REPORT OUTLOOK
Market Size | CAGR | Dominating Region |
---|---|---|
USD 24.23 billion by 2030 | 32% | North America |
by Application | by Product |
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SCOPE OF THE REPORT
Market Overview
The global AR in education market size is projected to grow from USD 3.47 billion in 2023 to USD 24.23 billion by 2030, exhibiting a CAGR of 32% during the forecast period.
Augmented Reality, within the realm of education, denotes the incorporation of digital content onto the physical environment to enrich the learning process. Unlike Virtual Reality (VR), which creates fully immersive artificial environments, AR enhances real-world settings by superimposing digital elements. In educational settings, AR technology can be accessed through devices like smartphones, tablets, or specialized AR glasses, enabling students to interact with virtual objects, explore intricate concepts, and engage in dynamic learning experiences. For instance, AR can animate historical events by overlaying digital reconstructions onto tangible artifacts or locations, allowing students to visualize and grasp abstract ideas more effectively. Additionally, AR facilitates tailored learning experiences that cater to individual student requirements, fostering active involvement and deeper comprehension. Through its provision of immersive and interactive learning opportunities, AR stands poised to transform conventional educational practices, rendering learning more captivating, accessible, and impactful.
The demand for augmented reality (AR) in education is on the rise as it promises to revolutionize traditional teaching methods and elevate the learning experience. AR offers a dynamic platform that seamlessly integrates digital content into the physical world, creating interactive and immersive learning environments. This technology captivates students by delivering engaging, hands-on experiences tailored to diverse learning styles and preferences. By overlaying virtual elements onto real-world settings, AR empowers students to visualize abstract concepts, delve into complex subjects, and interact meaningfully with digital objects. Moreover, AR fosters active participation and collaboration among students, leading to deeper comprehension and retention of information. As educators increasingly recognize AR’s potential to transform learning, the demand for AR-enabled educational tools and applications continues to surge, driving innovation and progress in the educational landscape.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) |
Segmentation | By Application, Product and Region |
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By Application |
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By Product |
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AR in Education Market Segmentation Analysis
The global AR in education market is divided into three segments, by application, product and region. By application, the market is divided into AR in K to 12, AR in primary and secondary education, AR in higher education. By product, the market is divided into AR solutions in education, AR hardware in education, AR content management in education, AR gaming in education and by region.
Within the Augmented Reality (AR) in Education market, applications are categorized into three primary segments: AR in K-12 Education, AR in Primary and Secondary Education, and AR in Higher Education. AR in K-12 Education targets students from kindergarten through 12th grade, offering tailored AR experiences to suit their learning needs and preferences. This sector encompasses a wide array of AR-driven educational resources, such as interactive textbooks, immersive simulations, educational games, and virtual field trips. By employing AR technology, these applications aim to captivate young learners, rendering learning more interactive, engaging, and effective. They achieve this by visualizing abstract concepts, facilitating hands-on exploration, and delivering personalized learning experiences. In Primary and Secondary Education, AR applications extend their reach to encompass students across primary and secondary school levels.
This segment offers diverse AR-enhanced learning materials and activities that support curriculum-based learning objectives, stimulate critical thinking, and enhance student involvement. Examples include interactive storytelling, language learning platforms, skill-building exercises, and subject-specific educational content. AR in Higher Education focuses on enriching teaching and learning experiences within colleges and universities. This sector integrates AR technology into various educational contexts, including laboratory simulations, virtual dissections, architectural modeling, and medical training. By incorporating AR, educators provide immersive and interactive learning opportunities that deepen understanding, foster practical skills development, and prepare students for future careers. In essence, these AR applications in education seek to redefine traditional teaching methodologies, making learning more dynamic, accessible, and impactful across all educational levels.
The augmented reality in education market’s application segment is categorized into three main divisions: AR in K to 12, AR in primary and secondary education, and AR in higher education. AR in K to 12 education involves integrating AR technology into the learning journey of students from kindergarten through 12th grade. This application aims to enrich various aspects of the curriculum, such as math, science, history, and language arts. Utilizing AR in K to 12 education allows students to engage with virtual objects, explore educational content in immersive ways, and partake in interactive learning activities, making abstract concepts more accessible and compelling. In primary and secondary education, AR is tailored to meet the specific needs and learning objectives of students in elementary, middle, and high school levels. This application supplements traditional teaching methods by offering personalized learning experiences and accommodating diverse learning styles. Employing AR in primary and secondary education fosters student engagement, deepens comprehension, and encourages collaborative learning across different subjects and disciplines. AR in higher education integrates AR technology into teaching and learning practices within colleges, universities, and tertiary institutions. This application encompasses a wide array of educational activities, including lectures, laboratory experiments, simulations, and research endeavors. In higher education, AR enhances learning experiences by providing immersive training in fields like medicine and engineering, nurturing critical thinking, problem-solving skills, and supporting distance learning initiatives for remote accessibility. These applications highlight the versatility of AR in education, demonstrating its potential to enhance teaching and learning experiences across various educational levels. By fostering engagement, improving learning outcomes, and preparing students for a digitally connected world, AR contributes significantly to advancing education in the modern era.
AR in Education Market Dynamics
Driver
Augmented reality technology offers an engaging and dynamic learning encounter, reducing difficult ideas.
Augmented Reality (AR) technology has significantly transformed the educational landscape, providing a dynamic and interactive learning experience that surpasses conventional teaching methods. By superimposing digital content onto the physical world, AR makes abstract concepts more tangible and easier for students of diverse learning styles to grasp. An inherent advantage of AR in education lies in its capacity to boost engagement and retention rates among learners. Unlike passive instructional approaches like lectures or textbook reading, AR encourages active participation by enabling hands-on exploration and experimentation. By allowing students to interact with virtual objects and simulations in real-time, AR fosters a deeper understanding of complex topics through experiential learning. Moreover, AR captivates students’ attention with its visually engaging and dynamic learning environment. By integrating multimedia elements such as 3D models, animations, and interactive quizzes, AR transforms static educational content into engaging experiences that resonate with digital-native learners. This heightened engagement not only sustains students’ interest but also promotes collaborative learning and active involvement in the educational process. Furthermore, AR technology facilitates personalized learning experiences tailored to the unique needs and preferences of individual students. Educators can adapt AR applications to accommodate various learning styles and abilities, providing targeted support and interventions as necessary. Whether students are visual, auditory, or kinesthetic learners, AR’s adaptive content delivery and customizable learning pathways empower them to learn at their own pace and in ways that best suit their learning preferences. Additionally, AR enhances long-term knowledge retention and skill acquisition by providing hands-on practice and real-world context. By immersing students in interactive learning experiences, AR helps reinforce conceptual understanding and strengthens memory associations, leading to improved retention and recall of learned material. This active learning approach not only deepens comprehension but also nurtures critical thinking, problem-solving, and creativity – essential skills for success in today’s interconnected and digital-driven world. In summary, AR technology offers transformative potential in education by delivering an immersive, interactive, and personalized learning experience.
Restraint
The initial cost of implementing AR technology in educational settings can be significant, including expenses for hardware, software development, and training for educators.
The integration of Augmented Reality (AR) technology into educational environments presents a promising avenue for enhancing learning experiences. However, this endeavor often comes with substantial upfront costs that can pose significant challenges, particularly for schools and institutions operating within limited financial means. Primarily, the initial investment in hardware represents a considerable portion of the financial burden. AR-capable devices, such as smartphones, tablets, or specialized AR glasses, can be costly to acquire, especially when outfitting entire classrooms or institutions. Moreover, ensuring compatibility and functionality across various devices may require additional expenditure on standardized hardware, further escalating costs. In addition to hardware expenses, the development or procurement of AR software tailored to educational requirements adds to the financial strain. Customized AR applications or platforms may demand significant investment in software development, licensing fees, or ongoing subscription costs. Alternatively, purchasing pre-existing AR educational software solutions often involves recurring fees or subscription charges, which can accumulate over time and strain budget allocations.
Opportunities
Opportunity for market expansion and diversification of AR applications in education exists in emerging markets and unexplored niches.
The increasing usage of AR technology in a variety of educational settings, from K–12 schools to higher education institutions and corporate training programs, is driving the market for augmented reality (AR) in education, which is poised for significant growth. The increasing recognition of augmented reality’s ability to transform learning experiences and improve educational outcomes is one of the many elements supporting this upward trajectory. A key driver of this market expansion is the increasing acceptance and integration of AR technology within educational frameworks. Educators are progressively embracing AR as a means to captivate students, deepen comprehension, and facilitate interactive learning encounters. As awareness of AR’s merits spreads, a mounting number of educational institutions are weaving AR applications and tools into their teaching methodologies, sparking heightened demand for AR solutions within the education domain. Furthermore, the widespread availability of digital devices and continuous technological advancements have rendered AR more accessible and cost-efficient, further hastening market growth. The ubiquity of smartphones, tablets, and other AR-enabled devices has democratized access to AR technology, enabling educators and learners alike to harness AR experiences without significant investments in specialized hardware.
AR in Education Market Trends
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The surge in remote learning, particularly prompted by the COVID-19 pandemic, is fueling the demand for AR solutions that can deliver immersive educational experiences irrespective of physical location. AR technology empowers educators to create captivating virtual environments and simulations, ensuring uninterrupted learning despite spatial constraints.
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AR is revolutionizing learning by offering personalized experiences tailored to individual student preferences and requirements. By integrating AR into educational materials like textbooks and learning apps, students gain access to dynamic content that facilitates personalized exploration and comprehension of concepts.
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AR has the potential to make learning more accessible and inclusive, particularly for students with disabilities. Through interactive visual and auditory experiences, AR accommodates various learning styles and abilities, ensuring equitable access to education for all.
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AR fosters collaboration among students by enabling them to engage with virtual objects and environments collectively. Collaborative AR experiences promote active participation, peer-to-peer learning, and the development of teamwork and problem-solving skills.
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The growing demand for AR in education has led to the emergence of AR content libraries and platforms. These resources offer educators a diverse array of pre-made AR content, including interactive simulations, 3D models, and virtual tours, streamlining the process of creating educational materials.
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Ongoing advancements in AR hardware, such as AR-enabled smartphones, tablets, and wearable devices, are driving the adoption of AR in education. With AR hardware becoming more affordable and accessible, educational institutions are increasingly investing in integrating AR technology into their learning environments.
Competitive Landscape
The competitive landscape of the AR in Education market was dynamic, with several prominent companies competing to provide innovative and advanced AR in Education solutions.
- Apple Inc.
- Blippar
- DAQRI
- EON Reality Inc.
- HP Reveal
- HTC Corporation
- Lenovo
- Magic Leap
- Marxent
- Merge Labs Inc.
- Meta Company
- Microsoft Corporation
- Oculus VR
- Samsung Electronics
- Sony Corporation
- Upskill
- Vuforia
- Wikitude
Recent Developments:
February 21, 2024 –  Sony and KDDI Accelerate Efforts to Promote Digital Transformation in the Broadcasting and Media Industries. Sony Corporation and KDDI Corporation announced that they will accelerate their joint efforts in their video-related solutions businesses to promote digital transformation (DX) in the broadcasting and media industries.
January 9, 2024 –Sony Corporation announced development of an immersive spatial content creation system, which includes an XR head-mounted display equipped with high-quality 4K OLED Microdisplays*2 and video see-through function, and a pair of controllers optimized for intuitive interaction with 3D objects and precise pointing. The system is aimed at supporting creators in sophisticated 3D content creation.
Regional Analysis
North America emerges as the predominant region in the AR in Education market. Renowned for its cutting-edge technological infrastructure, robust educational systems, and significant investment in innovation, North America serves as a pivotal hub for AR integration in educational settings. The region hosts numerous leading AR technology firms, research institutions, and educational entities pioneering the incorporation of AR into learning environments. Additionally, governments in North America exhibit notable support for initiatives aimed at modernizing education through technology, thereby driving the expansion of the AR in Education market. Furthermore, the presence of key industry players like Google, Microsoft, and Apple, coupled with widespread access to AR-enabled devices such as smartphones, tablets, and AR glasses, further solidifies the region’s dominance.
Moreover, the diverse and dynamic educational landscape spanning K-12 schools, colleges, universities, and corporate training programs in North America offers ample opportunities for AR technology application across various educational sectors. In summary, North America’s technological prowess, supportive ecosystem, and widespread AR adoption establish it as the leading region in the AR in education market.
Target Audience for AR in Education Market
- Research and Development Teams
- Marketing Agencies
- Consulting Firms
- Agricultural companies and farms
- Academic Associations and Organizations
- AR Technology Providers
- Government Agencies and Ministries of Education
Segments Covered in the AR in Education Market Report
AR in Education Market by Application
- AR in K to 12
- AR in Primary and Secondary Education
- AR in Higher Education
AR in Education Market by Product
- AR Solutions in Education
- AR Hardware in Education
- AR Content Management in Education
- AR Gaming in Education
AR in Education Market by Region
- North America
- Europe
- Asia Pacific
- South America
Middle East and Africa
Key Question Answered
- What is the expected growth rate of the AR in Education market over the next 7 years?
- Who are the key market participants in AR in Education, and what are their market share?
- What are the end-user industries driving market demand and what is their outlook?
- What are the opportunities for growth in emerging markets such as Asia-Pacific, the Middle East, and Africa?
- How is the economic environment affecting the AR in Education market, including factors such as interest rates, inflation, and exchange rates?
- What is the expected impact of government policies and regulations on the AR in Education market?
- What is the current and forecasted size and growth rate of the global AR in Education market?
- What are the key drivers of growth in the AR in Education market?
- Who are the major players in the market and what is their market share?
- What are the distribution channels and supply chain dynamics in the AR in Education market?
- What are the technological advancements and innovations in the AR in Education market and their impact on product development and growth?
- What are the regulatory considerations and their impact on the market?
- What are the challenges faced by players in the AR in Education market and how are they addressing these challenges?
- What are the opportunities for growth and expansion in the AR in Education market?
- What are the product offerings and specifications of leading players in the market?
Table of Content
- INTRODUCTION
- MARKET DEFINITION
- MARKET SEGMENTATION
- RESEARCH TIMELINES
- ASSUMPTIONS AND LIMITATIONS
- RESEARCH METHODOLOGY
- DATA MINING
- SECONDARY RESEARCH
- PRIMARY RESEARCH
- SUBJECT-MATTER EXPERTS’ ADVICE
- QUALITY CHECKS
- FINAL REVIEW
- DATA TRIANGULATION
- BOTTOM-UP APPROACH
- TOP-DOWN APPROACH
- RESEARCH FLOW
- DATA SOURCES
- DATA MINING
- EXECUTIVE SUMMARY
- MARKET OVERVIEW
- AUGMENTED REALITY IN EDUCATION MARKET OUTLOOK
- MARKET DRIVERS
- MARKET RESTRAINTS
- MARKET OPPORTUNITIES
- IMPACT OF COVID-19 ON AUGMENTED REALITY IN EDUCATION MARKET
- PORTER’S FIVE FORCES MODEL
- THREAT FROM NEW ENTRANTS
- THREAT FROM SUBSTITUTES
- BARGAINING POWER OF SUPPLIERS
- BARGAINING POWER OF CUSTOMERS
- DEGREE OF COMPETITION
- INDUSTRY VALUE CHAIN ANALYSIS
- AUGMENTED REALITY IN EDUCATION MARKET OUTLOOK
- GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION, 2020-2030, (USD BILLION)
- AR IN K TO 12
- AR IN PRIMARY AND SECONDARY EDUCATION
- AR IN HIGHER EDUCATION
- GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT, 2020-2030, (USD BILLION)
- AR SOLUTIONS IN EDUCATION
- AR HARDWARE IN EDUCATION
- AR CONTENT MANAGEMENT IN EDUCATION
- AR GAMING IN EDUCATION
- GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY REGION, 2020-2030, (USD BILLION)
- NORTH AMERICA
- US
- CANADA
- MEXICO
- SOUTH AMERICA
- BRAZIL
- ARGENTINA
- COLOMBIA
- REST OF SOUTH AMERICA
- EUROPE
- GERMANY
- UK
- FRANCE
- ITALY
- SPAIN
- RUSSIA
- REST OF EUROPE
- ASIA PACIFIC
- INDIA
- CHINA
- JAPAN
- SOUTH KOREA
- AUSTRALIA
- SOUTH-EAST ASIA
- REST OF ASIA PACIFIC
- MIDDLE EAST AND AFRICA
- UAE
- SAUDI ARABIA
- SOUTH AFRICA
- REST OF MIDDLE EAST AND AFRICA
- NORTH AMERICA
- COMPANY PROFILES*
(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCTS OFFERED, RECENT DEVELOPMENTS)
- APPLE INC.
- BLIPPAR
- DAQRI
- EON REALITY INC.
- HP REVEAL
- HTC CORPORATION
- LENOVO
- MAGIC LEAP
- MARXENT
- MERGE LABS INC.
- META COMPANY
- MICROSOFT CORPORATION
- OCULUS VR
- SAMSUNG ELECTRONICS
- SONY CORPORATION
- UPSKILL
- VUFORIA
- WIKITUDEÂ *THE COMPANY LIST IS INDICATIVE
LIST OF TABLES
TABLE 1 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 2 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 3 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY REGION (USD BILLION) 2020-2030
TABLE 4 NORTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 5 NORTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 6 NORTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 7 US AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 8 US AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 9 CANADA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 10 CANADA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 11 MEXICO AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 12 MEXICO AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 13 SOUTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 14 SOUTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 15 SOUTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 16 BRAZIL AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 17 BRAZIL AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 18 ARGENTINA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 19 ARGENTINA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 20 COLOMBIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 21 COLOMBIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 22 REST OF SOUTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 23 REST OF SOUTH AMERICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 24 ASIA-PACIFIC AUGMENTED REALITY IN EDUCATION MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 25 ASIA-PACIFIC AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 26 ASIA-PACIFIC AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 27 INDIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 28 INDIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 29 CHINA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 30 CHINA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 31 JAPAN AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 32 JAPAN AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 33 SOUTH KOREA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 34 SOUTH KOREA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 35 AUSTRALIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 36 AUSTRALIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 37 SOUTH-EAST ASIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 38 SOUTH-EAST ASIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 39 REST OF ASIA PACIFIC AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 40 REST OF ASIA PACIFIC AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 41 EUROPE AUGMENTED REALITY IN EDUCATION MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 42 EUROPE AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 43 EUROPE AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 44 GERMANY AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 45 GERMANY AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 46 UK AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 47 UK AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 48 FRANCE AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 49 FRANCE AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 50 ITALY AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 51 ITALY AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 52 SPAIN AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 53 SPAIN AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 54 RUSSIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 55 RUSSIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 56 REST OF EUROPE AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 57 REST OF EUROPE AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 58 MIDDLE EAST AND AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 59 MIDDLE EAST AND AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 60 MIDDLE EAST AND AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 61 UAE AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 62 UAE AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 63 SAUDI ARABIA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 64 SAUDI ARABIA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 65 SOUTH AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 66 SOUTH AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
TABLE 67 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 68 REST OF MIDDLE EAST AND AFRICA AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT (USD BILLION) 2020-2030
LIST OF FIGURES
FIGURE 1 MARKET DYNAMICS
FIGURE 2 MARKET SEGMENTATION
FIGURE 3 REPORT TIMELINES: YEARS CONSIDERED
FIGURE 4 DATA TRIANGULATION
FIGURE 5 BOTTOM-UP APPROACH
FIGURE 6 TOP-DOWN APPROACH
FIGURE 7 RESEARCH FLOW
FIGURE 8 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION, USD BILLION, 2022-2030
FIGURE 9 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT, USD BILLION, 2022-2030
FIGURE 10 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY REGION, USD BILLION, 2022-2030
FIGURE 11 PORTER’S FIVE FORCES MODEL
FIGURE 12 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY APPLICATION, USD BILLION,2022
FIGURE 13 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY PRODUCT, USD BILLION,2022
FIGURE 14 GLOBAL AUGMENTED REALITY IN EDUCATION MARKET BY REGION, USD BILLION,2022
FIGURE 15 MARKET SHARE ANALYSIS
FIGURE 16 APPLE INC.: COMPANY SNAPSHOT
FIGURE 17 BLIPPAR: COMPANY SNAPSHOT
FIGURE 18 DAQRI: COMPANY SNAPSHOT
FIGURE 19 EON REALITY INC.: COMPANY SNAPSHOT
FIGURE 20 GOOGLE: COMPANY SNAPSHOT
FIGURE 21 HP REVEAL: COMPANY SNAPSHOT
FIGURE 22 HTC CORPORATION: COMPANY SNAPSHOT
FIGURE 23 LENOVO: COMPANY SNAPSHOT
FIGURE 24 MAGIC LEAP: COMPANY SNAPSHOT
FIGURE 25 MARXENT: COMPANY SNAPSHOT
FIGURE 26 MERGE LABS INC.: COMPANY SNAPSHOT
FIGURE 27 META COMPANY: COMPANY SNAPSHOT
FIGURE 28 MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 29 OCULUS VR: COMPANY SNAPSHOT
FIGURE 30 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
FIGURE 31 SONY CORPORATION: COMPANY SNAPSHOT
FIGURE 32 UPSKILL: COMPANY SNAPSHOT
FIGURE 33 VUFORIA: COMPANY SNAPSHOT
FIGURE 34 WIKITUDE: COMPANY SNAPSHOT
FAQ
The global AR in education market size is projected to grow from USD 3.47 billion in 2023 to USD 24.23 billion by 2030, exhibiting a CAGR of 32% during the forecast period.
North America accounted for the largest market in the AR in education market.
Apple Inc.,Blippar, DAQRI,EON Reality Inc., Google,HP Reveal ,HTC Corporation, Lenovo,Magic Leap, Marxent, Merge Labs Inc.,Meta Company, Microsoft Corporation, Oculus VR.
Educational institutions are increasingly incorporating AR technology into their curriculum across diverse subjects and fields. AR applications are being developed with specific alignment to educational standards and learning objectives, simplifying the integration of AR into lesson plans for educators.
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