規模を予測することです。本レポートは、調査対象国における産業の質的・量的側面の両方を盛り込むよう設計されています。

また、市場の将来的な成長を規定する促進要因や課題などの重要な側面に関する詳細情報も提供しています。さらに、主要企業の競合情勢や製品提供の詳細な分析とともに、利害関係者が投資するためのミクロ市場における潜在的な機会も組み込んでいます。

目次

第1章 エグゼクティブサマリー

  • 市場スナップショット
  • 世界市場・セグメント別市場推計・予測、2020-2030年
  • 主要動向
  • 調査手法
  • 調査前提条件

第2章 教育におけるメタバースの世界市場の定義と範囲

  • 調査目的
  • 市場の定義と範囲
    • 産業の進化
    • 調査範囲
  • 調査対象年
  • 通貨換算レート

第3章 教育におけるメタバースの世界市場力学

  • 教育におけるメタバース市場の影響分析(2020年~2030年)
    • 市場促進要因
      • 電子機器利用の増加
      • 技術の進歩
    • 市場の課題
      • 教育システムの変化への抵抗
      • 導入コストの高さ
    • 市場機会
      • 遠隔学習への適応の増加
      • 教育技術(Ed-Tech)産業の成長

第4章 教育におけるメタバース世界市場産業分析

  • ポーターの5フォースモデル
    • 供給企業の交渉力
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 代替品の脅威
    • 競争企業間の敵対関係
  • ポーターの5フォース影響分析
  • PEST分析
    • 政治
    • 経済
    • 社会
    • 技術
    • 環境
    • 法律
  • 主な投資機会
  • 主要成功戦略
  • COVID-19影響分析
  • 破壊的動向
  • 業界専門家の視点
  • アナリストの結論・提言

第5章 教育におけるメタバースの世界市場:コンポーネント別

  • 市場スナップショット
  • 教育におけるメタバースの世界市場:コンポーネント別、実績 - ポテンシャル分析
  • 教育におけるメタバースの世界市場:コンポーネント別推定・予測2020-2030年
  • 教育におけるメタバース市場、サブセグメント分析
    • ハードウェア
    • ソフトウェア
    • プロフェッショナルサービス

第6章 教育におけるメタバースの世界市場:エンドユーザー別

  • 市場スナップショット
  • 教育におけるメタバースの世界市場:エンドユーザー別、実績 - ポテンシャル分析
  • 教育におけるメタバースの世界市場:エンドユーザー別推定・予測2020年~2030年
  • 教育におけるメタバース市場、サブセグメント分析
    • 学術
    • 企業

第7章 教育におけるメタバースの世界市場:地域別分析

  • 主要国
  • 主な新興国
  • 教育におけるメタバース市場、地域別市場スナップショット
  • 北米
    • 米国
      • コンポーネントの推定・予測、2020-2030年
      • エンドユーザーの推定・予測、2020-2030年
    • カナダ
  • 欧州の教育におけるメタバース市場スナップショット
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他欧州
  • アジア太平洋教育におけるメタバース市場スナップショット
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカの教育におけるメタバース市場スナップショット
    • ブラジル
    • メキシコ
  • 中東・アフリカ
    • サウジアラビア
    • 南アフリカ
    • その他中東とアフリカ

第8章 競合情報

  • 主要企業のSWOT分析
  • 主要市場戦略
  • 企業プロファイル
    • Meta Platforms, Inc.
      • 主要情報
      • 概要
      • 財務(データの入手可能性によります)
      • 製品概要
      • 最近の動向
    • Microsoft Corporation
    • Adobe Inc.
    • Hewlett-Packard Company Inc.
    • Unity Technologies Inc.
    • Samsung Electronics Co Ltd
    • Lenovo Group Limited
    • Roblox Corporation
    • Epic MegaGames, Inc.
    • Baidu Inc.

第9章 調査プロセス

  • 調査プロセス
    • データマイニング
    • 分析
    • 市場推定
    • 検証
    • 出版
  • 調査属性
  • 調査前提条件
図表

LIST OF TABLES

  • TABLE 1. Global Metaverse in Education Market, report scope
  • TABLE 2. Global Metaverse in Education Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Metaverse in Education Market estimates & forecasts by Component 2020-2030 (USD Billion)
  • TABLE 4. Global Metaverse in Education Market estimates & forecasts by End User 2020-2030 (USD Billion)
  • TABLE 5. Global Metaverse in Education Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 6. Global Metaverse in Education Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 7. Global Metaverse in Education Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Metaverse in Education Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Metaverse in Education Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Metaverse in Education Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Metaverse in Education Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Metaverse in Education Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Metaverse in Education Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Metaverse in Education Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. U.S. Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. U.S. Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 17. U.S. Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 18. Canada Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 19. Canada Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 20. Canada Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 21. UK Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 22. UK Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 23. UK Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 24. Germany Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 25. Germany Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 26. Germany Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 27. France Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 28. France Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 29. France Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 30. Italy Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 31. Italy Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 32. Italy Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 33. Spain Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 34. Spain Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 35. Spain Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 36. RoE Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 37. RoE Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 38. RoE Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 39. China Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 40. China Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 41. China Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 42. India Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 43. India Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 44. India Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 45. Japan Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 46. Japan Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 47. Japan Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 48. South Korea Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 49. South Korea Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 50. South Korea Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 51. Australia Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 52. Australia Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 53. Australia Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 54. RoAPAC Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 55. RoAPAC Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 57. Brazil Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 58. Brazil Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 59. Brazil Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 60. Mexico Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 61. Mexico Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 62. Mexico Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 63. RoLA Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 64. RoLA Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 65. RoLA Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 66. Saudi Arabia Metaverse in Education Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 67. South Africa Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 68. RoMEA Metaverse in Education Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 69. List of secondary sources, used in the study of global Metaverse in Education Market
  • TABLE 70. List of primary sources, used in the study of global Metaverse in Education Market
  • TABLE 71. Years considered for the study
  • TABLE 72. Exchange rates considered

List of tables and figures are dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Metaverse in Education Market, research methodology
  • FIG 2. Global Metaverse in Education Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Metaverse in Education Market, key trends 2022
  • FIG 5. Global Metaverse in Education Market, growth prospects 2023-2030
  • FIG 6. Global Metaverse in Education Market, porters 5 force model
  • FIG 7. Global Metaverse in Education Market, pest analysis
  • FIG 8. Global Metaverse in Education Market, value chain analysis
  • FIG 9. Global Metaverse in Education Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Metaverse in Education Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Metaverse in Education Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Metaverse in Education Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Metaverse in Education Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Metaverse in Education Market, regional snapshot 2020 & 2030
  • FIG 15. North America Metaverse in Education Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Metaverse in Education Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Metaverse in Education Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Metaverse in Education Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Metaverse in Education Market 2020 & 2030 (USD Billion)

List of tables and figures are dummy in nature, final lists may vary in the final deliverable

目次

Global Metaverse in Education Market is valued at approximately USD 2.80 billion in 2022 and is anticipated to grow with a CAGR growth rate of more than 37.7% over the forecast period 2023-2030. Metaverse in education refers to the application of immersive virtual and augmented reality technologies to create interactive and engaging learning experiences. It involves the use of computer graphics, 3D models, and simulations to simulate real-world environments or create entirely virtual worlds where students can actively participate and interact with educational content. Moreover, the increasing use of electronic devices and growing advancement in technology are anticipated as the market drivers. Furthermore, the increasing adaptation of remote learning and the growing education-technology (ed-tech) industry fuel the market space.

According to India Brand Equity Foundation (IBEF) in 2022, the Indian electronics manufacturing industry is witnessing significant growth. Projections indicate that the market size may reach USD 520 billion by 2025, with the demand for electronic products expected to rise to USD 400 billion by the same year. By FY25, the electronics system market is anticipated to experience 2.3 times increase in demand, reaching USD 160 billion. Key sectors driving this growth include IT/OA with a CAGR of 54%, followed by industrial electronics at 38% and automotive electronics at 10%. These findings highlight the immense growth potential and emerging opportunities in the Indian electronics manufacturing industry. Additionally, according to United Nations Conference on Trade and Development (UNCTAD) in 2023, the frontier technology market is projected to reach approximately USD 9,469 billion by 2030. This market includes technologies like IoT and AI, contributing significantly to its expansion with USD 4,422 billion and USD 1,582 billion respectively, accounting for 47% and 17% of the total contribution. However, the market may face challenges due to resistance to change in the education system and high implementation costs.

The key regions considered for the Global Metaverse in Education Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominates the Metaverse in the education market due to its technological advancements, strong education infrastructure, availability of funding and investment opportunities, industry collaboration and more. The region's expertise in VR, AR, and MR technologies, coupled with its innovative educational institutions, drives the adoption and implementation of metaverse solutions in education. While North America leads the market, the global adoption of metaverse technologies in education is a growing trend, with other regions also poised for significant growth and opportunities. Asia Pacific region is the fastest-growing region in the metaverse in the education market due to factors such as increasing digital adoption, technological advancements, government initiatives and investments, and a flourishing EdTech market. The region's large population, rising internet penetration, and a strong emphasis on innovation create a favorable environment for the growth of the metaverse in education. Governments in the region actively support the integration of technology in education, providing funding and support for research and development.

Major market player included in this report are:

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Adobe Inc.
  • Hewlett-Packard Company Inc.
  • Unity Technologies Inc.
  • Samsung Electronics Co Ltd
  • Lenovo Group Limited
  • Roblox Corporation
  • Epic MegaGames, Inc.
  • Baidu Inc.

Recent Developments in the Market:

  • In March 2023, Microsoft introduced Microsoft Mesh, a fresh mixed-reality platform that facilitates collaborative and interactive experiences for users within a shared virtual space. Mesh empowers users with a range of tools to generate and personalize virtual avatars, objects, and environments. Additionally, the platform seamlessly integrates with other Microsoft offerings, including HoloLens and Altspace VR, allowing for cross-platform collaboration and interaction.
  • In January 2022, HP Inc. introduced HP Fortis laptops, a new range of PCs specifically engineered to meet the rigorous requirements of classrooms. The innovative HP Fortis portfolio is designed to cater to active and mobile learners, offering durability and resilience to withstand accidental drops and spills, while ensuring that keys remain securely in place on the keyboard. With textured surfaces, these lightweight devices provide students of all ages with improved grip and easier handling.

Global Metaverse in Education Market Report Scope:

  • Historical Data: 2020 - 2021
  • Base Year for Estimation: 2022
  • Forecast period: 2023-2030
  • Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered - Component, End User, Region
  • Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope: Free report customization (equivalent up to 8 analyst's 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 to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software
  • Professional Services

By End User:

  • Academic
  • Corporate

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
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Metaverse in Education Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Metaverse in Education Market, by Component, 2020-2030 (USD Billion)
    • 1.2.3. Metaverse in Education Market, by End User, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Metaverse in Education Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Metaverse in Education Market Dynamics

  • 3.1. Metaverse in Education Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Increasing Use of Electronics Devices
      • 3.1.1.2. Growing Advancement in Technology
    • 3.1.2. Market Challenges
      • 3.1.2.1. Resistance To Change in Education System
      • 3.1.2.2. High Cost of Implementation
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Increasing Adaptation of Remote Learning
      • 3.1.3.2. Growing Education-Technology (Ed-Tech) Industry

Chapter 4. Global Metaverse in Education Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST 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 opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Metaverse in Education Market, by Component

  • 5.1. Market Snapshot
  • 5.2. Global Metaverse in Education Market by Component, Performance - Potential Analysis
  • 5.3. Global Metaverse in Education Market Estimates & Forecasts by Component 2020-2030 (USD Billion)
  • 5.4. Metaverse in Education Market, Sub Segment Analysis
    • 5.4.1. Hardware
    • 5.4.2. Software
    • 5.4.3. Professional Services

Chapter 6. Global Metaverse in Education Market, by End User

  • 6.1. Market Snapshot
  • 6.2. Global Metaverse in Education Market by End User, Performance - Potential Analysis
  • 6.3. Global Metaverse in Education Market Estimates & Forecasts by End User 2020-2030 (USD Billion)
  • 6.4. Metaverse in Education Market, Sub Segment Analysis
    • 6.4.1. Academic
    • 6.4.2. Corporate

Chapter 7. Global Metaverse in Education Market, Regional Analysis

  • 7.1. Top Leading Countries
  • 7.2. Top Emerging Countries
  • 7.3. Metaverse in Education Market, Regional Market Snapshot
  • 7.4. North America Metaverse in Education Market
    • 7.4.1. U.S. Metaverse in Education Market
      • 7.4.1.1. Component breakdown estimates & forecasts, 2020-2030
      • 7.4.1.2. End User breakdown estimates & forecasts, 2020-2030
    • 7.4.2. Canada Metaverse in Education Market
  • 7.5. Europe Metaverse in Education Market Snapshot
    • 7.5.1. U.K. Metaverse in Education Market
    • 7.5.2. Germany Metaverse in Education Market
    • 7.5.3. France Metaverse in Education Market
    • 7.5.4. Spain Metaverse in Education Market
    • 7.5.5. Italy Metaverse in Education Market
    • 7.5.6. Rest of Europe Metaverse in Education Market
  • 7.6. Asia-Pacific Metaverse in Education Market Snapshot
    • 7.6.1. China Metaverse in Education Market
    • 7.6.2. India Metaverse in Education Market
    • 7.6.3. Japan Metaverse in Education Market
    • 7.6.4. Australia Metaverse in Education Market
    • 7.6.5. South Korea Metaverse in Education Market
    • 7.6.6. Rest of Asia Pacific Metaverse in Education Market
  • 7.7. Latin America Metaverse in Education Market Snapshot
    • 7.7.1. Brazil Metaverse in Education Market
    • 7.7.2. Mexico Metaverse in Education Market
  • 7.8. Middle East & Africa Metaverse in Education Market
    • 7.8.1. Saudi Arabia Metaverse in Education Market
    • 7.8.2. South Africa Metaverse in Education Market
    • 7.8.3. Rest of Middle East & Africa Metaverse in Education Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Company 1
    • 8.1.2. Company 2
    • 8.1.3. Company 3
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Meta Platforms, Inc.
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Recent Developments
    • 8.3.2. Microsoft Corporation
    • 8.3.3. Adobe Inc.
    • 8.3.4. Hewlett-Packard Company Inc.
    • 8.3.5. Unity Technologies Inc.
    • 8.3.6. Samsung Electronics Co Ltd
    • 8.3.7. Lenovo Group Limited
    • 8.3.8. Roblox Corporation
    • 8.3.9. Epic MegaGames, Inc.
    • 8.3.10. Baidu Inc.

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
  • 9.3. Research Assumption