Market Overview:

The Augmented Reality & Virtual Reality for Education Market size is estimated to reach $32.19 Billion by 2031, growing at a CAGR of 11% during the forecast period 2025-2031, according to a recent report published by IndustryARC, titled, “Augmented Reality & Virtual Reality for Education Market – By Offering (Hardware (Sensors, Controllers, Cameras, Others), Software, Services (Managed Services, Professional Services)), By End Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others), By Deployment Model (Cloud, On-premises), By Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others), By End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others)), By Geography – Global Opportunity Analysis & Industry Forecast, 2025 – 2031”.

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 Scope of the Report: 

 

Report Metric

Details

Base Year Considered

2024

Forecast Period

2025–2031

CAGR

11%

Market Size in 2031

$32.19 Billion

Segments Covered

Offering, End Devices, Deployment Mode, Application, End Users and Region




 

Geographies Covered

North America (U.S., Canada and Mexico), Europe (Germany, France, UK, Italy, Spain, Netherlands and Rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Australia & New Zealand and Rest of Asia-Pacific), South America (Brazil, Argentina, Chile, Colombia and Rest of South America), Rest of the World (Middle East and Africa)





 

Key Market Players

1.  Meta

2.  Samsung

3.  Microsoft

4.  Google Inc.

5.  HTC Corporation

6.  EON Reality

7.  Zappar Limited

8.  Lenovo 

9.  Sony Corporation

10.   zSpace

 

 



    Recent Developments:

•    AR and VR are transforming traditional learning spaces into fully immersive virtual classrooms, schools and universities now use VR headsets to transport students to historical landmarks, space explorations, or even inside the human body for biology lessons. This allows learners to engage with complex subjects in a hands-on, interactive manner rather than relying solely on textbooks. 

•    The incorporation of game mechanics into education through AR/VR is also making learning more engaging and effective. Gamified lessons, such as AR-based scavenger hunts for historical education or VR-based problem-solving games, encourage students to participate actively. This method boosts retention rates and helps students grasp difficult concepts through an experiential learning approach rather than passive reading or listening.

•    In June 2023, Meta, the company that owns Facebook, announced the Quest 3, a new virtual reality headset. The Quest 3 is 40% thinner than its predecessor and features a higher resolution display, pancake optics, and color mixed reality. It costs $499, which is $200 more than the previous Quest series.

Augmented Reality & Virtual Reality for Education Market: Competitive Landscape

Key companies profiled in the Augmented Reality & Virtual Reality for Education Market are:

1.    Meta
2.    Samsung
3.    Microsoft
4.    Google Inc.
5.    HTC Corporation
6.    EON Reality
7.    Zappar Limited
8.    Lenovo 
9.    Sony Corporation
10.    zSpace 


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