2025 Strategic Guide to the Virtual Reality In Education Market – Forecasts and Business Use Cases

For business leaders, corporate strategists, and growth-focused teams – this report delivers deep market intelligence, forecasts, segmentation, and competitor insights to guide your decisions through 2034._x000D_

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What is the projected market size of the virtual reality in education industry, and what is its expected CAGR?_x000D_

The virtual reality in education market size has grown exponentially in recent years. It will grow from $16.13 billion in 2024 to $22.26 billion in 2025 at a compound annual growth rate (CAGR) of 38.0%. The growth in the historic period can be attributed to increasing adoption of online education, growing demand for interactive and personalized learning experiences, rising adoption of virtual learning environments, growing adoption of VR to replace physical learning materials, increased accessibility and mobility of education._x000D_

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The virtual reality in education market size is expected to see exponential growth in the next few years. It will grow to $86.96 billion in 2029 at a compound annual growth rate (CAGR) of 40.6%. The growth in the forecast period can be attributed to increasing internet penetration rates, rising demand for immersive learning experiences, growing adoption of VR in k-12, higher education, and vocational training, continuous investments in research and development, growing investment in VR educational content development. Major trends in the forecast period include collaborative VR environments for group learning, use of VR for skill-based training and simulation, integration of gamification elements in VR education, development of VR educational analytics for performance tracking, integration of augmented reality (AR) with virtual reality in education._x000D_

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What external factors are influencing the virtual reality in education market’s growth momentum?_x000D_

The increasing internet penetration will drive the growth of virtual reality in the education market during the forecast period. The internet plays a crucial role in people’s lives today as a large portion of the population’s lives are immersed in digital technology. The internet has become an effective platform for conducting virtual courses due to its consistent interface, lower connection cost, and universal appeal. For instance, in 2023, according to the Government of Canada, a Canada-based federal administration, by 2026, high-speed Internet access in Canada is projected to reach 98% of the population. This will further increase to 100% by 2030, achieving full Internet penetration nationwide. Furthermore, according to the International Telecommunication Union (ITU), a Switzerland-based agency for information and communication technologies, in 2022, global Internet use reached 5.1 billion people, accounting for 65% of the population. By 2023, this increased to 5.4 billion, representing 67% Internet penetration worldwide. Therefore, the increasing internet penetration propels the virtual reality in the education market growth._x000D_

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What are the major market segments driving the growth of the virtual reality in education industry?_x000D_

The virtual reality in education market covered in this report is segmented –_x000D_

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1) By Component: Hardware, Solutions And Software_x000D_

2) By Deployment: Cloud, On-Premises_x000D_

3) By Application: Residential, Academic And Training Institutions, Other Applications_x000D_

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Subsegments:_x000D_

1) By Hardware: VR Headsets, Motion Tracking Devices, Input Devices_x000D_

2) By Solutions: VR Learning Platforms, Content Creation Tools, Training Simulations_x000D_

3) By Software: Educational VR Applications, Curriculum Integration Software, Assessment And Evaluation Tools_x000D_

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Which trends are expected to dominate the virtual reality in education market landscape in the coming years?_x000D_

The development of Augmented Reality (AR) applications by leveraging the upcoming 5G technology is shaping virtual reality in the education market. With its high-speed network, 5G provides hands-on experience and helps access apps easily, whereas 4G technology struggles with the use of Virtual or Augmented Reality in educational applications. These robot applications help children to solve learning issues, allowing them to get an education from the comfort of their own homes while also allowing them to access cloud-based material more quickly. For instance, in June 2023, National University, a US-based private university, will launch a virtual reality campus. The new virtual campus will utilize virtual and augmented reality to enhance teaching, learning, and student engagement, launching this year for select programs. It will allow online learners to explore the campus, attend classes, interact with peers and instructors, and participate in activities as they would in a physical setting._x000D_

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Who are the key market players contributing to the growth of the virtual reality in education industry?_x000D_

Major companies operating in the virtual reality in education market include Google LLC, Microsoft Corporation, Facebook Technologies LLC, International Business Machines Corporation, HTC Corporation, Unimersiv, SamsungSamsung Electronics Co Ltd, Lenovo Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd., Veative Labs Pvt. Ltd., VR Education Holdings plc, Cyberith Gmbh, Sixense Enterprises Inc., Vuzix Corporation, Schell Games LLC, Panasonic Holdings Corporation, Cornerstone OnDemand Inc., Blippar Limited, EON. Reality Inc., Treeview Co. Ltd., YORD Ltd., Immersive VR Education Limited, ThingLink Incorporated, Nearpod Inc., Oust Labs Pvt. Ltd., Filament Games LLC, Foundry 10, eXp World Technologies LLC_x000D_

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Which regions are leading the growth of the virtual reality in education market globally?_x000D_

North America was the largest region in the virtual reality in education market in 2024.The regions covered in the virtual reality in education market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa_x000D_

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How Can Companies Use The Virtual Reality In Education Market Report to Drive Business Results?_x000D_

This report provides actionable insights tailored for business use—not academic analysis. Companies can leverage the data to:_x000D_

• Time market entry or expansion using growth forecasts and CAGR trends._x000D_

• Develop competitive products by tracking key technology shifts and user preferences._x000D_

• Tailor regional strategies with in-depth geographic data and local market dynamics._x000D_

• Benchmark and plan partnerships using competitive landscape insights._x000D_

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