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AR VR in Education Market Analysis

ID: MRFR//9350-HCR | 141 Pages | Author: Shubham Munde| September 2025

AR VR in Education Market Deep Dive – PESTLE, Porter, SWOT

The introduction of augmented and virtual reality into the educational environment is transforming the ways in which knowledge is transmitted. It offers new, immersive, and engaging ways of learning that increase the level of understanding and comprehension. It is the case that educational institutions, seeing the potential of these tools to create dynamic learning environments, are increasingly requesting AR and VR solutions. This report examines the different educational applications of augmented and virtual reality, showing how they help to create an environment of experience, stimulate collaboration and cater to different learning styles. In addition, it explains the challenges and opportunities facing educators and technology companies in implementing these solutions, and highlights the evolving landscape of educational technology and its implications for the future of learning.

PESTLE Analysis

  • Political:
    In 2023, several governments have begun to recognize the potential of augmented and virtual reality (AR/VR) in enhancing education. In the United States, for example, the Department of Education has allocated about fifty million dollars to help schools adopt new technology, including AR/VR. In addition, more than thirty states have enacted laws to promote digital literacy and the use of technology in schools. This reflects the growing political will to modernize education with the help of a new generation of learning tools.
  • Economic:
    In the field of virtual and augmented reality in education, substantial investment from both public and private sources is needed. In 2023, the U.S. educational institutions will spend $ 1.2 billion on virtual and augmented reality technology, prompted by the need for new learning solutions. And the world market for educational technology, which includes augmented and virtual reality, will reach $ 400 billion by 2025, which will ensure the economic viability of these tools in educational settings.
  • Social:
    According to a survey of educators, 72% of them think that the use of AR/VR in education increases the level of student engagement and learning. Students prefer to learn through virtual reality than through the usual means of learning. Hence, the growing enthusiasm for AR/VR is making the learning environment more interconnected and engaging.
  • Technological:
    In the meantime, the development of AR and VR is rapidly progressing, and the global market for AR and VR hardware is expected to reach 30 billion dollars by 2025. The average price of AR and VR glasses will be reduced to less than three hundred dollars by 2023, which will be more accessible to educational institutions. The cloud platform for the creation of AR and VR content has also developed rapidly, and more than 200 new applications in the education field have been developed, which facilitates the integration of AR and VR into the curriculum.
  • Legal:
    The legal aspects of augmented and virtual reality in education are becoming more and more important, particularly regarding data privacy and intellectual property. In 2023, the Family Educational Rights and Privacy Act (FERPA) was adapted to include guidelines for the use of augmented and virtual reality in schools, ensuring that students’ data is safe. In addition, more than 50 educational institutions have adopted policies regarding the copyright of augmented and virtual reality content, thereby demonstrating a proactive approach to legal compliance.
  • Environmental:
    In the ivy-covered gloom of a dismal lecture hall, the students are in the classroom, seated in their rows, their backs to the wall, and their faces to the screen. The screen is showing a report on the growing problem of waste from the manufacture of virtual and augmented reality devices. By 2023, it is estimated, the annual production of these devices will create an estimated 500,000 tons of e-waste. By 2025, however, forty percent of the companies in the field of virtual and augmented reality in the educational sector have promised to use only recyclable materials in their products.

Porters Five Forces

  • Threat of New Entrants:
    The threat of new entrants to the augmented and virtual reality in education market is moderate. Despite the falling cost of the technology, it still requires substantial R&D and the establishment of a strong partnership with educational institutions to compete effectively. Brand loyalty and a strong customer base are a deterrent to new entrants.
  • Bargaining Power of Suppliers:
    The bargaining power of the suppliers in this market is relatively low. The components needed for augmented and virtual reality, such as development tools and hardware, are widely available from a number of different suppliers. This reduces the suppliers’ bargaining power and enables the education sector to negotiate favourable terms.
  • Bargaining Power of Buyers:
    High - The buyers in the augmented and virtual reality in education market have considerable bargaining power. There is a growing demand from schools for cost-effective solutions that improve the learning experience. In this competitive environment, vendors are forced to offer high-quality products at competitive prices. Moreover, the availability of alternative educational technology solutions increases the power of buyers.
  • Threat of Substitutes:
    In this market, the threat of competition is moderate. The threat of competition is moderate. Although augmented and virtual reality can provide a unique immersive experience, the educational tools that have been developed for the purpose of teaching and other digital learning tools can also be used as alternatives. The effectiveness and cost of these alternatives may affect the use of augmented and virtual reality in education.
  • Competitive Rivalry:
    The competition is intense in the field of augmented and virtual reality in education. There are many companies trying to get a foothold in this market, resulting in an aggressive marketing strategy and a continuous development. The fast technological development and the growing demand for a more involving learning experience also intensify the competition between the players.

SWOT Analysis

  • Strengths:
    • Enhanced engagement and interactivity for students
    • Ability to simulate real-world scenarios for practical learning
    • Increased accessibility to diverse learning resources
    • Support for personalized learning experiences
    • Growing acceptance and integration of technology in education
  • Weaknesses:
    • High initial investment costs for institutions
    • Limited availability of quality content and resources
    • Potential technical issues and the need for ongoing maintenance
    • Resistance from educators and institutions to adopt new technologies
    • Dependence on hardware and software compatibility
  • Opportunities:
    • Expansion of online and remote learning environments
    • Partnerships with tech companies to develop educational content
    • Increased funding and investment in educational technology
    • Growing demand for skills training and vocational education
    • Potential for global reach and access to underserved markets
  • Threats:
    • Rapid technological advancements leading to obsolescence
    • Competition from traditional educational methods and tools
    • Concerns over data privacy and security in digital platforms
    • Economic downturns affecting funding for educational initiatives
    • Potential backlash against screen time and digital learning

In 2023, the augmented and virtual reality in education market will be a unique combination of opportunities and strengths, such as the possibility of enhancing the student's engagement and the opportunity to personalize learning. However, the cost of implementation and resistance to implementation remain a major obstacle. The main stakeholder in this market is therefore faced with addressing these weaknesses, while at the same time addressing the threat of competition and technological change. Strategic alliances and the development of quality content will be crucial to success in this market.

Covered Aspects:
Report Attribute/Metric Details
Segment Outlook Offering (Hardware (Sensors, Controllers, Cameras, VR Headset and Others), Software, Services (Managed Services, Professional Services) Devices (Interactive whiteboards, Mobile Computing Devices, Head Mounted displays, Gesture Tracing Device, Head up displays, handheld devices, Projectors & display walls, others) Deployment Model (Cloud, On-premises) Application (Classroom Learning, Corporate Learning Management, Certifications, e-learning, Virtual field trips, Student Recruitment, Others) End Users (Academic (K-12, Higher Education, Vocational), Corporate (IT & Telecommunication, BFSI, Healthcare & Life sciences, Retail & E-commerce, Government & Public Sector, Others))
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