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PUBLISHER: The Business Research Company | PRODUCT CODE: 1415642

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1415642

Metaverse In Education Global Market Report 2024

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“Metaverse In Education Global Market Report 2024 ” from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on metaverse in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for metaverse in education? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The metaverse in education market global report ” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of COVID-19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Component: Hardware; Software; Professional Services
  • 2) By Deployment: Cloud; On-Premise
  • 3) By Application: Learning; Skill Development; Educational Apps; Self-Regulation Skills; Cultural Understanding; Other Applications
  • 4) By End-User: K-12; Higher Education; Corporate Training
  • Companies Mentioned: Microsoft Corporation; Meta Platforms Inc.; Baidu Inc.; Epic Games Inc.; Roblox
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Executive Summary

Metaverse in education encompasses the use of virtual and augmented reality technologies, facilitating remote student engagement in virtual classrooms with an immersive classroom experience. This metaverse technology enables students to engage with and explore virtual environments, interact with simulated educational materials, and collaborate with both peers and instructors in real-time.

The primary components of metaverse in education consist of hardware, software, and professional services. Deployment options include cloud-based or on-premises solutions, and it is applied in various educational contexts. These applications range from learning and skill development to educational apps, fostering self-regulation skills, enhancing cultural understanding, and more. Metaverse technology is relevant for students across K-12, higher education, and corporate training.

The metaverse in education market research report is one of a series of new reports from The Business Research Company that provides metaverse in education market statistics, including metaverse in education industry global market size, regional shares, competitors with a metaverse in education market share, detailed metaverse in education market segments, market trends and opportunities and any further data you may need to thrive in the metaverse in education industry. This metaverse in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The metaverse in education market size has grown exponentially in recent years. It will grow from $8.11 billion in 2023 to $11.34 billion in 2024 at a compound annual growth rate (CAGR) of 39.8%. The growth in the historic period can be attributed to growing demand for immersive learning experiences, growing support from governments and educational institutions, increase in industry training and deployment in the education sector, increased demand for e-learning.

The metaverse in education market size is expected to see exponential growth in the next few years. It will grow to $43.35 billion in 2028 at a compound annual growth rate (CAGR) of 39.8%. The growth in the forecast period can be attributed to growing number of start-ups focusing on developing metaverse platforms, rising interest in self-regulation skills, globalization of education, rapid use of virtual technologies in the education sector. Major trends in the forecast period include increased access to technology, expanding acceptance of the metaverse and its tools, rising spending on metaverse-related learning, ai-powered personalization, virtual libraries and archives, creating virtual classrooms.

The metaverse in education market is poised for growth, driven by the growing demand for virtual learning. Virtual learning entails learners participating in a digitally-based curriculum, with instruction delivered by professors via online video or audio. In the context of education, the metaverse enhances the quality of virtual learning environments through the utilization of virtual and augmented reality technologies. For instance, as of May 2023, data from the National Center for Education Statistics (NCES), a US-based federal entity specializing in education data collection and analysis, revealed a significant increase in the adoption of distance learning. In 2021, approximately 9.4 million American students, equivalent to 61% of all undergraduate students, were enrolled in at least one distance learning course, marking a substantial rise from 36% in 2019. Furthermore, 28% of American undergraduate students, representing around 4.4 million students, enrolled in distance education courses in 2021, compared to 15% in 2019. Consequently, the surging demand for virtual learning is a driving force behind the growth of the metaverse in the education market.

The rising demand for corporate training is poised to drive the growth of the metaverse in education market in the future. Corporate training involves the process of instructing employees through various learning programs and activities, aimed at enhancing their knowledge and skills. Metaverse in education plays a crucial role in corporate training by enabling the creation of immersive learning environments, integrating storytelling and role-playing, offering AI-driven assistance, and establishing digital spaces that traditional training methods cannot replicate. For instance, a survey conducted in July 2022 by the Society for Human Resource Management (SHRM), a US-based professional human resources membership association, revealed that more than half (55%) of surveyed employees expressed the need for additional training to enhance their job performance. Furthermore, over 76% of workers believed they were more likely to remain with a company that provided continuous training opportunities. Consequently, the growing demand for corporate training is a driving force behind the expansion of the metaverse in the education market.

Concerns regarding privacy and safety within the metaverse have the potential to significantly impede the growth of the metaverse in education market. The absence of regulatory frameworks to enforce privacy standards in the metaverse is a prominent worry. Given that the metaverse is a relatively new concept, it lacks specific regulations to safeguard the privacy and security of users. This dearth of privacy and safety measures may result in users being hesitant to participate in virtual environments, ultimately limiting the adoption of metaverse technology in education. As an example, in 2021, a report from Arkose Labs Inc., a US-based company specializing in online account security and fraud prevention, revealed that metaverse businesses encountered 80% more bot attacks and 40% more human attacks than other online businesses during the same year. Consequently, apprehensions related to privacy and safety are acting as a deterrent to the growth of the metaverse in the education market.

Prominent players in the metaverse education market are actively concentrating on the development of advanced solutions, particularly in the realm of mixed reality, to maintain their market standing. Mixed reality, an immersive technology, seamlessly integrates physical and digital elements to facilitate interaction between the two. For instance, in November 2021, Microsoft Corporation, a leading technology company headquartered in the United States, introduced Microsoft Mesh. This innovative feature blends the productivity tools of Microsoft Teams with the mixed-reality capabilities of Microsoft Mesh, enabling individuals in different physical locations to engage in collaborative and shared holographic experiences. Mesh builds upon existing Teams features like together mode and presenter mode, enhancing collaboration and immersion in remote and hybrid meetings. Users of Mesh for Teams can enter virtual environments using personalized avatars, fostering innovative interactions in virtual meetings.

In April 2022, Unity Software Inc., a software development company based in the United States, formed a partnership with Meta Immersive Learning. The collaboration aims to expand the realm of VR (virtual reality) education, promote immersive learning experiences, and enhance the diversity of the XR (Extended Reality) creator workforce. Through this partnership, the two companies intend to eliminate barriers to accessing immersive technologies, ushering in new opportunities for individuals to learn and develop within the metaverse. Notably, Meta Immersive Learning operates under the umbrella of Meta Inc., a US-based technology company renowned for its expertise in virtual and augmented reality technologies, which are integral components of the education metaverse.

Major players in the metaverse in education market are Microsoft Corporation, Meta Platforms Inc., Baidu Inc., Epic Games Inc., Roblox, Arizona State University, Rec Room, Linden Lab, Labster, The University of Miami, Hatch Early Learning, NEOMA Business School, Skillful Craftsman Education Technology, Talespin, High Fidelity Inc., TinyTap, MedRoom, Shenzhen Meten International Education Co. Ltd., 21K School, Axon Park, Immerse, Invact Metaversity, Marvrus, NextMeet, Tomorrow's Education, VictoryXR Inc., VR Chat, Avantis Education, Sophia Technologies Ltd.

North America was the largest region in the metaverse in education market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in metaverse in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the metaverse in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The metaverse in education market consists of revenues earned by entities by providing virtual classrooms, virtual libraries, real-time assessment and feedback. The market value includes the value of related goods sold by the service provider or included within the service offering. The metaverse in education market also includes sales of augmented reality devices (AR Devices), virtual reality devices (VR Devices) and projectors. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Product Code: r12241

Table of Contents

1. Executive Summary

2. Metaverse In Education Market Characteristics

3. Metaverse In Education Market Trends And Strategies

4. Metaverse In Education Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Metaverse In Education Market Size and Growth

  • 5.1. Global Metaverse In Education Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Metaverse In Education Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Metaverse In Education Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Metaverse In Education Market Segmentation

  • 6.1. Global Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Hardware
  • Software
  • Professional Services
  • 6.2. Global Metaverse In Education Market, Segmentation By Deployment, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Other Applications
  • 6.4. Global Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • K-12
  • Higher Education
  • Corporate Training

7. Metaverse In Education Market Regional And Country Analysis

  • 7.1. Global Metaverse In Education Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Metaverse In Education Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Metaverse In Education Market

  • 8.1. Asia-Pacific Metaverse In Education Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Metaverse In Education Market

  • 9.1. China Metaverse In Education Market Overview
  • 9.2. China Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Metaverse In Education Market

  • 10.1. India Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Metaverse In Education Market

  • 11.1. Japan Metaverse In Education Market Overview
  • 11.2. Japan Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Metaverse In Education Market

  • 12.1. Australia Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Metaverse In Education Market

  • 13.1. Indonesia Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Metaverse In Education Market

  • 14.1. South Korea Metaverse In Education Market Overview
  • 14.2. South Korea Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Metaverse In Education Market

  • 15.1. Western Europe Metaverse In Education Market Overview
  • 15.2. Western Europe Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Metaverse In Education Market

  • 16.1. UK Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Metaverse In Education Market

  • 17.1. Germany Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Metaverse In Education Market

  • 18.1. France Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Metaverse In Education Market

  • 19.1. Italy Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Metaverse In Education Market

  • 20.1. Spain Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Metaverse In Education Market

  • 21.1. Eastern Europe Metaverse In Education Market Overview
  • 21.2. Eastern Europe Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Metaverse In Education Market

  • 22.1. Russia Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Metaverse In Education Market

  • 23.1. North America Metaverse In Education Market Overview
  • 23.2. North America Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Metaverse In Education Market

  • 24.1. USA Metaverse In Education Market Overview
  • 24.2. USA Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Metaverse In Education Market

  • 25.1. Canada Metaverse In Education Market Overview
  • 25.2. Canada Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Metaverse In Education Market

  • 26.1. South America Metaverse In Education Market Overview
  • 26.2. South America Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Metaverse In Education Market

  • 27.1. Brazil Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Metaverse In Education Market

  • 28.1. Middle East Metaverse In Education Market Overview
  • 28.2. Middle East Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Metaverse In Education Market

  • 29.1. Africa Metaverse In Education Market Overview
  • 29.2. Africa Metaverse In Education Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Metaverse In Education Market, Segmentation By Application, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Metaverse In Education Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Metaverse In Education Market Competitive Landscape And Company Profiles

  • 30.1. Metaverse In Education Market Competitive Landscape
  • 30.2. Metaverse In Education Market Company Profiles
    • 30.2.1. Microsoft Corporation
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Meta Platforms Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Baidu Inc.
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Epic Games Inc.
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Roblox
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Metaverse In Education Market Other Major And Innovative Companies

  • 31.1. Arizona State University
  • 31.2. Rec Room
  • 31.3. Linden Lab
  • 31.4. Labster
  • 31.5. The University of Miami
  • 31.6. Hatch Early Learning
  • 31.7. NEOMA Business School
  • 31.8. Skillful Craftsman Education Technology
  • 31.9. Talespin
  • 31.10. High Fidelity Inc.
  • 31.11. TinyTap
  • 31.12. MedRoom
  • 31.13. Shenzhen Meten International Education Co. Ltd.
  • 31.14. 21K School
  • 31.15. Axon Park

32. Global Metaverse In Education Market Competitive Benchmarking

33. Global Metaverse In Education Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Metaverse In Education Market

35. Metaverse In Education Market Future Outlook and Potential Analysis

  • 35.1 Metaverse In Education Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Metaverse In Education Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Metaverse In Education Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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