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1666029

教育分野におけるバーチャルリアリティ市場規模、シェア、成長分析:タイプ別、用途別、エンドユーザー別、デバイスタイプ別、地域別 - 産業予測 2025~2032年

Virtual Reality in Education Market Size, Share, and Growth Analysis, By Type (Hardware, Software), By Application (Classroom Training, Simulation and Training), By End User, By Device Type, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 203 Pages
納期
3~5営業日
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=144.06円
教育分野におけるバーチャルリアリティ市場規模、シェア、成長分析:タイプ別、用途別、エンドユーザー別、デバイスタイプ別、地域別 - 産業予測 2025~2032年
出版日: 2025年02月26日
発行: SkyQuest
ページ情報: 英文 203 Pages
納期: 3~5営業日
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  • 概要
  • 目次
概要

教育分野におけるバーチャルリアリティの市場規模は 2023年に781億米ドルで、2024年の1,002億米ドルから2032年には7,356億8,000万米ドルに成長し、予測期間中(2025~2032年)のCAGRは28.3%で成長する見通しです。

バーチャルリアリティ(VR)は、ヘッドセット、グローブ、ボディスーツなどのデバイスを通じてインタラクティブな3D環境に没入することで、ユーザーの体験に革命をもたらしています。この技術は、ゲームやエンターテインメントを再構築すると同時に、エンジニア、パイロット、技術者のトレーニングなど、必要不可欠な分野にも拡大しており、市場の成長を後押ししています。遠隔ビジネスの急増によりVRの需要が高まり、企業は仮想プラットフォーム上で効果的に会議を開催し、戦略を練ることができるようになりました。イベント主催者は、没入型のバーチャル体験を提供することで、参加者のエンゲージメントを高めています。アーキテクチャでは、VRは都市設計を視覚化し、潜在的な問題を早期に特定するために不可欠なものとなりつつあり、最終的にはコストと時間を節約しています。さらに、不動産会社は物件見学にVRを活用し、販売機会を高めており、この変革的技術の応用範囲の広さを示しています。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析

教育分野におけるバーチャルリアリティ市場規模:タイプ別& CAGR(2025-2032)

  • 市場概要
  • ハードウェア
  • ソフトウェア
  • コンテンツとサービス

教育分野におけるバーチャルリアリティ市場規模:用途別& CAGR(2025-2032)

  • 市場概要
  • 教室でのトレーニング
  • シミュレーションとトレーニング
  • 実験室実験
  • 没入型フィールドトリップ
  • 教育ゲーム

教育分野におけるバーチャルリアリティ市場規模:エンドユーザー別& CAGR(2025-2032)

  • 市場概要
  • K-12教育
  • 高等教育
  • 企業研修
  • 政府と軍隊

教育分野におけるバーチャルリアリティ市場規模:デバイスタイプ別& CAGR(2025-2032)

  • 市場概要
  • ヘッドマウントディスプレイ(HMD)
  • モバイルバーチャルリアリティ(VR)ヘッドセット
  • デスクトップバーチャルリアリティシステムソース

教育分野におけるバーチャルリアリティ市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024)

主要企業プロファイル

  • Google LLC(USA)
  • Microsoft Corporation(USA)
  • Meta Platforms, Inc.(USA)
  • HTC Corporation(Taiwan)
  • Sony Group Corporation(Japan)
  • Samsung Electronics Co., Ltd.(South Korea)
  • zSpace, Inc.(USA)
  • ClassVR(Avantis Systems)(UK)
  • Immersive VR Education Ltd.(Ireland)
  • VictoryXR(USA)
  • Labster ApS(Denmark)
  • Nearpod(USA)
  • Veative Labs(Singapore)
  • EON Reality, Inc.(USA)
  • Osso VR, Inc.(USA)
  • Alchemy Immersive(UK)
  • Bodyswaps(UK)
  • Talespin(USA)
  • Motive.io(Canada)
  • VR Education Holdings PLC(Ireland)

結論と提言

目次
Product Code: SQMIG45E2307

Virtual Reality in Education Market size was valued at USD 78.1 billion in 2023 and is poised to grow from USD 100.2 billion in 2024 to USD 735.68 billion by 2032, growing at a CAGR of 28.3% during the forecast period (2025-2032).

Virtual reality (VR) is revolutionizing user experience by immersing them in interactive 3D environments through devices like headsets, gloves, and bodysuits. The technology is reshaping gaming and entertainment while expanding into essential sectors such as training for engineers, pilots, and technicians, thus fueling market growth. The surge in remote business operations has increased the demand for VR, enabling companies to host meetings and strategize effectively on virtual platforms. Event organizers are enhancing attendee engagement by offering immersive virtual experiences. In architecture, VR is becoming indispensable for visualizing urban designs and identifying potential issues early, ultimately saving costs and time. Additionally, real estate agencies are leveraging VR for property tours, enhancing sales opportunities, showcasing the broadening application of this transformative technology.

Top-down and bottom-up approaches were used to estimate and validate the size of the Virtual Reality In Education market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Virtual Reality In Education Market Segments Analysis

Global Virtual Reality in Education Market is segmented by Type, Application, End User, Device Type and region. Based on Type, the market is segmented into Hardware, Software and Content and Services. Based on Application, the market is segmented into Classroom Training, Simulation and Training, Lab Experiments, Immersive Field Trips and Educational Games. Based on End User, the market is segmented into K-12 Education, Higher Education, Corporate Training and Government and Military. Based on Device Type, the market is segmented into Head-mounted Displays (HMDs), Mobile Virtual Reality (VR) Headsets and Desktop Virtual Reality Systems Source. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Virtual Reality In Education Market

The Virtual Reality (VR) in Education market is being driven by the technology's capability to offer immersive learning experiences that greatly enhance student engagement. Traditional instructional methods often struggle to hold learners' attention, whereas VR introduces a hands-on approach that encourages active participation in the learning process. By creating interactive environments, VR not only captivates students' interest but also fosters better information retention by catering to various learning styles. This heightened engagement with VR is transforming the educational landscape, effectively connecting theoretical concepts with practical applications and paving the way for a more dynamic and participatory learning experience.

Restraints in the Virtual Reality In Education Market

The Virtual Reality in Education market faces significant obstacles due to the stringent technical requirements associated with implementing VR systems. These immersive experiences necessitate powerful computing resources to generate high-resolution graphics and ensure seamless frame rates, which are crucial for preventing motion sickness among users. Unfortunately, numerous educational institutions are lacking the essential infrastructure, such as high-performance computers and sophisticated networking capabilities, to meet these demanding specifications. Consequently, incorporating VR technology into current educational settings presents considerable logistical challenges, hindering widespread adoption and limiting the potential benefits of innovative VR applications in the learning process.

Market Trends of the Virtual Reality In Education Market

The Virtual Reality in Education market is experiencing a significant trend towards multisensory learning, which enhances student engagement and understanding. By integrating VR technology with multisensory approaches, educators are creating immersive environments that stimulate visual, auditory, and tactile senses simultaneously. This innovative method not only captivates students' attention but also fosters deeper comprehension and retention of complex subjects. As traditional teaching methods become increasingly inadequate, the adoption of multisensory VR experiences is reshaping educational landscapes, enabling learners to interact with content in realistic scenarios. The growing preference for such comprehensive and engaging educational tools is poised to drive market expansion significantly in the coming years.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Virtual Reality in Education Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Content and Services

Global Virtual Reality in Education Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Classroom Training
  • Simulation and Training
  • Lab Experiments
  • Immersive Field Trips
  • Educational Games

Global Virtual Reality in Education Market Size by End User & CAGR (2025-2032)

  • Market Overview
  • K-12 Education
  • Higher Education
  • Corporate Training
  • Government and Military

Global Virtual Reality in Education Market Size by Device Type & CAGR (2025-2032)

  • Market Overview
  • Head-mounted Displays (HMDs)
  • Mobile Virtual Reality (VR) Headsets
  • Desktop Virtual Reality Systems Source

Global Virtual Reality in Education Market Size & CAGR (2025-2032)

  • North America (Type, Application, End User, Device Type)
    • US
    • Canada
  • Europe (Type, Application, End User, Device Type)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Application, End User, Device Type)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Application, End User, Device Type)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Application, End User, Device Type)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Google LLC (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd. (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • zSpace, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ClassVR (Avantis Systems) (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immersive VR Education Ltd. (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VictoryXR (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster ApS (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nearpod (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Veative Labs (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Osso VR, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alchemy Immersive (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bodyswaps (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Talespin (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Motive.io (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VR Education Holdings PLC (Ireland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations