Global Market For AR In Education Is Slated To Accelerate At A Colossal CAGR Of 80% To Top US$ 85 Bn By 2031

The global market for augmented reality (AR) in education is expected to grow significantly in the coming years, driven by factors such as the increasing adoption of technology in education, the growing demand for interactive and engaging learning experiences, and the increasing emphasis on personalized learning. Key players in the market include Microsoft Corporation, Google LLC, Apple Inc., Amazon.com, Inc., and PTC, Inc., among others. The market is segmented by component, such as hardware, software, and services. The market is also segmented by end-use, such as K-12 education, higher education, and corporate training, among others. Additionally, the market is segmented by geography, with regions such as North America, Europe, Asia Pacific, and Rest of the World.

The global market for augmented reality (AR) in education is expected to experience significant growth in the coming years. The increasing adoption of technology in education, the growing demand for interactive and engaging learning experiences, and the increasing emphasis on personalized learning are expected to drive the growth of the market. According to industry projections, the market is expected to grow at a staggering compound annual growth rate (CAGR) of 80% and reach a market size of US$ 85 billion by 2031. Other factors such as the increasing availability of AR-based educational tools, the growing focus on STEM education, and the increasing availability of funding for education technology initiatives are also expected to contribute to the growth of the market.

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Key findings of the Augmented Reality (AR) in Education market study:

  • The report provides a present market outlook on Augmented Reality (AR) in Education. Additionally, the Augmented Reality (AR) in Education market share is anticipated to grow with a CAGR of 80% in the forecast period.
  • Regional breakdown of the Augmented Reality (AR) in Education market based on predefined taxonomy.
  • Innovative manufacturing processes implemented by Augmented Reality (AR) in Education vendors in detail.
  • Region-wise and country-wise fragmentation of the Augmented Reality (AR) in Education market to grasp the revenue, and growth outlook in these areas.
  • Changing preferences among consumers across various regions and countries.
  • Factors (Positive and Negative) impacting the growth of the global Augmented Reality (AR) in Education market.
  • Augmented Reality (AR) in Education price, market share, and Trends forecast for assessment period 2021-2031

Key Segments Covered in AR in Education Industry Research

  • Product
    • Use of AR Solutions in Education
    • Use of AR Hardware in Education
    • Use of AR Content Management in Education
    • Use of AR Gaming in Education
    • Use of AR Video Games in Education
  • Application
    • AR in K-12
    • AR in Primary and Secondary Education
    • AR in Higher education

What makes this Research different from others?

  • COVID- Impact analysis- The report includes details of the impact of the pandemic on the Augmented Reality (AR) in Education market further including insights on the pre-COVID situation. Additionally, this report benefits in terms of post-COVID recovery prospects, changing consumer demands, and buying patterns valuable for Augmented Reality (AR) in Education companies.
  • Industrial trend analysis- The research covers recent trends in the field of Augmented Reality (AR) in Education which are augmented with the applicable technologies and shifts in industrial processes. The scope for digital and industrial technologies is discussed in order to help client firms to understand the benefits and risks included in light of market trends.
  • Augmented Reality (AR) in Education Sustainability metrics- The rising concerns of environmentally friendly production and consumption are taken to next level in this research, as research is focused on emerging methods of ensuring sustainability. These insights include climate-friendly initiatives adopted by some players in the industry. Furthermore, details of manufacturers’ impact on carbon footprint are evaluated intend to make clients aware of their contribution to sustainable development goals.

Competitive Landscape

The Augmented Reality (AR) in Education industry is dominated by some prominent players including

  • Aug That
  • Blippar
  • Chromville
  • Curiscope Ltd.
  • DAQRI
  • EON Reality, Inc.
  • GAMOOZ Interactive Solutions Pvt. Ltd.
  • Google LLC
  • InGage Technologies
  • Magic Leap, Inc.
  • Meta Company
  • Popar
  • QuiverVision Limited

The competition in the sector is driven by key parameters such as product price, targeted customer base, and strategic marketing. Major players in the market focused on the Augmented Reality (AR) in Education market innovation by investing more in research and development. Furthermore, the industry players are focusing on the extensive usage of online distribution channels for enhanced cost-effectiveness. The sustainability in the supply chain is a decisive factor for Augmented Reality (AR) in Education brands leading to an impact on the margin profits of firms.

Report Benefits & Key Questions Answered

  • Augmented Reality (AR) in Education Company & brand share analysis: Company and brand share analysis on Augmented Reality (AR) in Education reveals how much market share is captured by Tier 1, Tier 2, and Tier 3 players
  • Augmented Reality (AR) in Education Historical volume analysis: The industry analysis provides data & insights on historical volume sales of Augmented Reality (AR) in Education
  • Augmented Reality (AR) in Education Category & segment level analysis: Fact.MR’s Augmented Reality (AR) in Education sales outlook offers category and segment level analysis on lucrative and nascent product types. Market players can use this information to identify sales potential and set sales targets at local, country, and regional level.
  • Augmented Reality (AR) in Education Consumption by demographics: The market intelligence study provides consumption by demographics analysis so market players can design their product and marketing strategies on the basis of high-value consumers
  • Post COVID consumer spending on Augmented Reality (AR) in Education: The report includes post COVID consumer spending analysis. This information will help business leads understand the shifts in purchasing power and behavior
  • Manufacturing trend analysis: Vital information on how market players are aligning their manufacturing strategies with respect to evolving consumer sentiments

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