Metaverse Education - G7

  • G7
  • The projected value of the Metaverse Education market is set to reach US$1.5bn in 2024, with an anticipated annual growth rate (CAGR 2024-2030) of 44.24%.
  • This growth trajectory is expected to lead to a market volume of US$13.4bn by 2030.
  • Notably, in the United States holds the largest share of the market, with a projected market volume of US$1,005.0m in 2024.
  • Looking at the number of users in the Metaverse Education market, it is expected to reach 18.6m users by 2030.
  • The user penetration rate, which stands at 0.7% in 2024, is projected to rise to 2.4% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to be US$0.3k.
  • In the United States, the rise of Metaverse education is fueled by the demand for immersive learning experiences and virtual skill development.
 
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Analyst Opinion

The Metaverse Education market in G7 is experiencing significant growth and development due to various factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to the expansion of this market.

Customer preferences:
Customers in the G7 countries are increasingly interested in immersive and interactive learning experiences. They seek educational platforms that provide a more engaging and personalized approach to learning. The Metaverse Education market offers virtual environments that allow students to explore and interact with educational content in a dynamic and interactive way. This aligns with the preferences of customers who value experiential learning and want to enhance their educational experience.

Trends in the market:
One of the key trends in the Metaverse Education market in G7 is the integration of virtual reality (VR) and augmented reality (AR) technologies. These technologies enable students to immerse themselves in virtual environments and interact with digital content in real-time. This trend is driven by the increasing availability and affordability of VR and AR devices, as well as the growing demand for immersive learning experiences. Educational institutions and edtech companies are leveraging these technologies to create innovative learning solutions that enhance student engagement and improve learning outcomes. Another trend in the market is the development of collaborative learning platforms within the metaverse. These platforms allow students to collaborate with their peers and educators in virtual classrooms or other virtual spaces. This trend is fueled by the need for remote learning solutions, as well as the desire to create inclusive and interactive learning environments. Collaborative learning platforms in the metaverse enable students to engage in group projects, discussions, and simulations, fostering teamwork and critical thinking skills.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the Metaverse Education market. For example, in the United States, there is a strong focus on technology and innovation in education. The country has a robust edtech ecosystem and a high adoption rate of digital learning solutions, which creates a favorable environment for the growth of the Metaverse Education market. In Japan, there is a strong emphasis on lifelong learning and skills development. The government has been actively promoting the use of technology in education, including the adoption of virtual reality and augmented reality in classrooms. This focus on continuous learning and technological advancements creates opportunities for the Metaverse Education market to thrive.

Underlying macroeconomic factors:
The growth of the Metaverse Education market in G7 is also influenced by underlying macroeconomic factors. For instance, the increasing investment in digital infrastructure and connectivity across G7 countries provides the necessary infrastructure for the development and adoption of metaverse technologies. Additionally, the COVID-19 pandemic has accelerated the shift towards digital learning and remote education, driving the demand for metaverse education solutions. Furthermore, the G7 countries have well-established education systems and a strong demand for high-quality education. The Metaverse Education market offers innovative solutions that complement traditional educational approaches, providing opportunities for students to enhance their learning experiences and acquire new skills. In conclusion, the Metaverse Education market in G7 is experiencing growth and development due to customer preferences for immersive and interactive learning experiences, trends in the market such as the integration of VR and AR technologies and the development of collaborative learning platforms, local special circumstances in each country, and underlying macroeconomic factors such as digital infrastructure investment and the impact of the COVID-19 pandemic. These factors are driving the expansion of the Metaverse Education market in G7 and shaping the future of education.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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