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市場調査レポート
商品コード
1743316
教育向けAR・VRの市場規模、シェア、成長分析:技術タイプ別、コンポーネント別、アプリケーション別、エンドユーザー別、地域別 - 産業予測、2025-2032年Augmented and Virtual Reality in Education Market Size, Share, and Growth Analysis, By Technology Type (Augmented Reality, Virtual Reality ), By Component, By Application, By End-User, By Region - Industry Forecast 2025-2032 |
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教育向けAR・VRの市場規模、シェア、成長分析:技術タイプ別、コンポーネント別、アプリケーション別、エンドユーザー別、地域別 - 産業予測、2025-2032年 |
出版日: 2025年06月04日
発行: SkyQuest
ページ情報: 英文 193 Pages
納期: 3~5営業日
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教育向けAR・VRの世界市場規模は、2023年に108億米ドルと評価され、予測期間(2025-2032年)のCAGRは19.9%で成長し、2024年の129億5,000万米ドルから2032年には553億1,000万米ドルに成長する見通しです。
教育向けAR・VRの世界市場は、迅速な技術進歩、教室のデジタル化の進展、EdTech投資の増加によって牽引されています。教育システムがデジタルネイティブ世代のニーズに適応していく中で、AR・VRはエンゲージメントを高め、知識の定着を強化し、地理的障壁を取り除く能力が認められています。AR・VRの両方を包含するXRは、生徒と教材とのインタラクションに変革をもたらしつつあります。例えば、没入型プラットフォームは、学生が物理的なセットアップなしでバーチャルにラボを実施することを可能にし、他のツールは、史跡や複雑なテーマのバーチャル体験へのアクセスを提供します。これらのテクノロジーは、公平で質の高い学習機会を提供し、学生間の世界なコラボレーションを促進することで、特に十分な教育を受けていない地域における重大な教育上の障害に対処しています。
Global Augmented and Virtual Reality in Education Market size was valued at USD 10.8 billion in 2023 and is poised to grow from USD 12.95 billion in 2024 to USD 55.31 billion by 2032, growing at a CAGR of 19.9% during the forecast period (2025-2032).
The global market for augmented and virtual reality in education is driven by swift technological advancements, increasing classroom digitalization, and rising EdTech investments. As educational systems adapt to the needs of a digital-native generation, AR and VR are recognized for their ability to boost engagement, enhance knowledge retention, and eliminate geographical barriers. Extended Reality (XR), which encompasses both AR and VR, is transforming student interactions with educational material. For example, immersive platforms enable students to conduct labs virtually without physical setups, while other tools offer access to virtual experiences of historical sites and complex subjects. These technologies address significant educational obstacles, particularly in underserved areas, by delivering equitable, high-quality learning opportunities and fostering global collaboration among students.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Augmented and 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.
Global Augmented and Virtual Reality in Education Market Segments Analysis
Global Augmented and Virtual Reality in Education Market is segmented by Technology Type, Component, Application, End-User and region. Based on Technology Type, the market is segmented into Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR). Based on Component, the market is segmented into Hardware and Software. Based on Application, the market is segmented into K-12 Education, Higher Education, Vocational Training, Corporate Training and Others. Based on End-User, the market is segmented into Educational Institutions, Corporate, Government Organizations and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Augmented and Virtual Reality in Education Market
The Global Augmented and Virtual Reality in Education market is driven by the ability of AR and VR technologies to immerse students in complex subjects such as biology, chemistry, history, and math within a simulated environment, enhancing both engagement and effectiveness in learning. These innovative tools promote experiential learning that significantly boosts retention rates and encourages active participation among students. For example, learners can delve into 3D explorations of ancient civilizations or human anatomy, resulting in a dynamic classroom experience that far surpasses traditional learning methods like textbooks and videos. Consequently, these technologies are transforming educational experiences globally.
Restraints in the Global Augmented and Virtual Reality in Education Market
Although the prices of augmented and virtual reality (AR/VR) equipment have decreased, devices such as headsets, motion sensors, and compatible hardware still pose a financial challenge for numerous educational institutions, especially in developing areas. Furthermore, the continuous expenses associated with content updates, hardware upkeep, and IT support create substantial obstacles to the extensive adoption of these technologies. This economic burden restricts the integration of AR/VR, particularly in public schools, which often operate under tight budget constraints, ultimately hindering the potential benefits that these immersive technologies could provide in enhancing learning experiences.
Market Trends of the Global Augmented and Virtual Reality in Education Market
The Global Augmented and Virtual Reality in Education market is witnessing a significant trend towards the integration of Artificial Intelligence, enhancing the personalization and adaptability of educational experiences. As of 2024, numerous startups are emerging with AI-enhanced VR platforms capable of real-time performance analysis and tailored content delivery, such as customized quizzes based on individual engagement and learning pace. These technologies utilize sophisticated algorithms to interpret voice commands and facial expressions, creating more intelligent and interactive learning environments. This fusion of AI and immersive technologies is reshaping educational methodologies, making learning more engaging, effective, and suited to diverse learner needs worldwide.