Augmented and Virtual Reality in Education Comprehensive Study by Deployment (Cloud, On Premise), Offerings (Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others), Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others), Services (Professional Services, Managed Services)), End User (Academic (K-12, Higher Education), Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others)) Players and Region - Global Market Outlook to 2030

Augmented and Virtual Reality in Education Market by XX Submarkets | Forecast Years 2024-2030  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Global Augmented and Virtual Reality in Education Market Overview:
AR/VR technologies are a promising addition to the “edtech” space due to their immersive nature, ability to share information in new and engaging ways, and potential to offer virtual experiences that can mitigate barriers from cost or distance. AR/VR can provide K-12 educators with interactive and engaging tools for classroom learning. These include libraries of immersive content, experiences for specific subjects or learning objectives, and tools for students with learning disabilities. In higher education, AR/VR can help learners grasp abstract concepts and gain hands-on experience in low-risk virtual settings. This can enhance STEM courses, medical simulations, arts and humanities materials, and technical education.

AttributesDetails
Study Period2018-2030
Base Year2023
Forecast Period2024-2030
Historical Period2018-2023
UnitValue (USD Million)
Customization ScopeAvail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility


Influencing Trend:
Integration with Other Technologies Such as AI, Machine Learning, and Cloud Computing and Growth of Remote and Hybrid Learning

Market Growth Drivers:
Growing Demand of Immersive Learning Environments and Personalized Learning Experiences and Global Emphasis on STEM Education is Driving Demand for Tools That Can Enhance Learning

Challenges:
Lack of Compatible Infrastructure and Reliable Internet Connectivity

Restraints:
High Cost of Hardware & Software and Ongoing Maintenance

Opportunities:
High Adoption of AR & VR in K-12 and Higher Education and Development of Specialized Educational Content and Expansion into Emerging Markets

Competitive Landscape:
The key players are targeting the innovations of the Solutions with better quality, better technical characteristics. The key players are probable to keep a stronghold on the market over the anticipated period. The key players are accepting strategic decisions and are thinking upon mergers and acquisitions in order to maintain their presence in the market.
Some of the key players profiled in the report are Google (United States), Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Microsoft (United States), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (United States), Blackboard (United States), Dell (United States), IBM (United States), Saba Software (United States), Oracle (United States), Edvance360 (United States), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada), Impero Software (United Kingdom), WizIQ (India), BigBlueButton (United States) and Digital Samba (Spain). Analyst at AMA Research see United States Players to retain maximum share of Global Augmented and Virtual Reality in Education market by 2030. Considering Market by Deployment, the sub-segment i.e. Cloud will boost the Augmented and Virtual Reality in Education market. Considering Market by Offerings, the sub-segment i.e. Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others) will boost the Augmented and Virtual Reality in Education market. Considering Market by End User, the sub-segment i.e. Academic (K-12, Higher Education) will boost the Augmented and Virtual Reality in Education market.

What Can be Explored with the Augmented and Virtual Reality in Education Market Study
 Gain Market Understanding
 Identify Growth Opportunities
 Analyze and Measure the Global Augmented and Virtual Reality in Education Market by Identifying Investment across various Industry Verticals
 Understand the Trends that will drive Future Changes in Augmented and Virtual Reality in Education
 Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals

Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Augmented and Virtual Reality in Education market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Augmented and Virtual Reality in Education market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes New Entrants/Investors, Analysts and Strategic Business Planners, AR & VR Hardware Providers, IT Software Developers, Venture Capitalists and Private Equity Firms, Government Regulatory and Research Organizations and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.

Report Objectives / Segmentation Covered

By Deployment
  • Cloud
  • On Premise

By Offerings
  • Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others)
  • Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others)
  • Services (Professional Services, Managed Services)

By End User
  • Academic (K-12, Higher Education)
  • Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others)

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Demand of Immersive Learning Environments and Personalized Learning Experiences
      • 3.2.2. Global Emphasis on STEM Education is Driving Demand for Tools That Can Enhance Learning
    • 3.3. Market Challenges
      • 3.3.1. Lack of Compatible Infrastructure and Reliable Internet Connectivity
    • 3.4. Market Trends
      • 3.4.1. Integration with Other Technologies Such as AI, Machine Learning, and Cloud Computing
      • 3.4.2. Growth of Remote and Hybrid Learning
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Augmented and Virtual Reality in Education, by Deployment, Offerings, End User and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Augmented and Virtual Reality in Education (Value)
      • 5.2.1. Global Augmented and Virtual Reality in Education by: Deployment (Value)
        • 5.2.1.1. Cloud
        • 5.2.1.2. On Premise
      • 5.2.2. Global Augmented and Virtual Reality in Education by: Offerings (Value)
        • 5.2.2.1. Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others)
        • 5.2.2.2. Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others)
        • 5.2.2.3. Services (Professional Services, Managed Services)
      • 5.2.3. Global Augmented and Virtual Reality in Education by: End User (Value)
        • 5.2.3.1. Academic (K-12, Higher Education)
        • 5.2.3.2. Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others)
      • 5.2.4. Global Augmented and Virtual Reality in Education Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Augmented and Virtual Reality in Education: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Google (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Sony (Japan)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Samsung Electronics (South Korea)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. HTC (Taiwan)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Microsoft (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Panasonic (Japan)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Hitachi (Japan)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Barco (Belgium)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. LG Electronics (South Korea)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Veative Labs (Singapore)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. Cisco (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Blackboard (United States)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. Dell (United States)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
      • 6.4.14. IBM (United States)
        • 6.4.14.1. Business Overview
        • 6.4.14.2. Products/Services Offerings
        • 6.4.14.3. Financial Analysis
        • 6.4.14.4. SWOT Analysis
      • 6.4.15. Saba Software (United States)
        • 6.4.15.1. Business Overview
        • 6.4.15.2. Products/Services Offerings
        • 6.4.15.3. Financial Analysis
        • 6.4.15.4. SWOT Analysis
      • 6.4.16. Oracle (United States)
        • 6.4.16.1. Business Overview
        • 6.4.16.2. Products/Services Offerings
        • 6.4.16.3. Financial Analysis
        • 6.4.16.4. SWOT Analysis
      • 6.4.17. Edvance360 (United States)
        • 6.4.17.1. Business Overview
        • 6.4.17.2. Products/Services Offerings
        • 6.4.17.3. Financial Analysis
        • 6.4.17.4. SWOT Analysis
      • 6.4.18. Electa Communications (United States)
        • 6.4.18.1. Business Overview
        • 6.4.18.2. Products/Services Offerings
        • 6.4.18.3. Financial Analysis
        • 6.4.18.4. SWOT Analysis
      • 6.4.19. BrainCert (United States)
        • 6.4.19.1. Business Overview
        • 6.4.19.2. Products/Services Offerings
        • 6.4.19.3. Financial Analysis
        • 6.4.19.4. SWOT Analysis
      • 6.4.20. SKYPREP (Canada)
        • 6.4.20.1. Business Overview
        • 6.4.20.2. Products/Services Offerings
        • 6.4.20.3. Financial Analysis
        • 6.4.20.4. SWOT Analysis
      • 6.4.21. Impero Software (United Kingdom)
        • 6.4.21.1. Business Overview
        • 6.4.21.2. Products/Services Offerings
        • 6.4.21.3. Financial Analysis
        • 6.4.21.4. SWOT Analysis
      • 6.4.22. WizIQ (India)
        • 6.4.22.1. Business Overview
        • 6.4.22.2. Products/Services Offerings
        • 6.4.22.3. Financial Analysis
        • 6.4.22.4. SWOT Analysis
      • 6.4.23. BigBlueButton (United States)
        • 6.4.23.1. Business Overview
        • 6.4.23.2. Products/Services Offerings
        • 6.4.23.3. Financial Analysis
        • 6.4.23.4. SWOT Analysis
      • 6.4.24. Digital Samba (Spain)
        • 6.4.24.1. Business Overview
        • 6.4.24.2. Products/Services Offerings
        • 6.4.24.3. Financial Analysis
        • 6.4.24.4. SWOT Analysis
  • 7. Global Augmented and Virtual Reality in Education Sale, by Deployment, Offerings, End User and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Augmented and Virtual Reality in Education (Value)
      • 7.2.1. Global Augmented and Virtual Reality in Education by: Deployment (Value)
        • 7.2.1.1. Cloud
        • 7.2.1.2. On Premise
      • 7.2.2. Global Augmented and Virtual Reality in Education by: Offerings (Value)
        • 7.2.2.1. Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others)
        • 7.2.2.2. Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others)
        • 7.2.2.3. Services (Professional Services, Managed Services)
      • 7.2.3. Global Augmented and Virtual Reality in Education by: End User (Value)
        • 7.2.3.1. Academic (K-12, Higher Education)
        • 7.2.3.2. Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others)
      • 7.2.4. Global Augmented and Virtual Reality in Education Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Augmented and Virtual Reality in Education: by Deployment(USD Million)
  • Table 2. Augmented and Virtual Reality in Education Cloud , by Region USD Million (2018-2023)
  • Table 3. Augmented and Virtual Reality in Education On Premise , by Region USD Million (2018-2023)
  • Table 4. Augmented and Virtual Reality in Education: by Offerings(USD Million)
  • Table 5. Augmented and Virtual Reality in Education Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others) , by Region USD Million (2018-2023)
  • Table 6. Augmented and Virtual Reality in Education Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others) , by Region USD Million (2018-2023)
  • Table 7. Augmented and Virtual Reality in Education Services (Professional Services, Managed Services) , by Region USD Million (2018-2023)
  • Table 8. Augmented and Virtual Reality in Education: by End User(USD Million)
  • Table 9. Augmented and Virtual Reality in Education Academic (K-12, Higher Education) , by Region USD Million (2018-2023)
  • Table 10. Augmented and Virtual Reality in Education Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others) , by Region USD Million (2018-2023)
  • Table 11. South America Augmented and Virtual Reality in Education, by Country USD Million (2018-2023)
  • Table 12. South America Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 13. South America Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 14. South America Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 15. Brazil Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 16. Brazil Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 17. Brazil Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 18. Argentina Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 19. Argentina Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 20. Argentina Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 21. Rest of South America Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 22. Rest of South America Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 23. Rest of South America Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 24. Asia Pacific Augmented and Virtual Reality in Education, by Country USD Million (2018-2023)
  • Table 25. Asia Pacific Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 26. Asia Pacific Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 27. Asia Pacific Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 28. China Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 29. China Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 30. China Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 31. Japan Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 32. Japan Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 33. Japan Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 34. India Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 35. India Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 36. India Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 37. South Korea Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 38. South Korea Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 39. South Korea Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 40. Taiwan Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 41. Taiwan Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 42. Taiwan Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 43. Australia Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 44. Australia Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 45. Australia Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 46. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 47. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 48. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 49. Europe Augmented and Virtual Reality in Education, by Country USD Million (2018-2023)
  • Table 50. Europe Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 51. Europe Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 52. Europe Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 53. Germany Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 54. Germany Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 55. Germany Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 56. France Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 57. France Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 58. France Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 59. Italy Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 60. Italy Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 61. Italy Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 62. United Kingdom Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 63. United Kingdom Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 64. United Kingdom Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 65. Netherlands Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 66. Netherlands Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 67. Netherlands Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 68. Rest of Europe Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 69. Rest of Europe Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 70. Rest of Europe Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 71. MEA Augmented and Virtual Reality in Education, by Country USD Million (2018-2023)
  • Table 72. MEA Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 73. MEA Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 74. MEA Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 75. Middle East Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 76. Middle East Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 77. Middle East Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 78. Africa Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 79. Africa Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 80. Africa Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 81. North America Augmented and Virtual Reality in Education, by Country USD Million (2018-2023)
  • Table 82. North America Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 83. North America Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 84. North America Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 85. United States Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 86. United States Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 87. United States Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 88. Canada Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 89. Canada Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 90. Canada Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 91. Mexico Augmented and Virtual Reality in Education, by Deployment USD Million (2018-2023)
  • Table 92. Mexico Augmented and Virtual Reality in Education, by Offerings USD Million (2018-2023)
  • Table 93. Mexico Augmented and Virtual Reality in Education, by End User USD Million (2018-2023)
  • Table 94. Company Basic Information, Sales Area and Its Competitors
  • Table 95. Company Basic Information, Sales Area and Its Competitors
  • Table 96. Company Basic Information, Sales Area and Its Competitors
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Company Basic Information, Sales Area and Its Competitors
  • Table 112. Company Basic Information, Sales Area and Its Competitors
  • Table 113. Company Basic Information, Sales Area and Its Competitors
  • Table 114. Company Basic Information, Sales Area and Its Competitors
  • Table 115. Company Basic Information, Sales Area and Its Competitors
  • Table 116. Company Basic Information, Sales Area and Its Competitors
  • Table 117. Company Basic Information, Sales Area and Its Competitors
  • Table 118. Augmented and Virtual Reality in Education: by Deployment(USD Million)
  • Table 119. Augmented and Virtual Reality in Education Cloud , by Region USD Million (2025-2030)
  • Table 120. Augmented and Virtual Reality in Education On Premise , by Region USD Million (2025-2030)
  • Table 121. Augmented and Virtual Reality in Education: by Offerings(USD Million)
  • Table 122. Augmented and Virtual Reality in Education Hardware (Interactive Whiteboards, Mobile Computing Devices, Virtual Reality Devices, Displays and Projectors, Cameras, Others) , by Region USD Million (2025-2030)
  • Table 123. Augmented and Virtual Reality in Education Solutions (Content Management, Device Management, Unified Communications and Collaboration (UCC), Others) , by Region USD Million (2025-2030)
  • Table 124. Augmented and Virtual Reality in Education Services (Professional Services, Managed Services) , by Region USD Million (2025-2030)
  • Table 125. Augmented and Virtual Reality in Education: by End User(USD Million)
  • Table 126. Augmented and Virtual Reality in Education Academic (K-12, Higher Education) , by Region USD Million (2025-2030)
  • Table 127. Augmented and Virtual Reality in Education Corporate (Telecommunications and IT, Healthcare and Life Sciences, Retail and E-commerce, Banking, Financial Services, and Insurance, Manufacturing, Others) , by Region USD Million (2025-2030)
  • Table 128. South America Augmented and Virtual Reality in Education, by Country USD Million (2025-2030)
  • Table 129. South America Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 130. South America Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 131. South America Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 132. Brazil Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 133. Brazil Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 134. Brazil Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 135. Argentina Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 136. Argentina Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 137. Argentina Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 138. Rest of South America Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 139. Rest of South America Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 140. Rest of South America Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 141. Asia Pacific Augmented and Virtual Reality in Education, by Country USD Million (2025-2030)
  • Table 142. Asia Pacific Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 143. Asia Pacific Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 144. Asia Pacific Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 145. China Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 146. China Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 147. China Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 148. Japan Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 149. Japan Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 150. Japan Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 151. India Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 152. India Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 153. India Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 154. South Korea Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 155. South Korea Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 156. South Korea Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 157. Taiwan Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 158. Taiwan Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 159. Taiwan Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 160. Australia Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 161. Australia Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 162. Australia Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 163. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 164. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 165. Rest of Asia-Pacific Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 166. Europe Augmented and Virtual Reality in Education, by Country USD Million (2025-2030)
  • Table 167. Europe Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 168. Europe Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 169. Europe Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 170. Germany Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 171. Germany Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 172. Germany Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 173. France Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 174. France Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 175. France Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 176. Italy Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 177. Italy Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 178. Italy Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 179. United Kingdom Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 180. United Kingdom Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 181. United Kingdom Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 182. Netherlands Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 183. Netherlands Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 184. Netherlands Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 185. Rest of Europe Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 186. Rest of Europe Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 187. Rest of Europe Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 188. MEA Augmented and Virtual Reality in Education, by Country USD Million (2025-2030)
  • Table 189. MEA Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 190. MEA Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 191. MEA Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 192. Middle East Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 193. Middle East Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 194. Middle East Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 195. Africa Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 196. Africa Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 197. Africa Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 198. North America Augmented and Virtual Reality in Education, by Country USD Million (2025-2030)
  • Table 199. North America Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 200. North America Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 201. North America Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 202. United States Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 203. United States Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 204. United States Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 205. Canada Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 206. Canada Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 207. Canada Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 208. Mexico Augmented and Virtual Reality in Education, by Deployment USD Million (2025-2030)
  • Table 209. Mexico Augmented and Virtual Reality in Education, by Offerings USD Million (2025-2030)
  • Table 210. Mexico Augmented and Virtual Reality in Education, by End User USD Million (2025-2030)
  • Table 211. Research Programs/Design for This Report
  • Table 212. Key Data Information from Secondary Sources
  • Table 213. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Augmented and Virtual Reality in Education: by Deployment USD Million (2018-2023)
  • Figure 5. Global Augmented and Virtual Reality in Education: by Offerings USD Million (2018-2023)
  • Figure 6. Global Augmented and Virtual Reality in Education: by End User USD Million (2018-2023)
  • Figure 7. South America Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 8. Asia Pacific Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 9. Europe Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 10. MEA Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 11. North America Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 12. Global Augmented and Virtual Reality in Education share by Players 2023 (%)
  • Figure 13. Global Augmented and Virtual Reality in Education share by Players (Top 3) 2023(%)
  • Figure 14. Global Augmented and Virtual Reality in Education share by Players (Top 5) 2023(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Google (United States) Revenue, Net Income and Gross profit
  • Figure 17. Google (United States) Revenue: by Geography 2023
  • Figure 18. Sony (Japan) Revenue, Net Income and Gross profit
  • Figure 19. Sony (Japan) Revenue: by Geography 2023
  • Figure 20. Samsung Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 21. Samsung Electronics (South Korea) Revenue: by Geography 2023
  • Figure 22. HTC (Taiwan) Revenue, Net Income and Gross profit
  • Figure 23. HTC (Taiwan) Revenue: by Geography 2023
  • Figure 24. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 25. Microsoft (United States) Revenue: by Geography 2023
  • Figure 26. Panasonic (Japan) Revenue, Net Income and Gross profit
  • Figure 27. Panasonic (Japan) Revenue: by Geography 2023
  • Figure 28. Hitachi (Japan) Revenue, Net Income and Gross profit
  • Figure 29. Hitachi (Japan) Revenue: by Geography 2023
  • Figure 30. Barco (Belgium) Revenue, Net Income and Gross profit
  • Figure 31. Barco (Belgium) Revenue: by Geography 2023
  • Figure 32. LG Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 33. LG Electronics (South Korea) Revenue: by Geography 2023
  • Figure 34. Veative Labs (Singapore) Revenue, Net Income and Gross profit
  • Figure 35. Veative Labs (Singapore) Revenue: by Geography 2023
  • Figure 36. Cisco (United States) Revenue, Net Income and Gross profit
  • Figure 37. Cisco (United States) Revenue: by Geography 2023
  • Figure 38. Blackboard (United States) Revenue, Net Income and Gross profit
  • Figure 39. Blackboard (United States) Revenue: by Geography 2023
  • Figure 40. Dell (United States) Revenue, Net Income and Gross profit
  • Figure 41. Dell (United States) Revenue: by Geography 2023
  • Figure 42. IBM (United States) Revenue, Net Income and Gross profit
  • Figure 43. IBM (United States) Revenue: by Geography 2023
  • Figure 44. Saba Software (United States) Revenue, Net Income and Gross profit
  • Figure 45. Saba Software (United States) Revenue: by Geography 2023
  • Figure 46. Oracle (United States) Revenue, Net Income and Gross profit
  • Figure 47. Oracle (United States) Revenue: by Geography 2023
  • Figure 48. Edvance360 (United States) Revenue, Net Income and Gross profit
  • Figure 49. Edvance360 (United States) Revenue: by Geography 2023
  • Figure 50. Electa Communications (United States) Revenue, Net Income and Gross profit
  • Figure 51. Electa Communications (United States) Revenue: by Geography 2023
  • Figure 52. BrainCert (United States) Revenue, Net Income and Gross profit
  • Figure 53. BrainCert (United States) Revenue: by Geography 2023
  • Figure 54. SKYPREP (Canada) Revenue, Net Income and Gross profit
  • Figure 55. SKYPREP (Canada) Revenue: by Geography 2023
  • Figure 56. Impero Software (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 57. Impero Software (United Kingdom) Revenue: by Geography 2023
  • Figure 58. WizIQ (India) Revenue, Net Income and Gross profit
  • Figure 59. WizIQ (India) Revenue: by Geography 2023
  • Figure 60. BigBlueButton (United States) Revenue, Net Income and Gross profit
  • Figure 61. BigBlueButton (United States) Revenue: by Geography 2023
  • Figure 62. Digital Samba (Spain) Revenue, Net Income and Gross profit
  • Figure 63. Digital Samba (Spain) Revenue: by Geography 2023
  • Figure 64. Global Augmented and Virtual Reality in Education: by Deployment USD Million (2025-2030)
  • Figure 65. Global Augmented and Virtual Reality in Education: by Offerings USD Million (2025-2030)
  • Figure 66. Global Augmented and Virtual Reality in Education: by End User USD Million (2025-2030)
  • Figure 67. South America Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 68. Asia Pacific Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 69. Europe Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 70. MEA Augmented and Virtual Reality in Education Share (%), by Country
  • Figure 71. North America Augmented and Virtual Reality in Education Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Google (United States)
  • Sony (Japan)
  • Samsung Electronics (South Korea)
  • HTC (Taiwan)
  • Microsoft (United States)
  • Panasonic (Japan)
  • Hitachi (Japan)
  • Barco (Belgium)
  • LG Electronics (South Korea)
  • Veative Labs (Singapore)
  • Cisco (United States)
  • Blackboard (United States)
  • Dell (United States)
  • IBM (United States)
  • Saba Software (United States)
  • Oracle (United States)
  • Edvance360 (United States)
  • Electa Communications (United States)
  • BrainCert (United States)
  • SKYPREP (Canada)
  • Impero Software (United Kingdom)
  • WizIQ (India)
  • BigBlueButton (United States)
  • Digital Samba (Spain)
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Top performing companies in the Global Augmented and Virtual Reality in Education market are Google (United States), Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Microsoft (United States), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (United States), Blackboard (United States), Dell (United States), IBM (United States), Saba Software (United States), Oracle (United States), Edvance360 (United States), Electa Communications (United States), BrainCert (United States), SKYPREP (Canada), Impero Software (United Kingdom), WizIQ (India), BigBlueButton (United States) and Digital Samba (Spain), to name a few.
"Integration with Other Technologies Such as AI, Machine Learning, and Cloud Computing " is seen as one of major influencing trends for Augmented and Virtual Reality in Education Market during projected period 2023-2030.

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