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:
- 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.
- 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.
- AR can also be used outside of the classroom setting for educational purposes by providing students with information about their surroundings and environment.
- 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 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:
- EON Reality
- DAQRI
- GAMOOZ
- Magic Jump
- QuiverVision
- Magic Leap
- Chromville
- Meta Company
- InGage
- Popar
- Lenovo
Highlights of The AR in Education Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- AR Audio
- AR Video
- AR Games
- AR Content
- Other
- By Application:
- Higher Education
- K-12
- Educational Training
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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.
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- Understanding Competition Scenario
- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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