Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global AR in Education Market by Type (AR Audio, AR Video, AR Games, AR Content, Other), By Application (Higher Education, K-12, Educational Training) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global AR in Education Market by Type (AR Audio, AR Video, AR Games, AR Content, Other), By Application (Higher Education, K-12, Educational Training) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 171938 3300 IT & Telecom 377 233 Pages 4.7 (45)
                                          

The global AR in education market is expected to grow from USD 1.5 billion in 2018 to USD 3.2 billion by 2030, at a CAGR of 16.6% during the forecast period. The growth of this market can be attributed to the increasing adoption of AR technology in education and training applications, which is expected to drive the demand for AR content and services over the next few years. AR audio: The global AR audio market is expected to grow from USD 0.3 billion in 2018 to USD 0.8 billion by 2030, at a CAGR of 18% during the forecast period due to its use as an educational tool for students with disabilities or learning difficulties such as dyslexia or autism spectrum disorder (ASD).

Some Of The Growth Factors Of This Market:

  1. AR is being used in education for various purposes, such as teaching students about the human body and anatomy, or helping them learn how to read music.
  2. AR can be used for educational purposes in the classroom by providing students with information that they would not otherwise have access to, such as 3D models of organs and other structures inside the human body that are difficult to see on a 2D screen or paper diagram.
  3. AR can also be used outside of the classroom setting for educational purposes by providing students with information about their surroundings and environment.
  4. The use of augmented reality has been shown to increase student engagement levels.

Industry Growth Insights published a new data on “AR in Education Market”. The research report is titled “AR in Education Market research by Types (AR Audio, AR Video, AR Games, AR Content, Other), By Applications (Higher Education, K-12, Educational Training), By Players/Companies EON Reality, DAQRI, GAMOOZ, Magic Jump, QuiverVision, Magic Leap, Google, Chromville, Meta Company, InGage, Popar, Lenovo”.

Scope Of The Report

Report Attributes

Report Details

Report Title

AR in Education Market Research Report

By Type

AR Audio, AR Video, AR Games, AR Content, Other

By Application

Higher Education, K-12, Educational Training

By Companies

EON Reality, DAQRI, GAMOOZ, Magic Jump, QuiverVision, Magic Leap, Google, Chromville, Meta Company, InGage, Popar, Lenovo

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

233

Number of Tables & Figures

164

Customization Available

Yes, the report can be customized as per your need.


Global AR in Education Industry Outlook


Global AR in Education Market Report Segments:

The global AR in Education market is segmented on the basis of:

Types

AR Audio, AR Video, AR Games, AR Content, Other

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Higher Education, K-12, Educational Training

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. EON Reality
  2. DAQRI
  3. GAMOOZ
  4. Magic Jump
  5. QuiverVision
  6. Magic Leap
  7. Google
  8. Chromville
  9. Meta Company
  10. InGage
  11. Popar
  12. Lenovo

Global AR in Education Market Overview


Highlights of The AR in Education Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. AR Audio
    2. AR Video
    3. AR Games
    4. AR Content
    5. Other
  1. By Application:

    1. Higher Education
    2. K-12
    3. Educational Training
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the AR in Education Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global AR in Education Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Augmented Reality (AR) is a technology that allows digital information to be overlaid on a useru2019s view of the real world. This can be done in two ways: through direct interaction with the digital content, or by using sensors to detect objects and data in the environment and then providing feedback about them.

Some of the major players in the ar in education market are EON Reality, DAQRI, GAMOOZ, Magic Jump, QuiverVision, Magic Leap, Google, Chromville, Meta Company, InGage, Popar, Lenovo.

The ar in education market is expected to grow at a compound annual growth rate of 16.6%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. AR in Education Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. AR in Education Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. AR in Education Market - Supply Chain
   4.5. Global AR in Education Market Forecast
      4.5.1. AR in Education Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. AR in Education Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. AR in Education Market Absolute $ Opportunity

5. Global AR in Education Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. AR in Education Market Size and Volume Forecast by Type
      5.3.1. AR Audio
      5.3.2. AR Video
      5.3.3. AR Games
      5.3.4. AR Content
      5.3.5. Other
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global AR in Education Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. AR in Education Market Size and Volume Forecast by Application
      6.3.1. Higher Education
      6.3.2. K-12
      6.3.3. Educational Training
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global AR in Education Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. AR in Education Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global AR in Education Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. AR in Education Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global AR in Education Demand Share Forecast, 2019-2026

9. North America AR in Education Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America AR in Education Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America AR in Education Market Size and Volume Forecast by Application
      9.4.1. Higher Education
      9.4.2. K-12
      9.4.3. Educational Training
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America AR in Education Market Size and Volume Forecast by Type
      9.7.1. AR Audio
      9.7.2. AR Video
      9.7.3. AR Games
      9.7.4. AR Content
      9.7.5. Other
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America AR in Education Demand Share Forecast, 2019-2026

10. Latin America AR in Education Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America AR in Education Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America AR in Education Market Size and Volume Forecast by Application
      10.4.1. Higher Education
      10.4.2. K-12
      10.4.3. Educational Training
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America AR in Education Market Size and Volume Forecast by Type
      10.7.1. AR Audio
      10.7.2. AR Video
      10.7.3. AR Games
      10.7.4. AR Content
      10.7.5. Other
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America AR in Education Demand Share Forecast, 2019-2026

11. Europe AR in Education Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe AR in Education Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe AR in Education Market Size and Volume Forecast by Application
      11.4.1. Higher Education
      11.4.2. K-12
      11.4.3. Educational Training
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe AR in Education Market Size and Volume Forecast by Type
      11.7.1. AR Audio
      11.7.2. AR Video
      11.7.3. AR Games
      11.7.4. AR Content
      11.7.5. Other
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-YGrowth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe AR in Education Demand Share, 2019-2026

12. Asia Pacific AR in Education Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific AR in Education Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific AR in Education Market Size and Volume Forecast by Application
      12.4.1. Higher Education
      12.4.2. K-12
      12.4.3. Educational Training
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific AR in Education Market Size and Volume Forecast by Type
      12.7.1. AR Audio
      12.7.2. AR Video
      12.7.3. AR Games
      12.7.4. AR Content
      12.7.5. Other
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific AR in Education Demand Share, 2019-2026

13. Middle East & Africa AR in Education Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa AR in Education Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa AR in Education Market Size and Volume Forecast by Application
      13.4.1. Higher Education
      13.4.2. K-12
      13.4.3. Educational Training
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa AR in Education Market Size and Volume Forecast by Type
      13.7.1. AR Audio
      13.7.2. AR Video
      13.7.3. AR Games
      13.7.4. AR Content
      13.7.5. Other
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa AR in Education Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global AR in Education Market: Market Share Analysis
   14.2. AR in Education Distributors and Customers
   14.3. AR in Education Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. EON Reality
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. DAQRI
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. GAMOOZ
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Magic Jump
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. QuiverVision
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Magic Leap
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Google
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Chromville
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Meta Company
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. InGage
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Popar
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Lenovo
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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