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US AR VR in Education Market Research Report: By Offering (Hardware, Software, Services), By Devices (Interactive Whiteboards, Mobile Computing Devices, Head Mounted displays) and By Application (Classroom Learning, Corporate Learning Management, e-learning, Corporate) - Forecast to 2035


ID: MRFR/ICT/16347-HCR | 100 Pages | Author: Garvit Vyas| December 2023

US AR VR in Education Market Overview


As per MRFR analysis, the US AR VR in Education Market Size was estimated at 0.93 (USD Billion) in 2023. The US AR VR in Education Market Industry is expected to grow from 1.15(USD Billion) in 2024 to 8 (USD Billion) by 2035. The US AR VR in Education Market CAGR (growth rate) is expected to be around 19.284% during the forecast period (2025 - 2035).


Key US AR VR in Education Market Trends Highlighted


The US AR VR in Education Market is seeing significant growth driven by the increasing need for innovative and engaging teaching methods. Educational institutions are adopting AR and VR technologies to enhance student interaction and improve learning outcomes. This push for a more immersive educational experience comes from the belief that these technologies can facilitate better understanding and retention of complex concepts while catering to diverse learning styles. Moreover, the COVID-19 pandemic has accelerated the integration of digital tools in the classroom as schools sought effective solutions to continue education remotely, further bolstering interest in AR and VR applications.Opportunities to be explored in this market include partnerships between educational institutions and technology companies, which can lead to the development of customized AR/VR content tailored to specific curricular needs. States and local governments are also increasingly offering grants and funding to schools that adopt technology for learning, creating openings for wider adoption of AR/VR tools.

The demand for teacher training and resources to effectively implement these technologies provides additional avenues for growth within this sector. Recently, there has been an influx of AR and VR startups focused on the education market in the US, reflecting a burgeoning interest in this space.These companies are developing applications for subjects ranging from science to history, enabling students to visualize and interact with content in ways that traditional methods cannot achieve. Additionally, as the technology becomes more affordable and accessible, more schools are set to incorporate AR/VR tools into their teaching methods, ensuring that the trend towards immersive learning environments continues to gain momentum across the US education system.


US AR VR in Education Market size

Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


US AR VR in Education Market Drivers


Increased Adoption of Digital Learning Tools


The US AR VR in Education Market Industry is witnessing a significant shift towards digital learning environments, driven by the increasing incorporation of technology in classrooms. Recent statistics from the National Center for Education Statistics show that 93% of public schools in the United States now offer students access to personal learning devices. This push for digitalization emphasizes the demand for immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR), which enhance learning experiences.Major organizations like Microsoft and Google are actively investing in AR and VR educational tools, aiming to integrate these technologies into curricula. This growing adoption fosters interactive and personalized learning, making it a crucial driver for the growth of the US AR VR in Education Market Industry.


Rising Need for Remote Learning Solutions


The COVID-19 pandemic has accelerated the demand for remote learning solutions across the United States, significantly impacting the US AR VR in Education Market Industry. According to the U.S. Department of Education, over 75% of students reported challenges with remote learning during the pandemic, leading to enhanced interest in engaging, immersive technologies like AR and VR that can simulate classroom environments. As educational institutions increasingly recognize the need to create effective online learning experiences, companies such as Oculus and Immersive VR Education are developing innovative applications that promote engagement and collaboration among remote learners.This trend has positioned AR and VR as significant contributors to future educational strategies in the US.


Focus on STEM Education Enhancement


The push for Science, Technology, Engineering, and Mathematics (STEM) education in the United States has created an opportunity for the US AR VR in Education Market Industry. The United States Department of Education has highlighted that STEM jobs are projected to grow by 8% from 2019 to 2029, leading to a national emphasis on enhancing STEM curriculum. Augmented Reality and Virtual Reality technologies provide innovative methods for students to engage with complex scientific concepts through interactive simulations and visualization.Companies such as Labster are leveraging this technology to create immersive science labs that allow students to experiment safely in a virtual environment. The growing investment in STEM-focused AR and VR solutions is poised to drive the expansion of the US AR VR in Education Market Industry.


US AR VR in Education Market Segment Insights


AR VR in Education Market Offering Insights


The US AR VR in Education Market is experiencing notable growth, driven primarily by the Offering segment, which encompasses Hardware, Software, and Services. This segment plays a crucial role in enhancing educational experiences across various learning environments, including K-12 schools, higher education institutions, and vocational training centers. As educational institutions increasingly adopt immersive technologies, hardware such as headsets and interactive devices has become foundational in delivering engaging learning experiences. Meanwhile, the Software aspect has emerged as a vital component, providing educational content and platforms that facilitate interactive learning through simulations and virtual environments. This aspect is significant as it not only supports curriculum development but also fosters creativity and critical thinking among students. The Services component further boosts the Offering segment by encompassing training, support, and maintenance services, ensuring that educational institutions effectively implement and sustain AR and VR technologies in their learning processes.

Challenges faced in this segment include the initial cost of investment in technology and the need for educator training, which can slow down the adoption rate. However, opportunities abound as advancements in AR and VR continue to evolve, with educational institutions increasingly recognizing the potential of these technologies to provide personalized learning experiences. The ability of AR and VR to cater to different learning styles enhances student engagement and retention, making it a sought-after solution in the education sector. Moreover, with state-level initiatives promoting technology integration in classrooms, the US AR VR in Education Market is well-positioned for growth, paving the way for innovative educational practices. Overall, the Offering segment is not just supporting the market but is also shaping the future of education in the US by enabling a transformative learning environment that prepares students for a rapidly changing world.


US AR VR in Education Market segment

Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


AR VR in Education Market Devices Insights


The Devices segment of the US AR VR in Education Market has gained considerable attention and growth, reflecting the increasing integration of technology in educational environments across the country. This segment plays a crucial role in enhancing learning experiences, with various types of devices being utilized within classrooms and learning institutions. Interactive Whiteboards have become essential tools, enabling educators to present interactive lessons and engage students in real-time discussions, thus promoting collaboration and enhancing retention of information.Mobile Computing Devices also contribute significantly, offering flexibility and accessibility for students and educators alike, allowing for customized learning experiences that adapt to individual needs. Meanwhile, Head Mounted Displays are increasingly important as they provide immersive virtual experiences that can simulate real-world scenarios for skills training and complex subject matter understanding. The U.S. government has shown support for technology advancement in education, driving growth in this market segment. As the demand for innovative educational solutions continues to rise, the Devices segment is expected to play a foundational role in transforming traditional learning into dynamic, immersive experiences, further paving the way for a more technology-driven education system.


AR VR in Education Market Application Insights


The US AR VR in Education Market focuses significantly on the Application segment, which plays a crucial role in transforming educational practices. This segment encompasses various aspects such as Classroom Learning, Corporate Learning Management, e-learning, and Corporate training. Classroom Learning utilizes immersive technologies to enhance student engagement and understanding, allowing for interactive lessons that can greatly improve learning outcomes. Corporate Learning Management benefits from AR and VR by offering innovative training solutions that are more effective and efficient than traditional methods, facilitating skill development in a dynamic environment.E-learning is increasingly adopting these technologies to provide rich, interactive content that can cater to diverse learning styles, ensuring a more personalized education experience. The Corporate sector is leveraging AR and VR for employee development, aiming to create engaging training programs that simulate real-world challenges. The overall trends indicate a significant shift towards these technologies, driven by increasing adoption in educational institutions and organizations aiming to improve their training methods, presenting numerous opportunities for growth within the market.


US AR VR in Education Market Key Players and Competitive Insights


The US AR VR in Education Market is a rapidly growing sector that blends advanced technology with learning methodologies to enhance educational experiences. As educational institutions strive to deploy innovative solutions, the competitive landscape becomes increasingly dynamic. Various companies are actively vying for market share by offering immersive tools and platforms that redefine how students engage with educational content. This market's competitiveness is characterized by the race between technology providers to deliver optimal solutions, buffering their respective offerings through unique features and benefits that address both educators' and learners' needs. The intermingling of augmented reality (AR) and virtual reality (VR) technologies provides a fertile ground for revolutionizing traditional educational paradigms, fostering a landscape rich with potential and opportunity for growth.

Apple holds a significant position within the US AR VR in Education Market, leveraging its established presence and innovative capabilities. The company is known for its robust ecosystem that integrates hardware, software, and services which serve educational establishments seamlessly. Apple’s product lineup, including iPads and MacBooks, is widely adopted in schools and universities, facilitating easy access to AR and VR applications designed for interactive learning. The company excels in providing quality user experiences, compelling educators to invest in their technology. The advantages of Apple are augmented by initiatives such as successful partnerships with educational institutions and a strong focus on enriching the teaching and learning experience through various educational apps. This strong brand loyalty and commitment to educational innovation position Apple favorably against competitors in this burgeoning market.Snap, known primarily for its social media platform, has carved out a niche within the US AR VR in Education Market by pioneering the integration of AR into educational settings. The company’s Snap Lens Studio provides tools that allow educators to create custom AR experiences that can be embedded directly into lessons. This innovative approach to learning engages students in ways that traditional methods cannot, breathing new life into curriculum delivery.

Snap's strength lies not only in its technology but also in its ability to form strategic partnerships with educational organizations fostering co-creation of content that resonates with both students and teachers. Through various initiatives, Snap aims to enhance interactivity in the classroom while promoting creative problem-solving skills. The company continues to explore avenues for further development, including collaborations and acquisitions that strength its offerings and market presence specifically in the educational domain. Overall, Snap’s agility and focus on educational technology bolster its competitive standing within the US AR VR in Education Market.


Key Companies in the US AR VR in Education Market Include



  • Apple

  • Snap

  • Vive

  • HTC

  • ClassVR

  • Prowise

  • Meta

  • Veative

  • Microsoft

  • Immersive VR Education

  • zSpace

  • Unity Technologies

  • Google

  • Nearpod


US AR VR in Education Market Industry Developments


The US Augmented Reality (AR) and Virtual Reality (VR) in Education Market has seen notable advancements recently. In September 2023, Meta announced a strategic initiative to enhance its educational content through immersive technologies, which aligns with a growing interest among educators to integrate AR and VR tools into their curriculum. Simultaneously, Microsoft unveiled new partnerships with educational institutions to deploy its mixed reality solutions, fostering an engaging learning environment. The demand for immersive learning experiences is evident, as ClassVR reported a significant uptick in school adoptions, highlighting a shift towards experiential learning methods.In terms of mergers and acquisitions, Vive and HTC have been consolidating their offerings to boost market presence, although no specific recent merger was documented in October 2023. The growth of companies such as zSpace, which focuses on interactive 3D learning experiences, indicates a positive trajectory for the market, which is projected to reach a valuation exceeding $10 billion by 2025. Notable events over the past two to three years include the increased funding rounds for startups like Nearpod, fostering innovation in AR and VR applications tailored for educational purposes. The landscape is rapidly evolving, showcasing a robust commitment to transforming education through immersive technologies.


US AR VR in Education Market Segmentation Insights


AR VR in Education Market Offering Outlook



  • Hardware

  • Software

  • Services


AR VR in Education Market Devices Outlook



  • Interactive Whiteboards

  • Mobile Computing Devices

  • Head Mounted displays


AR VR in Education Market Application Outlook



  • Classroom Learning

  • Corporate Learning Management

  • e-learning

  • Corporate

Report Attribute/Metric Source: Details
MARKET SIZE 2018 0.93(USD Billion)
MARKET SIZE 2024 1.15(USD Billion)
MARKET SIZE 2035 8.0(USD Billion)
COMPOUND ANNUAL GROWTH RATE (CAGR) 19.284% (2025 - 2035)
REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR 2024
MARKET FORECAST PERIOD 2025 - 2035
HISTORICAL DATA 2019 - 2024
MARKET FORECAST UNITS USD Billion
KEY COMPANIES PROFILED Apple, Snap, Vive, HTC, ClassVR, Prowise, Meta, Veative, Microsoft, Immersive VR Education, zSpace, Unity Technologies, Google, Nearpod
SEGMENTS COVERED Offering, Devices, Application
KEY MARKET OPPORTUNITIES Personalized learning experiences, Remote collaboration tools, Immersive training simulations, Enhanced accessibility for disabilities, Gamification of educational content
KEY MARKET DYNAMICS immersive learning experiences, technological advancements, cost-effective training solutions, increased engagement and retention, customization and personalization
COUNTRIES COVERED US


Frequently Asked Questions (FAQ) :

The US AR VR in Education Market is expected to be valued at 1.15 billion USD in 2024.

By 2035, the market is projected to reach a value of 8.0 billion USD.

The expected CAGR for the market during this period is 19.284 percent.

By 2035, hardware is projected to reach 2.5 billion USD, software is forecasted to reach 3.5 billion USD, and services will grow to 2.0 billion USD.

Major players in the market include Apple, Snap, Vive, HTC, ClassVR, Prowise, Meta, Veative, Microsoft, Immersive VR Education, zSpace, Unity Technologies, Google, and Nearpod.

Current trends indicate increasing adoption of AR VR technologies due to enhanced engagement and interactive learning experiences.

Yes, the market is segmented by offerings into hardware, software, and services.

Growth opportunities are driven by technological advances and a rising demand for innovative educational solutions.

Potential challenges include high costs of implementation and the need for teacher training to effectively use the technology.

The US market is expected to lead in value, with significant potential growth across various educational institutions.

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