VR in Education Sector Market, Global Outlook and Forecast 2024-2030

 The global VR in Education Sector market was valued at US$ 17.09 billion in 2024 and is projected to reach US$ 62.25 billion by 2030, at a CAGR of 17% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.


Virtual reality (VR) is a computer-generated simulation developed using projectors and ingenious computer programming. This helps create a three-dimensional interactive environment for teachers and students.



This report aims to provide a comprehensive presentation of the global market for VR in Education Sector, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR in Education Sector. This report contains market size and forecasts of VR in Education Sector in global, including the following market information:


  • Global VR in Education Sector Market Revenue, 2018-2024, 2024-2030, ($ millions)
  • Global top five companies in 2024 (%)

We surveyed the VR in Education Sector companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global VR in Education Sector Market, by Type, 2018-2024, 2024-2030 ($ millions)

Global VR in Education Sector Market Segment Percentages, by Type, 2024 (%)


  • VR Gear
  • VR Software

Global VR in Education Sector Market, by Application, 2018-2024, 2024-2030 ($ millions)

Global VR in Education Sector Market Segment Percentages, by Application, 2024 (%)


  • Higher Education
  • K-12

Global VR in Education Sector Market, By Region and Country, 2018-2024, 2024-2030 ($ Millions)

Global VR in Education Sector Market Segment Percentages, By Region and Country, 2024 (%)


  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)

Competitor Analysis

The report also provides analysis of leading market participants including:


  • Key companies VR in Education Sector revenues in global market, 2018-2024 (estimated), ($ millions)
  • Key companies VR in Education Sector revenues share in global market, 2024 (%)

key players include:


  • Oculus VR
  • Google
  • Alchemy VR
  • Discovery Communications
  • Cinoptics
  • EPSON
  • HTC
  • Sony
  • FOVE
  • LG Electronics
  • Zebronics
  • Homido
  • Mattel
  • Samsung Electronics
  • ZEISS
  • EON Reality
  • Immersive VR Education
  • Unimersiv
  • Including or Excluding key companies relevant to your analysis.

Chapter 1: Introduces the definition of VR in Education Sector, market overview.

Chapter 2: Global VR in Education Sector market size in revenue.

Chapter 3: Detailed analysis of VR in Education Sector company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6: Sales of VR in Education Sector in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 8: The main points and conclusions of the report.


Table of content

1 Introduction to Research & Analysis Reports
1.1 VR in Education Sector Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global VR in Education Sector Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global VR in Education Sector Overall Market Size
2.1 Global VR in Education Sector Market Size: 2022 VS 2029
2.2 Global VR in Education Sector Market Size, Prospects & Forecasts: 2018-2029
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top VR in Education Sector Players in Global Market
3.2 Top Global VR in Education Sector Companies Ranked by Revenue
3.3 Global VR in Education Sector Revenue by Companies
3.4 Top 3 and Top 5 VR in Education Sector Companies in Global Market, by Revenue in 2022
3.5 Global Companies VR in Education Sector Product Type
3.6 Tier 1, Tier 2 and Tier 3 VR in Education Sector Players in Global Market
3.6.1 List of Global Tier 1 VR in Education Sector Companies
3.6.2 List of Global Tier 2 and Tier 3 VR in Education Sector Companies
4 Market Sights by Product
4.1 Overview


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