Metaverse in Education Market Size, Share, and Trends 2024 to 2034

The global metaverse in education market size is accounted at USD 10.66 billion in 2025 and is forecasted to hit around USD 176.56 billion by 2034, representing a CAGR of 36.75% from 2025 to 2034. The North America market size was estimated at USD 2.78 billion in 2024 and is expanding at a CAGR of 36.78% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

  • Last Updated : February 2025
  • Report Code : 3691
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Metaverse in Education Market 

5.1. COVID-19 Landscape: Metaverse in Education Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Metaverse in Education Market, By Component

8.1. Metaverse in Education Market, by Component

8.1.1. Hardware

8.1.1.1. Market Revenue and Forecast

8.1.2. Services

8.1.2.1. Market Revenue and Forecast

Chapter 9. Global Metaverse in Education Market, By Application

9.1. Metaverse in Education Market, by Application

9.1.1. Learning, Skill Development

9.1.1.1. Market Revenue and Forecast

9.1.2. Educational Apps

9.1.2.1. Market Revenue and Forecast

9.1.3. Self-Regulation Skills

9.1.3.1. Market Revenue and Forecast

9.1.4. Cultural Understanding

9.1.4.1. Market Revenue and Forecast

Chapter 10. Global Metaverse in Education Market, Regional Estimates and Trend Forecast

10.1. North America

10.1.1. Market Revenue and Forecast, by Component

10.1.2. Market Revenue and Forecast, by Application

10.1.3. U.S.

10.1.3.1. Market Revenue and Forecast, by Component

10.1.3.2. Market Revenue and Forecast, by Application

10.1.4. Rest of North America

10.1.4.1. Market Revenue and Forecast, by Component

10.1.4.2. Market Revenue and Forecast, by Application

10.2. Europe

10.2.1. Market Revenue and Forecast, by Component

10.2.2. Market Revenue and Forecast, by Application

10.2.3. UK

10.2.3.1. Market Revenue and Forecast, by Component

10.2.3.2. Market Revenue and Forecast, by Application

10.2.4. Germany

10.2.4.1. Market Revenue and Forecast, by Component

10.2.4.2. Market Revenue and Forecast, by Application

10.2.5. France

10.2.5.1. Market Revenue and Forecast, by Component

10.2.5.2. Market Revenue and Forecast, by Application

10.2.6. Rest of Europe

10.2.6.1. Market Revenue and Forecast, by Component

10.2.6.2. Market Revenue and Forecast, by Application

10.3. APAC

10.3.1. Market Revenue and Forecast, by Component

10.3.2. Market Revenue and Forecast, by Application

10.3.3. India

10.3.3.1. Market Revenue and Forecast, by Component

10.3.3.2. Market Revenue and Forecast, by Application

10.3.4. China

10.3.4.1. Market Revenue and Forecast, by Component

10.3.4.2. Market Revenue and Forecast, by Application

10.3.5. Japan

10.3.5.1. Market Revenue and Forecast, by Component

10.3.5.2. Market Revenue and Forecast, by Application

10.3.6. Rest of APAC

10.3.6.1. Market Revenue and Forecast, by Component

10.3.6.2. Market Revenue and Forecast, by Application

10.4. MEA

10.4.1. Market Revenue and Forecast, by Component

10.4.2. Market Revenue and Forecast, by Application

10.4.3. GCC

10.4.3.1. Market Revenue and Forecast, by Component

10.4.3.2. Market Revenue and Forecast, by Application

10.4.4. North Africa

10.4.4.1. Market Revenue and Forecast, by Component

10.4.4.2. Market Revenue and Forecast, by Application

10.4.5. South Africa

10.4.5.1. Market Revenue and Forecast, by Component

10.4.5.2. Market Revenue and Forecast, by Application

10.4.6. Rest of MEA

10.4.6.1. Market Revenue and Forecast, by Component

10.4.6.2. Market Revenue and Forecast, by Application

10.5. Latin America

10.5.1. Market Revenue and Forecast, by Component

10.5.2. Market Revenue and Forecast, by Application

10.5.3. Brazil

10.5.3.1. Market Revenue and Forecast, by Component

10.5.3.2. Market Revenue and Forecast, by Application

10.5.4. Rest of LATAM

10.5.4.1. Market Revenue and Forecast, by Component

10.5.4.2. Market Revenue and Forecast, by Application

Chapter 11. Company Profiles

11.1. Microsoft

11.1.1. Company Overview

11.1.2. Product Offerings

11.1.3. Financial Performance

11.1.4. Recent Initiatives

11.2. Facebook (Meta)

11.2.1. Company Overview

11.2.2. Product Offerings

11.2.3. Financial Performance

11.2.4. Recent Initiatives

11.3. Google

11.3.1. Company Overview

11.3.2. Product Offerings

11.3.3. Financial Performance

11.3.4. Recent Initiatives

11.4. Unity Technologies

11.4.1. Company Overview

11.4.2. Product Offerings

11.4.3. Financial Performance

11.4.4. Recent Initiatives

11.5. NVIDIA Corporation

11.5.1. Company Overview

11.5.2. Product Offerings

11.5.3. Financial Performance

11.5.4. Recent Initiatives

11.6. HTC Corporation

11.6.1. Company Overview

11.6.2. Product Offerings

11.6.3. Financial Performance

11.6.4. Recent Initiatives

11.7. Sony Corporation

11.7.1. Company Overview

11.7.2. Product Offerings

11.7.3. Financial Performance

11.7.4. Recent Initiatives

11.8. Oculus VR (acquired by Meta)

11.8.1. Company Overview

11.8.2. Product Offerings

11.8.3. Financial Performance

11.8.4. Recent Initiatives

11.9. Samsung Electronics

11.9.1. Company Overview

11.9.2. Product Offerings

11.9.3. Financial Performance

11.9.4. Recent Initiatives

11.10. Lenovo Group

11.10.1. Company Overview

11.10.2. Product Offerings

11.10.3. Financial Performance

11.10.4. Recent Initiatives

Chapter 12. Research Methodology

12.1. Primary Research

12.2. Secondary Research

12.3. Assumptions

Chapter 13. Appendix

13.1. About Us

13.2. Glossary of Terms

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Frequently Asked Questions

The global metaverse in education market size is expected to increase USD 176.56 billion by 2034 from USD 7.72 billion in 2024.

The global metaverse in education market will register growth rate of 36.75% between 2025 and 2034.

The major players operating in the metaverse in education market are Microsoft, Facebook (Meta), Google, Unity Technologies, NVIDIA Corporation, HTC Corporation, Sony Corporation, Oculus VR (acquired by Meta), Samsung Electronics, Lenovo Group, Alphabet Inc., Apple Inc., Magic Leap, Qualcomm Technologies, PTC Inc., and Others.

The driving factors of the metaverse in education market are the collaboration & Social Interaction and the adoption of remote and hybrid learning models.

North America region will lead the global metaverse in education market during the forecast period 2025 to 2034.

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