Augmented and Virtual Reality in Education Market Professional Survey Report 2032

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The global augmented reality and virtual reality market is expected to exhibit an over 20.8% CAGR from 2022 to 2032.

Augmented and Virtual Reality in Education Market Overview:

Augmented and Virtual Reality in Education Market to Mount a Whopping Valuation of $ 20.52 Bn by 2032: MRFR. The global augmented reality and virtual reality market is expected to exhibit an over 20.8% CAGR from 2022 to 2032. The market is being driven by the increasing adoption of advanced technology products and devices, growing development in the education sector, and rising demand for experiential learning.

Key Players

  • Dell
  • IBM
  • Saba Software
  • Oracle
  • Edvance360

The market is segmented by offering (hardware, software, and services), deployment model (cloud and on-premises), devices (interactive whiteboards, mobile computing devices, head-mounted displays, gesture tracing devices, head-up displays, handheld devices, projectors display walls, and others), application (classroom learning, corporate learning management, certifications, e-learning, virtual field trips, student recruitment, and others), and end-user (academic and corporate).

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North America is the dominant region in the augmented and virtual reality in education market. This is due to the early adoption of technology in the region, the presence of a large number of educational institutions, and the increasing demand for experiential learning.

The key players in the market are Sony Corporation (Japan), Google LLC (US), Samsung Electronics Co., Ltd. (South Korea), HTC Corporation (Taiwan), Microsoft Corporation (US), Panasonic Corporation (Japan), Hitachi Ltd. (Japan), Barco NV (Belgium), LG Electronics Inc. (South Korea), and Veative Labs, Inc. (US).

The market is expected to grow at a significant pace during the forecast period due to the increasing adoption of augmented and virtual reality in the education sector. The market is also expected to be driven by the rising demand for experiential learning and the increasing popularity of gamification in education.

Here are some of the benefits of using augmented and virtual reality in education:

  • Increased engagement and motivation
  • Improved learning outcomes
  • Increased understanding of complex concepts
  • Enhanced collaboration and teamwork
  • Increased creativity and problem-solving skills
  • Reduced costs

Here are some of the challenges of using augmented and virtual reality in education:

  • High cost of hardware and software
  • Lack of content
  • Lack of technical expertise
  • Motion sickness
  • Eye strain

Overall, the augmented and virtual reality in education market is expected to grow at a significant pace during the forecast period. The market is being driven by the increasing adoption of advanced technology products and devices, growing development in the education sector, and rising demand for experiential learning.

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