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The mixed reality in education sector market size is forecast to increase by USD 328.91 thousand at a CAGR of 66.18% between 2023 and 2028. The market is driven by several key factors. The rise in the number of MR classrooms signifies a growing trend towards immersive and interactive learning environments, where students can engage with content in innovative ways. Additionally, there is an increasing demand for experiential learning, as educators recognize the value of hands-on experiences in enhancing student comprehension and retention. Furthermore, the increased affordability of MR hardware makes these technologies more accessible to educational institutions, facilitating their integration into curriculum and instruction. Together, these factors contribute to the expansion of the MR market in education, offering students and educators exciting opportunities to explore and engage with learning content in new and immersive ways.
Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
Alchemy Immersive - The company offers a mixed-reality education program that takes students on virtual field trips. Also, the company provides complete production across a range of platforms such as iOS, Magic Leap, and Oculus, including creative development, real-time engine development, asset creation, post-production, and 360 films.
The market analysis and report also includes detailed analyses of the competitive landscape of the market and information about key companies, including:
Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market research and growth and players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
APAC is estimated to contribute 33% to the growth of the global market during the forecast period. Technavio's analysts have provided extensive insight into market forecasting, detailing the regional trends and drivers influencing the market's trajectory throughout the forecast years.
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The mixed reality in education sector market in North America is expected to grow at a steady rate during the forecast period. The major factor catering to the growth of the market is the increasing tech-savvy nature of students and teachers in North America. North America is an early adopter of modern technologies and is one of the major contributors to the growth of the market. The student population in the region is aware of the various technologies available in the market. Teachers, along with students, are more receptive to new modern technologies when compared with other regions.
The market share growth by the hardware segment will be significant during the forecast period. The hardware consists of Head Mounted Displays (HMDs) that are equipped with sensors, motion-tracking devices, and haptic devices. The hardware also consists of all-in-one computer systems that can be used to create MR images and videos. MR enables 3D visual representations of the experience, which conveys the depth of the content. These factors will drive the growth of the segment during the forecast period.
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The hardware segment was the largest and was valued at USD 2,471.20. This segment is crucial for mixed reality in education because HMDs are necessary for a successful MR effect. Vendors are creating affordable HMDs with MR software to take advantage of the education sector's potential. Microsoft is the dominant player in the hardware segment and has launched many products tailored to this market. The Microsoft HoloLens is the most popular HMD, allowing users to view holographic images and enhancing the MR experience. Hence, such factors are fuelling the growth of the market during the forecast period.
The market is driven by innovative technologies like Augmented Reality (AR) and Virtual Reality (VR), transforming traditional learning approaches. Institutions leverage MR classrooms equipped with head-mounted displays and motion trackers to create immersive learning experiences. Companies like Gaumard and Tata Elxsi contribute with cutting-edge solutions like VICTORIA and IoT devices, enhancing educational outcomes. However, data security concerns persist, necessitating robust measures from regulatory bodies like the Food and Drug Administration. Adoption varies across regions, with early adopters benefiting from new technologies. Challenges include the high cost of equipment and the need for comprehensive training. Despite obstacles, the integration of MR promises to revolutionize education, offering interactive and engaging learning environments that cater to diverse learning styles and improve student engagement and retention. Our researchers analyzed the data with 2023 as the base year, along with the market trends and analysis, drivers, and challenges. A holistic mixed reality in the education sector market growth analysis and report of drivers will help companies refine their marketing strategies to gain a competitive advantage.
Increasing demand for experiential learning is notably driving market growth. MR, a blend of VR and AR technologies, allows students to enter a virtual environment superimposed on the real world, making it a useful tool for experiential learning. This technology has already proven successful in museums and construction and can be easily implemented in schools and colleges.
Further, MR hardware and software are provided by various vendors, including Microsoft's HoloLens, which allows students to better understand complex subjects by projecting virtual images onto the real world. MR is gaining popularity in K-12 education, with projects such as Project Esper enabling medical students to simulate dissections from their dorm rooms. The growing demand for experiential learning will drive the market during the forecast period.
An increase in the number of technology partnerships is an emerging trend shaping market growth. As MR becomes more popular in education, vendors are partnering to offer affordable MR hardware, software, and content like simulations and apps to schools and colleges. By creating end-to-end solutions through technology partnerships, vendors hope to dominate the MR education market.
Moreover, one example is Pearson and Microsoft's collaboration to explore the potential of MR in education, creating content for online tutoring, nursing, and engineering. Pearson is already piloting MR content in schools, colleges, and universities using Microsoft HoloLens. Many educational institutions are also joining pilot programs to use MR in education, like Texas Tech University Health Sciences Center. More partnerships and collaborations will likely drive growth in the market during the forecast period.
Difficulty in creating content is a significant challenge hindering market growth. Educating the market about MR is a challenge, as students are less familiar with it compared to VR and AR. Despite MR's potential in education, there are few MR developers creating apps for the sector. The limited open-source tools available for educators are complex and time-consuming.
Moreover, this scarcity of developers makes it difficult to create MR apps. Having the right content is crucial for mass adoption, so Microsoft partnered with Pearson to develop MR learning tools for the HoloLens in nursing, engineering, and other fields. Microsoft also launched developer MR headsets to attract more MR developers. Difficulty creating content will slow the growth of the global market during the forecast period.
The market development analysis report includes the adoption lifecycle of the market, from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on market penetration. Furthermore, the market research and growth report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.
Customer Landscape
The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in "USD Thousand " for the period 2024-2028, as well as historical data from 2018 - 2022 for the following segments.
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In the market, product innovation and technological skill set drive advancements, with companies like Autodesk and Rockwell Automation pioneering solutions. Paul Kellenberger's contributions, alongside products like Vuforia, enhance educational experiences by integrating Mixed Reality into classrooms. Statistics indicate early adoption across various regions, with Silicon Valley at the forefront. MR applications, including bodyswaps and ADHD simulations, offer immersive learning opportunities, earliest, fostering engagement and comprehension. TeamViewer facilitates collaboration, while product differentiation ensures diverse educational offerings. However, challenges persist, such as the need for specialized technological skills and ensuring accessibility for all learners. Nonetheless, the integration of Mixed Reality promises to revolutionize education, providing interactive and dynamic learning environments that cater to the diverse needs of students and educators alike.
Market Scope |
|
Report Coverage |
Details |
Page number |
164 |
Base year |
2023 |
Historic period |
2018 - 2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 66.18% |
Market Growth 2024-2028 |
USD 328.91 |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
62.09 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
APAC at 33% |
Key countries |
US, China, UK, Germany, and Canada |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
3D4Medical Ltd., Acer Inc., Alchemy Immersive Ltd., Alphabet Inc., Avantis Systems Ltd., Avegant Corp., Eon Reality Inc., fotonVR, GIGXR Inc., HP Inc., HTC Corp., Lenovo Group Ltd., Magic Leap Inc., Meta Platforms Inc., Microsoft Corp., Nearpod Inc., Osterhout Design Group, RedboxVR Ltd., Samsung Electronics Co. Ltd., Sony Group Corp., Unimersiv, Veative Labs, VictoryXR Inc., Virtalis Holdings Ltd., and zSpace Inc. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, condition analysis for the market projection period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by End-user
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
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