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The mixed reality in education sector market size is estimated to grow at a CAGR of 72.49% between 2022 and 2027 and size of the market is forecast to increase by USD 250,820.83 thousand. The report includes historic market data from 2017 to 2021. It also extensively covers market segmentation by Product (hardware and software), End-user (higher education and k-12), and Geography (North America, Europe, APAC, South America, and Middle East and Africa). This report also includes an in-depth analysis of drivers, trends, and challenges.
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. 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.
Furthermore, the concept of MR Labs in classrooms, and the increased affordability of MR hardware are driving the growth of the market.
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Vendors 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 mixed reality in education sector market report also includes detailed analyses of the competitive landscape of the market and information about 15 market vendors, including:
Qualitative and quantitative analysis of vendors has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
North America is estimated to contribute 34% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
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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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In 2017, the hardware segment was worth USD 1,903.85 thousand and is expected to keep growing until 2021. 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.
Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
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.
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 global MR education market.
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. 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 MR education market.
The 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 report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.
Global Mixed Reality in Education Sector Market Customer Landscape
COVID-19 had a negative impact on the North American MR education market in 2020, with lockdowns and remote work reducing adoption. However, platforms like Microsoft Teams, Google Meet, and Zoom accelerated MR deployment. In 2021, large-scale vaccination drives in North America stabilized economic conditions, reopening schools and driving demand for e-learning courses with MR technology. This will drive market growth in the region.
The mixed reality in education sector market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027.
Mixed Reality In Education Sector Market Scope |
|
Report Coverage |
Details |
Page number |
159 |
Base year |
2022 |
Historic period |
2017-2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 72.49% |
Market growth 2023-2027 |
USD 250,820.83 th |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
60.28 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 34% |
Key countries |
US, Canada, China, UK, and Germany |
Competitive landscape |
Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks |
Key companies profiled |
Acer Inc., Alchemy Immersive Ltd., Alphabet Inc., Avantis Systems Ltd., Eon Reality Inc., fotonVR, GIGXR 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, Market condition analysis for forecast 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. |
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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 Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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