市場調查報告書
商品編碼
1415461
教育領域的元宇宙市場:按組成部分、最終用戶分類 - 2024-2030 年全球預測Metaverse in Education Market by Component (Hardware, Services, Software), End-User (Corporate, Education) - Global Forecast 2024-2030 |
※ 本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。
預計2023年元宇宙教育市場規模為56.4億美元,2024年達76.8億美元,預計2030年將達547.8億美元,複合年成長率為38.35%。
元宇宙全球教育領域市場
主要市場統計 | |
---|---|
基準年[2023] | 56.4億美元 |
預測年份 [2024] | 76.8億美元 |
預測年份 [2030] | 547.8億美元 |
複合年成長率(%) | 38.35% |
教育領域的元宇宙利用基於虛擬和擴增實境實境的互連宇宙的力量來實現教育目的。這個市場包括身臨其境型學習體驗、線上課堂、協作平台、3D模擬、培訓模組和互動內容的開拓和部署,以增強正式和非正式學習環境中的傳統教學方法。應用範圍從為年輕學習者提供身臨其境型講故事到為醫療保健、工程、設計甚至娛樂等行業的專業人士提供複雜的技能開發。隨著數位學習的日益普及,人們對身臨其境型學習環境的興趣日益濃厚,正在推動市場成長。此外,AR/VR 技術的快速進步帶來了更實惠的硬體選擇和複雜的軟體平台,可以滿足各種學習需求。此外,教育領域與元宇宙相關的高成本限制了元宇宙在教育領域的採用。虛擬學習環境中的大量資料收集引起了對使用者隱私和安全漏洞的擔憂。全球擴大採用 5G 技術,以及機器學習和人工智慧的進步,為市場成長創造了利潤豐厚的機會。
區域洞察
包括美國和加拿大在內的美國國家正在擴大投資用於教育目的的虛擬實境和擴增實境技術。該地區著名的高等教育機構正在利用 VR/AR 技術提供身臨其境型學習體驗。此外,Google LLC 和 Meta Platforms, Inc. 等科技公司正在大力投資這些技術,推動該地區的成長。歐盟 (EU) 處於教育領域採用新興技術的最前線。歐盟資助計畫正在資助多個與身臨其境型技術相關的研究計劃,例如用於終身學習的 AR/VR。此外,德國、法國等國家正透過工業4.0等國家戰略積極推動數位技能的發展。亞太地區主要經濟體的政府正致力於將先進技術融入其教育體系。中國、日本和印度已與學校建立合作夥伴關係,將 AR/VR 技術用於教育目的。
FPNV定位矩陣
FPNV定位矩陣對於評估元宇宙教育市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一個綜合工具,可以對教育市場元宇宙供應商的現狀進行深入而深入的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴考察,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。這種詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1-市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2-市場開拓:我們深入研究利潤豐厚的新興市場,並分析它們在成熟細分市場中的滲透率。
3- 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4-競爭力評估與資訊:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況、製造能力等進行全面評估。
5- 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1-元界元宇宙領域市場規模及預測是多少?
2-元界元宇宙市場預測期內需要考慮投資的產品、細分市場、應用程式和領域有哪些?
3-教育領域元宇宙市場的技術趨勢和法律規範是什麼?
4-元宇宙教育領域主要廠商的市場佔有率是多少?
5-教育領域進入元宇宙市場的合適型態和戰略手段是什麼?
[183 Pages Report] The Metaverse in Education Market size was estimated at USD 5.64 billion in 2023 and expected to reach USD 7.68 billion in 2024, at a CAGR 38.35% to reach USD 54.78 billion by 2030.
Global Metaverse in Education Market
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 5.64 billion |
Estimated Year [2024] | USD 7.68 billion |
Forecast Year [2030] | USD 54.78 billion |
CAGR (%) | 38.35% |
The metaverse in education leverages the capabilities of a virtual and augmented reality-based interconnected universe for educational purposes. This market encompasses the development and deployment of immersive learning experiences, online classrooms, collaborative platforms, 3D simulations, training modules, and interactive content to enhance traditional teaching methods both in formal and informal learning environments. The applications range from immersive storytelling for young learners to complex skills development for professionals across industries like healthcare, engineering, design, and even entertainment. Increasing interest in immersed learning environments with the rise in e-learning adoptions driving the growth of the market. Moreover, the rapid progress in AR/VR technologies has led to more affordable hardware options and sophisticated software platforms that can cater to diverse learning needs. Furthermore, the high cost associated with metaverse in education limits the adoption of metaverse in education. Collecting extensive data in virtual learning environments raises concerns about user privacy and security breaches. Rising deployment of 5G technology across the world and ongoing advancements in machine learning and artificial intelligence create lucrative opportunities for market growth.
Regional Insights
American countries, including the United States and Canada, are increasing investments in virtual reality and augmented reality technologies for educational purposes. Notable higher learning institutions in this region have been leveraging VR/AR technologies for an immersive learning experience. Moreover, technology companies including Google LLC and Meta Platforms, Inc. are investing heavily in these technologies, driving growth in this region. The European Union is at the forefront of adopting emerging technologies for education. The EU's funding initiative has funded several research projects related to immersive technologies like AR/VR for lifelong learning purposes. Additionally, countries including Germany and France are actively promoting digital skills development through national strategies such as Industrie 4.0. In Asia-Pacific's leading economies, governments are focusing on integrating advanced technology into their education systems. China, Japan, and India established partnerships with schools to deploy AR/VR technologies for teaching purposes.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Metaverse in Education Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Metaverse in Education Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Metaverse in Education Market, highlighting leading vendors and their innovative profiles. These include Axon Park, BrainCert, Inc., Cisco Systems, Inc., Dell Inc., Digital Samba, SL, Electa Communications Ltd., Hitachi, Ltd., Immerse Inc., International Business Machines Corporation, Lenovo Group Limited, Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Oracle Corporation, ThirdEye Gen, Inc., Varjo Technologies Oy, Veative Group, and Vuzix.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Metaverse in Education Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Metaverse in Education Market?
3. What are the technology trends and regulatory frameworks in the Metaverse in Education Market?
4. What is the market share of the leading vendors in the Metaverse in Education Market?
5. Which modes and strategic moves are suitable for entering the Metaverse in Education Market?