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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 17.05 Billion

CAGR (2026-2031)

22.86%

Fastest Growing Segment

Universities and Colleges

Largest Market

Asia Pacific

Market Size (2031)

USD 58.64 Billion

Market Overview

The Global Augmented and Virtual Reality in Education Market will grow from USD 17.05 Billion in 2025 to USD 58.64 Billion by 2031 at a 22.86% CAGR. The Global Augmented and Virtual Reality in Education Market involves the application of immersive technologies that overlay digital content onto the physical world or immerse users in simulated environments to facilitate interactive learning. The market is primarily driven by the demand for experiential training tools that enable students to practice high-risk procedures in safe, controlled settings, particularly within vocational and healthcare disciplines. Additionally, the ability of these solutions to materially enhance cognitive retention through complex visualization serves as a fundamental catalyst for growth, distinguishing these core drivers from evolving peripheral trends.

Widespread expansion faces a significant challenge regarding the high cost of implementation and the complexity of integrating these systems into existing infrastructures. Budgetary constraints often hinder the procurement of necessary hardware and the development of bespoke content required for seamless curriculum adoption. According to Jisc, in 2024, 78% of surveyed tertiary education institutions had invested in extended reality technologies, demonstrating that while adoption is advancing, institutions must navigate substantial resource commitments to leverage these tools.

Key Market Drivers

The Rising Adoption of Simulation-Based Training in Healthcare and STEM Fields serves as a primary engine for market expansion, fundamentally altering how critical skills are acquired in high-stakes environments. Medical and engineering institutions are increasingly leveraging immersive technologies to replicate complex biological systems and technical procedures, allowing learners to achieve mastery without the ethical or financial risks associated with physical training. This shift is materially supported by large-scale public sector initiatives designed to modernize workforce capabilities through virtual modalities. For instance, according to XR Today, February 2025, in the 'NHS Pushes Forward with Multi-Million Virtual Reality Training Project' article, the NHS launched a £4.3 million virtual reality training initiative aimed at reducing travel costs and addressing skill shortages among staff and STEAM students. Such deployments validate the operational efficiency of these tools, moving them from experimental pilots to core curriculum components.

Strategic Government Investments in Educational Technology Digitalization are further accelerating the integration of these systems by mitigating initial capital barriers for academic institutions. Federal and state bodies are actively funding research to develop evidence-based virtual curricula, ensuring that immersive hardware is paired with pedagogically sound content. A notable example occurred when, according to the National Science Foundation, October 2025, in the 'Project Grant 2439475' award notification, the agency awarded $669,916 to Colorado State University to generate new practices for using virtual reality in physics education. These financial injections are crucial for scaling adoption, as they validate the technology's educational efficacy while subsidizing the development costs that previously hindered widespread rollout. The impact of these funded deployments is evident in student outcomes; according to Forbes, in 2025, universities participating in a beta program for a new immersive education platform reported an 87% increase in student engagement, underscoring the tangible return on investment for digitized learning environments.

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Key Market Challenges

The high cost of implementation and the complexity of integrating immersive technologies into existing frameworks significantly impede the growth of the Global Augmented and Virtual Reality in Education Market. These solutions require substantial upfront investment in specialized hardware, such as headsets and high-performance computers, alongside continuous expenditure for software licensing and content updates. Consequently, many educational institutions find themselves unable to scale these tools beyond pilot programs. This financial barrier limits widespread adoption, restricting market expansion primarily to well-funded private entities while leaving a vast portion of the public education sector unable to participate.

Furthermore, the lack of long-term financial sustainability for these sophisticated systems creates hesitation among decision-makers. Administrators are often reluctant to commit to the complex ecosystem of immersive learning without assurance of future resources for maintenance and technical support. According to the State Educational Technology Directors Association (SETDA), in 2025, only 6% of state education leaders reported having durable funding plans in place for ongoing technology initiatives. This critical shortage of guaranteed resources directly hampers the market by signaling to potential buyers that the necessary financial infrastructure to support AR and VR integration is largely absent.

Key Market Trends

The Integration of AI-Driven Adaptive Learning within Virtual Environments is significantly transforming the market by moving immersive education beyond static simulations to highly personalized experiences. Unlike traditional content, AI algorithms now analyze student performance in real-time to dynamically adjust the difficulty and pacing of virtual scenarios, ensuring optimal cognitive engagement. This convergence allows educators to address individual learning gaps immediately through tailored feedback loops, a capability that substantially increases the utility of extended reality tools in diverse academic settings. According to Microsoft, May 2024, in the '2024 Work Trend Index Annual Report', 71% of education professionals are now using generative AI at work, driving a rapid shift toward these intelligent, adaptive systems that maximize the educational return on investment.

Simultaneously, the Expansion of Haptic Technology in Vocational and Medical Training is accelerating market growth by integrating crucial tactile feedback into visual simulations. This trend is particularly vital for industrial and technical disciplines, where developing muscle memory and experiencing physical resistance are essential for mastering complex, high-risk procedures without real-world danger. By simulating the weight, texture, and vibration of machinery, haptic devices bridge the gap between theoretical knowledge and practical application, making virtual training nearly indistinguishable from physical practice. According to HTC VIVE, March 2024, in the 'The State of Extended Reality in Manufacturing' report, 95% of industrial professionals reported feeling safer on the job after completing XR-simulated training, validating the operational efficacy of these sensory-enhanced technologies.

Segmental Insights

According to authoritative market research, the Universities and Colleges segment is the fastest growing area in the Global Augmented and Virtual Reality in Education Market. This robust expansion is primarily driven by the increased adoption of immersive technologies for advanced professional training in disciplines such as medicine and engineering. Higher education institutions are utilizing virtual simulations to provide students with risk-free, hands-on practice, effectively reducing the costs associated with traditional physical laboratories. Furthermore, the global shift toward hybrid learning models has compelled universities to invest in interactive three-dimensional tools, ensuring improved student engagement and comprehension.

Regional Insights

Asia Pacific dominates the Global Augmented and Virtual Reality in Education Market, primarily due to strategic government support and rapidly advancing digital infrastructure. Nations like China and India are actively embedding immersive technologies into their educational frameworks to modernize learning. For instance, the Ministry of Education in China has implemented specific policies to establish virtual simulation laboratories in higher education institutions, significantly boosting adoption rates. Additionally, the region’s massive student population, coupled with the widespread availability of affordable smart devices and high-speed internet, facilitates seamless access to these digital tools, cementing Asia Pacific’s leadership in the sector.

Recent Developments

  • In December 2024, Avantis Education introduced Eduverse+, a substantial expansion to its educational virtual reality content library for ClassVR users. This new offering provided schools with access to four specialized content suites: EduverseAI, WildWorld, STEAM3D, and CareerHub. The update was engineered to support advanced learning opportunities by allowing students to engage with AI-powered environments and high-fidelity three-dimensional models in subjects ranging from science to career exploration. The company stated that this enhancement would enable educators to create more dynamic and personalized immersive learning journeys aligned with standard curriculums.
  • In November 2024, Meta Platforms, Inc. launched the beta program for its dedicated education product, "Meta for Education," in collaboration with over a dozen colleges and universities in the United States and the United Kingdom. This initiative was designed to provide educators and administrators with specialized tools to manage multiple virtual reality headsets and deploy educational content across classrooms more effectively. The program aimed to create a cohesive immersive learning ecosystem by combining hardware management features with a curated catalog of education-specific applications, facilitating easier integration of virtual reality technology into university curriculums.
  • In February 2024, Apple Inc. released its Vision Pro headset, which introduced a significant range of spatial computing applications specifically built for educational purposes. At the time of the hardware launch, the company announced that more than 600 new applications were available, including immersive learning tools that allow users to explore complex subjects such as astronomy and biology. Notable educational experiences included apps that enable students to interact with three-dimensional models of the solar system and the human heart. The device was positioned to support collaborative learning environments and spatial visualization for both higher education and professional training.
  • In January 2024, zSpace, Inc. launched a new Career Readiness Solution designed to enhance workforce preparation for students in K-12 and post-secondary institutions. This offering expanded the company's augmented and virtual reality content library to include industry-specific applications and an artificial intelligence-driven avatar known as Career Coach AI. The solution was introduced to provide learners with immersive exploration of various career paths and to support career and technical education (CTE) curriculums. The launch also included additional lessons for Studio A3, aimed at bridging the gap between academic knowledge and real-world professional skills.

Key Market Players

  • Sony Group Corporation.
  • HTC Corporation
  • Meta Platforms, Inc
  • GOOGLE INC
  • MICROSOFT CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson.
  • Panasonic Holdings Corporation

By Hardware

By End User

By Region

  • Head-Mounted Displays (HMDs)
  • Smart Glasses
  • Handheld Devices
  • Projectors
  • Schools
  • Universities and Colleges
  • Corporate Training Centers
  • Educational Institutes
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global Augmented and Virtual Reality in Education Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Augmented and Virtual Reality in Education Market, By Hardware:
  • Head-Mounted Displays (HMDs)
  • Smart Glasses
  • Handheld Devices
  • Projectors
  • Augmented and Virtual Reality in Education Market, By End User:
  • Schools
  • Universities and Colleges
  • Corporate Training Centers
  • Educational Institutes
  • Augmented and Virtual Reality in Education Market, By Region:
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Augmented and Virtual Reality in Education Market.

Available Customizations:

Global Augmented and Virtual Reality in Education Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Augmented and Virtual Reality in Education Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, Trends

4.    Voice of Customer

5.    Global Augmented and Virtual Reality in Education Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Hardware (Head-Mounted Displays (HMDs), Smart Glasses, Handheld Devices, Projectors)

5.2.2.  By End User (Schools, Universities and Colleges, Corporate Training Centers, Educational Institutes)

5.2.3.  By Region

5.2.4.  By Company (2025)

5.3.  Market Map

6.    North America Augmented and Virtual Reality in Education Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Hardware

6.2.2.  By End User

6.2.3.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States Augmented and Virtual Reality in Education Market Outlook

6.3.1.1.  Market Size & Forecast

6.3.1.1.1.  By Value

6.3.1.2.  Market Share & Forecast

6.3.1.2.1.  By Hardware

6.3.1.2.2.  By End User

6.3.2.    Canada Augmented and Virtual Reality in Education Market Outlook

6.3.2.1.  Market Size & Forecast

6.3.2.1.1.  By Value

6.3.2.2.  Market Share & Forecast

6.3.2.2.1.  By Hardware

6.3.2.2.2.  By End User

6.3.3.    Mexico Augmented and Virtual Reality in Education Market Outlook

6.3.3.1.  Market Size & Forecast

6.3.3.1.1.  By Value

6.3.3.2.  Market Share & Forecast

6.3.3.2.1.  By Hardware

6.3.3.2.2.  By End User

7.    Europe Augmented and Virtual Reality in Education Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Hardware

7.2.2.  By End User

7.2.3.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany Augmented and Virtual Reality in Education Market Outlook

7.3.1.1.  Market Size & Forecast

7.3.1.1.1.  By Value

7.3.1.2.  Market Share & Forecast

7.3.1.2.1.  By Hardware

7.3.1.2.2.  By End User

7.3.2.    France Augmented and Virtual Reality in Education Market Outlook

7.3.2.1.  Market Size & Forecast

7.3.2.1.1.  By Value

7.3.2.2.  Market Share & Forecast

7.3.2.2.1.  By Hardware

7.3.2.2.2.  By End User

7.3.3.    United Kingdom Augmented and Virtual Reality in Education Market Outlook

7.3.3.1.  Market Size & Forecast

7.3.3.1.1.  By Value

7.3.3.2.  Market Share & Forecast

7.3.3.2.1.  By Hardware

7.3.3.2.2.  By End User

7.3.4.    Italy Augmented and Virtual Reality in Education Market Outlook

7.3.4.1.  Market Size & Forecast

7.3.4.1.1.  By Value

7.3.4.2.  Market Share & Forecast

7.3.4.2.1.  By Hardware

7.3.4.2.2.  By End User

7.3.5.    Spain Augmented and Virtual Reality in Education Market Outlook

7.3.5.1.  Market Size & Forecast

7.3.5.1.1.  By Value

7.3.5.2.  Market Share & Forecast

7.3.5.2.1.  By Hardware

7.3.5.2.2.  By End User

8.    Asia Pacific Augmented and Virtual Reality in Education Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Hardware

8.2.2.  By End User

8.2.3.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China Augmented and Virtual Reality in Education Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value

8.3.1.2.  Market Share & Forecast

8.3.1.2.1.  By Hardware

8.3.1.2.2.  By End User

8.3.2.    India Augmented and Virtual Reality in Education Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value

8.3.2.2.  Market Share & Forecast

8.3.2.2.1.  By Hardware

8.3.2.2.2.  By End User

8.3.3.    Japan Augmented and Virtual Reality in Education Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value

8.3.3.2.  Market Share & Forecast

8.3.3.2.1.  By Hardware

8.3.3.2.2.  By End User

8.3.4.    South Korea Augmented and Virtual Reality in Education Market Outlook

8.3.4.1.  Market Size & Forecast

8.3.4.1.1.  By Value

8.3.4.2.  Market Share & Forecast

8.3.4.2.1.  By Hardware

8.3.4.2.2.  By End User

8.3.5.    Australia Augmented and Virtual Reality in Education Market Outlook

8.3.5.1.  Market Size & Forecast

8.3.5.1.1.  By Value

8.3.5.2.  Market Share & Forecast

8.3.5.2.1.  By Hardware

8.3.5.2.2.  By End User

9.    Middle East & Africa Augmented and Virtual Reality in Education Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Hardware

9.2.2.  By End User

9.2.3.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Augmented and Virtual Reality in Education Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value

9.3.1.2.  Market Share & Forecast

9.3.1.2.1.  By Hardware

9.3.1.2.2.  By End User

9.3.2.    UAE Augmented and Virtual Reality in Education Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value

9.3.2.2.  Market Share & Forecast

9.3.2.2.1.  By Hardware

9.3.2.2.2.  By End User

9.3.3.    South Africa Augmented and Virtual Reality in Education Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value

9.3.3.2.  Market Share & Forecast

9.3.3.2.1.  By Hardware

9.3.3.2.2.  By End User

10.    South America Augmented and Virtual Reality in Education Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Hardware

10.2.2.  By End User

10.2.3.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil Augmented and Virtual Reality in Education Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Hardware

10.3.1.2.2.  By End User

10.3.2.    Colombia Augmented and Virtual Reality in Education Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Hardware

10.3.2.2.2.  By End User

10.3.3.    Argentina Augmented and Virtual Reality in Education Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Hardware

10.3.3.2.2.  By End User

11.    Market Dynamics

11.1.  Drivers

11.2.  Challenges

12.    Market Trends & Developments

12.1.  Merger & Acquisition (If Any)

12.2.  Product Launches (If Any)

12.3.  Recent Developments

13.    Global Augmented and Virtual Reality in Education Market: SWOT Analysis

14.    Porter's Five Forces Analysis

14.1.  Competition in the Industry

14.2.  Potential of New Entrants

14.3.  Power of Suppliers

14.4.  Power of Customers

14.5.  Threat of Substitute Products

15.    Competitive Landscape

15.1.  Sony Group Corporation.

15.1.1.  Business Overview

15.1.2.  Products & Services

15.1.3.  Recent Developments

15.1.4.  Key Personnel

15.1.5.  SWOT Analysis

15.2.  HTC Corporation

15.3.  Meta Platforms, Inc

15.4.  GOOGLE INC

15.5.  MICROSOFT CORPORATION

15.6.  SAMSUNG ELECTRONICS CO., LTD

15.7.  Apple Inc.

15.8.  PTC Inc.

15.9.  Seiko Epson.

15.10.  Panasonic Holdings Corporation

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Augmented and Virtual Reality in Education Market was estimated to be USD 17.05 Billion in 2025.

Asia Pacific is the dominating region in the Global Augmented and Virtual Reality in Education Market.

Universities and Colleges segment is the fastest growing segment in the Global Augmented and Virtual Reality in Education Market.

The Global Augmented and Virtual Reality in Education Market is expected to grow at 22.86% between 2026 to 2031.

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