Metaverse Education - South Korea

  • South Korea
  • The projected value in the Metaverse Education market is expected to reach US$38.1m South_Korean won in 2024.
  • This market segment is projected to show an annual growth rate (CAGR 2024-2030) of 48.51%, resulting in a projected market volume of US$409.3m South_Korean won by 2030.
  • In 2024, in the United States is expected to generate the highest market volume of US$1,005.0m South_Korean won.
  • By 2030, the number of users in the Metaverse Education market is expected to amount to 1.7m users.
  • The user penetration rate is projected to be 0.9% in 2024 and is expected to increase to 3.2% by 2030.
  • The average value per user (ARPU) is projected to be US$85.9 South_Korean won.
  • South Korea is leading the way in Metaverse Education, with innovative virtual classrooms and immersive learning experiences.
 
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Analyst Opinion

The Metaverse Education market in South Korea is experiencing significant growth and development driven by various factors.

Customer preferences:
In South Korea, there is a strong emphasis on education and technological advancements. The population has a high demand for quality education and is receptive to innovative learning methods. As a result, there is a growing interest in the Metaverse Education market, which combines virtual reality and education to create immersive learning experiences.

Trends in the market:
One of the key trends in the Metaverse Education market in South Korea is the adoption of virtual reality (VR) technology in classrooms. VR allows students to explore virtual environments and engage in interactive learning activities, enhancing their understanding and retention of information. This trend is driven by the belief that immersive experiences can make learning more engaging and effective. Another trend is the integration of gamification elements in Metaverse Education. Gamification involves using game-like elements such as points, badges, and leaderboards to motivate and engage students. By incorporating gamification into educational experiences, Metaverse Education platforms in South Korea are able to make learning more enjoyable and interactive, encouraging students to actively participate in their own education.

Local special circumstances:
South Korea is known for its advanced technology infrastructure and high internet penetration rates. This provides a favorable environment for the development and adoption of Metaverse Education platforms. The country also has a strong gaming culture, which has contributed to the acceptance and interest in virtual reality technologies.

Underlying macroeconomic factors:
South Korea has a highly competitive education system, with a focus on academic achievement. As a result, there is a constant demand for educational tools and resources that can give students an edge. Metaverse Education platforms offer a unique and innovative approach to learning, which appeals to both students and parents seeking additional educational opportunities. Additionally, the South Korean government has been supportive of the development of the technology sector, including virtual reality. This support includes funding for research and development as well as initiatives to promote the use of VR in various industries, including education. These efforts have created a conducive environment for the growth of the Metaverse Education market in South Korea. In conclusion, the Metaverse Education market in South Korea is experiencing growth and development due to customer preferences for innovative learning methods, the integration of virtual reality and gamification, the country's advanced technology infrastructure, and the supportive government initiatives. These factors have created a favorable environment for the adoption of Metaverse Education platforms and are driving the market's expansion in South Korea.

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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