表紙:教育分野におけるメタバースの市場規模、シェア、成長分析、コンポーネント別、ユーザータイプ別、テクノロジー別、用途別、エンドユーザー別、地域別 - 産業予測 2025~2032年
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1724854

教育分野におけるメタバースの市場規模、シェア、成長分析、コンポーネント別、ユーザータイプ別、テクノロジー別、用途別、エンドユーザー別、地域別 - 産業予測 2025~2032年

Metaverse in Education Market Size, Share, and Growth Analysis, By Component (Hardware, Software), By User Type (Students, Educators), By Technology, By Application, By End User, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 194 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=144.64円
教育分野におけるメタバースの市場規模、シェア、成長分析、コンポーネント別、ユーザータイプ別、テクノロジー別、用途別、エンドユーザー別、地域別 - 産業予測 2025~2032年
出版日: 2025年05月09日
発行: SkyQuest
ページ情報: 英文 194 Pages
納期: 3~5営業日
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  • 概要
  • 目次
概要

教育分野におけるメタバースの世界市場規模は、2023年に41億米ドルと評価され、2024年の56億米ドルから2032年には679億米ドルに成長し、予測期間(2025-2032年)のCAGRは36.6%で成長する見通しです。

世界の教育分野におけるメタバース市場は、主にVRとAR技術の進歩によって牽引されており、従来の学習を没入型体験へと変革しています。高解像度のVRヘッドセットやAR対応デバイスなどのハードウェアの強化により、バーチャル教育の質が向上しています。その結果、教育機関では、仮想教室、3Dシミュレーション、AIを活用した個別指導を促進するメタバースソリューションの導入が進んでおり、学生がインタラクティブに教科に取り組むことができるため、学習内容の定着と理解が促進されています。例えば、医学生はバーチャル環境で手術の練習ができ、歴史学習者は古代文明の探索ができます。しかし、こうした技術を導入するには多額の初期投資が必要であり、特に発展途上地域の教育機関にとっては課題となっています。教育カリキュラムへの統合を成功させるためには、こうした経済的障壁を克服するための手頃な価格と熟練した人材が不可欠です。

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
  • 規制情勢
  • ケーススタディ
  • 技術分析

教育分野におけるメタバース市場規模:コンポーネント別& CAGR(2025-2032)

  • 市場概要
  • ハードウェア
    • ARデバイス
    • VRデバイス
    • MRデバイス
    • インタラクティブディスプレイとプロジェクター
  • ソフトウェア
    • 拡張現実ソフトウェア
    • ゲームエンジン
    • メタバースプラットフォーム
    • 3Dマッピング、モデリング、再構築
  • プロフェッショナルサービス
    • アプリケーション開発とシステム統合
    • 戦略およびビジネスコンサルティング

教育分野におけるメタバース市場規模:ユーザータイプ別& CAGR(2025-2032)

  • 市場概要
  • 学生
  • 教育者
  • 機関

教育分野におけるメタバース市場規模:テクノロジー別& CAGR(2025-2032)

  • 市場概要
  • バーチャルリアリティ
  • 拡張現実
  • 複合現実

教育分野におけるメタバース市場規模:用途別& CAGR(2025-2032)

  • 市場概要
  • 学習
  • スキル開発
  • 教育アプリ
  • 自己統制スキル
  • 文化理解
  • その他

教育分野におけるメタバース市場規模:エンドユーザー別& CAGR(2025-2032)

  • 市場概要
  • アカデミック
    • K-12
    • 高等教育
  • 企業

教育分野におけるメタバース市場規模: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年)

主要企業プロファイル

  • Meta Platforms Inc.(USA)
  • Microsoft Corporation(USA)
  • Adobe Inc.(USA)
  • Epic Games Inc.(USA)
  • Roblox Corporation(USA)
  • Axon Park(USA)
  • Immerse Learning(UK)
  • Labster(Denmark)
  • NextMeet(India)
  • Hatch Kids(Camp K12)(India)
  • MARVRUS(South Korea)
  • Skillful Craftsman Education Technology Ltd.(China)
  • BitDegree(Lithuania)
  • EON Reality(USA)
  • Virti(UK)
  • Savivo(Denmark)
  • ZSpace Inc.(USA)
  • High Fidelity Inc.(USA)

結論と提言

目次
Product Code: SQMIG45D2147

Global Metaverse in Education Market size was valued at USD 4.1 billion in 2023 and is poised to grow from USD 5.6 billion in 2024 to USD 67.9 billion by 2032, growing at a CAGR of 36.6% during the forecast period (2025-2032).

The global metaverse in education market is primarily driven by advancements in VR and AR technologies, which are revolutionizing traditional learning into immersive experiences. Enhanced hardware, such as high-resolution VR headsets and AR-enabled devices, has improved the quality of virtual education. Consequently, educational institutions are increasingly implementing metaverse solutions to facilitate virtual classrooms, 3D simulations, and AI-powered tutoring, enabling students to engage interactively with subjects, thereby boosting retention and understanding. For example, medical students can practice surgeries in virtual settings, while history learners can explore ancient civilizations. However, the significant initial investment required for deploying these technologies presents challenges, particularly for institutions in developing regions. Affordability and skilled personnel are vital for overcoming these financial barriers to ensure successful integration into educational curricula.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Metaverse 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.

Global Metaverse in Education Market Segments Analysis

Global Metaverse in Education Market is segmented by Component, User Type, Technology, Application, End User and region. Based on Component, the market is segmented into Hardware, Software and Professional Services. Based on User Type, the market is segmented into Students, Educators and Institutions. Based on Technology, the market is segmented into Virtual Reality, Augmented Reality and Mixed Reality. Based on Application, the market is segmented into Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding and Others. Based on End User, the market is segmented into Academic and Corporate. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Metaverse in Education Market

The global metaverse in education market is experiencing robust growth, fueled by ongoing advancements in artificial intelligence (AI), virtual reality (VR), and augmented reality (AR). AI-driven virtual tutors and adaptive learning systems, combined with real-time performance analytics, significantly enhance personalized learning experiences. Meanwhile, developments in VR technology provide immersive simulations, particularly beneficial for STEM fields, medical training, and vocational education. This evolution makes educational content more engaging, scalable, and accessible to learners across the globe, ultimately transforming the landscape of education and fostering more interactive learning environments.

Restraints in the Global Metaverse in Education Market

The Global Metaverse in Education market faces significant constraints due to the lack of universal standards, which leads to compatibility problems among various platforms. Many educational institutions encounter difficulties due to a scarcity of content that is ready for metaverse integration, complicating the process of adoption. Furthermore, the absence of a standardized curriculum for virtual and augmented reality learning hinders educational providers, making it challenging to implement immersive technologies uniformly across different regions and institutions. This inconsistency can impede the overall growth and effectiveness of metaverse-based education in a global context.

Market Trends of the Global Metaverse in Education Market

The global metaverse in education market is witnessing a significant trend towards the integration of Virtual Reality (VR), transforming traditional pedagogical approaches. As educational institutions increasingly adopt VR technology, students are provided with immersive 3D environments that foster deeper engagement and understanding of complex subjects. This shift enables experiential learning through realistic simulations of historical events, scientific experiments, and practical scenarios, thereby enhancing knowledge retention and interactivity. Furthermore, the growing emphasis on personalized learning experiences makes VR an attractive tool for educators seeking to captivate and motivate students. This trend underscores a broader transformation in education, driven by technological advancements and a need for innovative educational strategies.

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
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Metaverse in Education Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • AR Devices
    • VR Devices
    • MR Devices
    • Interactive Displays and Projectors
  • Software
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
    • 3D Mapping, Modelling, and Reconstruction
  • Professional Services
    • Application Development and System Integration
    • Strategy and Business Consulting

Global Metaverse in Education Market Size by User Type & CAGR (2025-2032)

  • Market Overview
  • Students
  • Educators
  • Institutions

Global Metaverse in Education Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality

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

  • Market Overview
  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Others

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

  • Market Overview
  • Academic
    • K-12
    • Higher Education
  • Corporate

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

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

  • Meta Platforms Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Adobe Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Axon Park (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Immerse Learning (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Labster (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NextMeet (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hatch Kids (Camp K12) (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MARVRUS (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Skillful Craftsman Education Technology Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BitDegree (Lithuania)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EON Reality (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virti (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Savivo (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZSpace Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • High Fidelity Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations