Research Expert: Sarah Overall
  • Published: Jul 2025
  • Pages: 150
  • SKU: IRTNTR40435

  • Latest News- Virtual Reality In Education Sector Market: VR hardware is expected to lead the Product segment during 2025-2029

    The Virtual Reality In Education Sector Market is being driven by Increased affordability of virtual reality (VR) gear

    The Virtual Reality In Education Sector Market is expected to grow at a CAGR of 31.3% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 11371.5 million. In the burgeoning Virtual Reality (VR) market for education, the immersive nature of VR environments poses unique challenges. Isolation from the physical world may hinder collaborative learning, a proven effective method for efficient knowledge acquisition. To address this issue, leading VR companies are developing platforms that facilitate collaborative learning experiences within virtual spaces. These social VR environments enable students to interact and communicate with peers, thereby fostering a more engaging and effective educational experience. Despite the benefits, concerns regarding user isolation and potential motion sickness persist, necessitating ongoing innovation in VR technology and pedagogy. 

    Get more information on Virtual Reality In Education Sector Market by requesting a sample report

    Which Factors Are Causing a Surge in Market Growth?

    The market is segmented based on

    • Product
      • VR hardware
      • VR content
    • End-user
      • Higher education
      • K-12
    • Technology
      • Fully immersive
      • Semi-immersive
      • Non-immersive
    • Geography
      • North America
        • Canada
        • US
      • Europe
        • Germany
        • UK
        • France
        • Italy
      • APAC
        • China
        • India
        • Japan
      • South America
        • Middle East and Africa

        According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows: 

        • Increased affordability of virtual reality (VR) gear
        • Increasing need for experiential learning
        • Easy to use content creation platform

        However, the market also witnesses some limitations, which are as follows:

        • Lack of VR content
        • Implementation challenges of virtual reality (VR) solutions
        • Lack of technical expertise and infrastructure

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        Market Scope in Virtual Reality In Education Sector Market Research Report

        Market Scope

        Report Coverage

        Details

        Page number

        211

        Base year

        2024

        Historic period

        2019-2023

        Forecast period

        2025-2029

        Growth momentum & CAGR

        Accelerate at a CAGR of 31.3%

        Market growth 2025-2029

        USD 11371.5 million

        Market structure

        fragmentation

        YoY growth 2024-2025(%)

        24.0

        Key countries

        US, China, Germany, UK, Russia, Japan, Canada, India, France, and Italy

        Competitive landscape

        Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

        Find out which segment is leading the market by accessing the free PDF report

        Research Analysis Overview

        The Virtual Reality (VR) market in education is growing with the integration of immersive technologies such as VR educational content, interactive simulations, virtual field trips, and 3D virtual environments. Sensory immersion through VR software development and hardware enables effective pedagogy, accessibility features, and learning outcomes. VR platforms offer virtual reality teacher training, student performance tracking, professional development, and curriculum design. Collaborative learning, remote VR learning, and VR technology integration are key trends. VR application development includes case studies, research methods, and lesson plans for effective VR pedagogy. VR training programs and simulations provide engaging and interactive learning experiences. VR content management ensures easy access to high-quality educational materials.

        Market Research Overview

        In the education sector, the Virtual Reality (VR) learning platform emerges as a game-changer, offering an immersive educational experience through 360° virtual field trips and interactive VR simulations. For firms operating in this space, business operations encompass pitching and profiling, ensuring a clear understanding of industry and client needs, and proposing a superior value proposition. Simultaneously, resourcing and communicating operations optimize workflows, enabling effective project management, resource planning, client engagement, and communication, thereby enhancing value perceptions and client satisfaction. Inputs, such as funds, teachers/lecturers, instruction materials, and classroom instructions, are essential for VR learning platform providers to deliver an enriching educational experience.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.


        Contacts

        Technavio Research
        Jesse Maida
        Media & Marketing Executive
        US: +1 844 364 1100
        UK: +44 203 893 3200
        Email: media@technavio.com
        Website: www.technavio.com/

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