The global AR in Education market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
AR technology can be used to develop games that combine events in the real world and use virtual information to enhance them.In addition, they provide educators with highly interactive and visual forms of learning.Through the strategy of device + cloud, it is an intelligent platform to greatly improve students' cognition and learning ability in time and space dimensions.
This report aims to provide a comprehensive presentation of the global market for AR in Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR in Education. This report contains market size and forecasts of AR in Education in global, including the following market information:
- Global AR in Education Market Revenue, 2018-2023, 2024-2032, ($ millions)
- Global top five companies in 2022 (%)
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
AR Audio Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of AR in Education include EON Reality, DAQRI, GAMOOZ, Magic Jump, QuiverVision, Magic Leap, Google, Chromville and Meta Company, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the AR in Education companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global AR in Education Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global AR in Education Market Segment Percentages, by Type, 2022 (%)
- AR Audio
- AR Video
- AR Games
- AR Content
- Other
Global AR in Education Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global AR in Education Market Segment Percentages, by Application, 2022 (%)
- Higher Education
- K-12
- Educational Training
Global AR in Education Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global AR in Education Market Segment Percentages, By Region and Country, 2022 (%)
- North America (United States, Canada, Mexico)
- Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe)
- Asia-Pacific (China, India, Japan, South Korea, Australia, Rest of APAC)
- The Middle East and Africa (Middle East, Africa)
- South and Central America (Brazil, Argentina, Rest of SCA)
Competitor Analysis
The report also provides analysis of leading market participants including:
- Key companies AR in Education revenues in global market, 2018-2023 (estimated), ($ millions)
- Key companies AR in Education revenues share in global market, 2022 (%)
key players include:
- EON Reality
- DAQRI
- GAMOOZ
- Magic Jump
- QuiverVision
- Magic Leap
- Google
- Chromville
- Meta Company
- InGage
- Popar
- Lenovo
Outline of Major Chapters:
Chapter 1: Introduces the definition of AR in Education, market overview.
Chapter 2: Global AR in Education market size in revenue.
Chapter 3: Detailed analysis of AR in Education company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of AR in Education in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.