Transformative Impact: AR and VR in Education Market Expected to Grow at 29.6% CAGR
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The AR and VR in Education Market is experiencing rapid growth, valued at USD 3.8 billion in 2023 and projected to reach USD 14.2 billion by 2028, with a CAGR of 29.6%. These technologies offer immersive learning experiences through software, hardware, and services across various devices and deployment options. From academic institutions to corporate training programs, AR and VR enhance learning with interactive simulations and virtual environments. With expanding adoption globally, they are reshaping education, providing engaging and impactful learning opportunities for students and professionals alike.
The increasing demand for AR and VR devices is fueled by several key factors. Firstly, these technologies offer enhanced understanding through visualization, allowing users to interact with digital content in a more intuitive and engaging manner. Secondly, AR and VR are transforming corporate training by providing immersive experiences that simulate real-world scenarios, leading to more effective learning outcomes. Additionally, ongoing innovation and expansion in AR and VR technology are driving their adoption across various sectors, including education, healthcare, and entertainment. Moreover, the emergence of personalized learning experiences tailored to individual preferences and learning styles is driving the demand for AR and VR in Education Industry. Lastly, the focus on real-world application and career readiness is prompting organizations to incorporate AR and VR into their training programs to better prepare learners for their future roles.
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Key Market Players
Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Anthology Inc. (US), Lenovo (Hong Kong) are some of the key players in the AR and VR in Education Companies.
Driver: Enhanced understanding through visualization
The visualization of complex concepts serves as a powerful driver for the integration of AR and VR technologies in education. These innovative tools create immersive and interactive experiences that captivate students' attention and foster a deeper understanding of abstract ideas. In the realm of education, augmented reality (AR) has emerged as a transformative tool, enhancing the learning process in classrooms worldwide. Particularly in subjects like geometry, AR enables educators to illustrate fundamental operations such as perimeters, areas, and diameters in a more engaging and comprehensible manner.
Virtual reality (VR) takes this immersive experience to another level by transporting students to alternate realities closely resembling the real world. Within educational contexts, VR facilitates the exploration of complex subjects and nurtures cultural connections among students. Through VR experiences, educators can impart valuable lessons on cultural diversity and promote acceptance and understanding of differences among peers. The interactive nature of VR allows students to engage with diverse environments and experiences, fostering a more inclusive and empathetic learning environment that transcends traditional boundaries.
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SONY GROUP CORPORATION
Sony Group Corporation, a prominent multinational conglomerate, is renowned for its diverse portfolio spanning technology and media. With a focus on innovation, design, and manufacturing, Sony offers a wide array of electronic equipment, instruments, and devices tailored for both consumer and industrial use. The company's manufacturing facilities, primarily situated in Asia, form the backbone of its operations, ensuring high-quality products for global markets.
Beyond its core technology and media ventures, Sony Group Corporation extends its reach into financial services, encompassing both life and non-life insurance operations. Additionally, the company delves into network services and advertising agency businesses, particularly within the Japanese market, further diversifying its revenue streams.
Sony Group Corporation's business operations are structured into distinct segments, each contributing to its multifaceted portfolio. These segments include Game & Network Services, Music, Pictures, Entertainment, Technology & Services, Imaging & Sensing Solutions, and Financial Services. Leveraging its extensive expertise, Sony offers augmented reality (AR) and virtual reality (VR) experiences across various segments, including Game & Network Services, Entertainment, Technology & Services, and Imaging & Sensing Solutions, underscoring its commitment to immersive and cutting-edge technologies.
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North America is expected to hold the largest share of the AR and VR in the education market during the forecast period.
North America stands at the forefront of the AR and VR revolution in education, commanding the largest share of the market in 2028. Renowned for its pioneering spirit and technological prowess, the region boasts a rich landscape of prominent educational institutions renowned for their commitment to excellence. The educational industry in North America perpetually seeks growth, driven by a relentless pursuit of innovation and a dedication to providing quality education.
A key catalyst for the region's dominance in AR and VR adoption is its unwavering commitment to technological advancement. The proliferation of smart education initiatives and technologically advanced classrooms has transformed traditional learning environments, catering to the diverse needs of both individuals and organizations. The United States and Canada emerge as the primary contributors to the virtual classroom market, leveraging their robust economies to fuel substantial investments in research and development.
Furthermore, North America's vibrant startup culture plays a pivotal role in driving innovation and pushing the boundaries of educational technology. The region's rapid digitalization across various industry verticals, coupled with the widespread adoption of smart connected devices, has created a fertile ground for the growth of the education sector. As technological advancements continue to accelerate, North America remains at the forefront of shaping the future of education through immersive and interactive AR and VR experiences.
News Covered:
https://www.prnewswire.com/news-releases/augmented-and-virtual-reality-in-education-market-worth-14-2-billion-by-2028---exclusive-report-by-marketsandmarkets-301888108.html
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