Metaverse in Education Comprehensive Study by Type (Hardware, Software), Application (Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding, Others) Players and Region - Global Market Outlook to 2027

Metaverse in Education Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Metaverse in Education
An online learning platform called Metaverse Learning offers a wide range of virtual learning options for businesses and educational organisations. The website has areas where users can practise developing particular talents in which they are exposed to situations relating to the skill they choose to practise. In the virtual environment known as Met averse, people can build and travel, interacting as avatars and other virtual characters and engaging in a variety of activities. Social relationships, communication, understanding of cultures, and the educational system as a whole could all be changed by the metaverse. Educational institutions are utilising the metaverse to build virtual campuses or classrooms that let students visit and engage with instructors and classmates in a variety of class settings based on their choices.

AttributesDetails
Study Period2017-2027
Base Year2021
UnitValue (USD Million)


The market for metaverse in education is highly fragmented and the major key players and big giants such as Microsoft and Facebook are highly investing in the metaverse innovative platform for education and learning. The existing player in the market to expand their market share and profitability, these businesses are utilising strategic collaboration projects. Mid-size and smaller businesses are, however, expanding their market presence by gaining new contracts and by tapping into new markets as a result of technical improvements and product innovations. Analyst at AMA Research estimates that United States Vendors will contribute the maximum growth to Global Metaverse in Education market throughout the forecasted period. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Axon Park ( United States ), Immerse ( California ), VRAcademi ( United Kingdom), Gatherverse ( United States), Inevitable Media ( United Kingdom ), Metaverse learning ( United Kingdom), K12 ( United States ), Microsoft ( United States ), Stemuli ( United States ), Metaversity ( India), 21 K School ( India), Tommorows Education ( Germany), Luca and friend ( United States ), DevDen ( India) and Tomorrow’s Education ( Germany) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research coverage are Sophia Technologies Ltd. Metaverse Group, Skillful Craftsman Education Technology Ltd., Jiangsu Hibao Tech Software Co. Ltd. and Roblox.

Segmentation Overview
AMA Research has segmented the market of Global Metaverse in Education market by Type (Hardware and Software), Application (Learning, Skill Development, Educational Apps, Self-Regulation Skills, Cultural Understanding and Others) and Region.



On the basis of geography, the market of Metaverse in Education has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).

Market Leaders and their expansionary development strategies
On October 28, 2021, AGM Group Holdings Inc. and Meten Holding Group Announce a Strategic Partnership. One of China's top multichannel English language training ("ELT") service providers, Meten Holding Group Ltd., formerly known as Meten EdtechX Education Group Ltd., offers English language and skills training to Chinese students and professionals., and On 17 May 2022, by merging with EdtechX Holdings Acquisition Corp. II, zSpace, Inc., a leading provider of augmented and virtual reality educational technology for K–12 and workforce development, will become public.



Market Drivers
  • Rapid adoption of virtual technologies boost the market growth
  • Decreasing Price of VR headset drives the market growth

Opportunities
  • Pandemic has created opportunities for the ED Tech Platform
  • Major players in the metaverse industry creating innovative platform will create tremendous opportunity for the market.

Restraints
  • Lack of awareness and trust will hampers the market growth
  • High cost of advance metaverse technology will restrict the market growth

Challenges
  • Concern regarding the privacy and security stymie the market growth
  • Lack of infrastructure in underdeveloped and developing countries


Key Target Audience
New Entrants and Investors, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.

The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.

Report Objectives / Segmentation Covered

By Type
  • Hardware
  • Software
By Application
  • Learning
  • Skill Development
  • Educational Apps
  • Self-Regulation Skills
  • Cultural Understanding
  • Others
By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rapid adoption of virtual technologies boost the market growth
      • 3.2.2. Decreasing Price of VR headset drives the market growth
    • 3.3. Market Challenges
      • 3.3.1. Concern regarding the privacy and security stymie the market growth
      • 3.3.2. Lack of infrastructure in underdeveloped and developing countries
    • 3.4. Market Trends
      • 3.4.1. Advancement in the AI and VR technology boosts the market growth
      • 3.4.2. Rising Investment in the ED-Tech start-ups
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Metaverse in Education, by Type, Application and Region (value and price ) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Metaverse in Education (Value)
      • 5.2.1. Global Metaverse in Education by: Type (Value)
        • 5.2.1.1. Hardware
        • 5.2.1.2. Software
      • 5.2.2. Global Metaverse in Education by: Application (Value)
        • 5.2.2.1. Learning
        • 5.2.2.2. Skill Development
        • 5.2.2.3. Educational Apps
        • 5.2.2.4. Self-Regulation Skills
        • 5.2.2.5. Cultural Understanding
        • 5.2.2.6. Others
      • 5.2.3. Global Metaverse in Education Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
    • 5.3. Global Metaverse in Education (Price)
      • 5.3.1. Global Metaverse in Education by: Type (Price)
  • 6. Metaverse in Education: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Axon Park ( United States )
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Immerse ( California )
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. VRAcademi ( United Kingdom)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Gatherverse ( United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Inevitable Media ( United Kingdom )
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Metaverse learning ( United Kingdom)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. K12 ( United States )
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Microsoft ( United States )
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Stemuli ( United States )
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Metaversity ( India)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. 21 K School ( India)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Tommorows Education ( Germany)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
      • 6.4.13. Luca and friend ( United States )
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
      • 6.4.14. DevDen ( India)
        • 6.4.14.1. Business Overview
        • 6.4.14.2. Products/Services Offerings
        • 6.4.14.3. Financial Analysis
        • 6.4.14.4. SWOT Analysis
      • 6.4.15. Tomorrow’s Education ( Germany)
        • 6.4.15.1. Business Overview
        • 6.4.15.2. Products/Services Offerings
        • 6.4.15.3. Financial Analysis
        • 6.4.15.4. SWOT Analysis
  • 7. Global Metaverse in Education Sale, by Type, Application and Region (value and price ) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Metaverse in Education (Value)
      • 7.2.1. Global Metaverse in Education by: Type (Value)
        • 7.2.1.1. Hardware
        • 7.2.1.2. Software
      • 7.2.2. Global Metaverse in Education by: Application (Value)
        • 7.2.2.1. Learning
        • 7.2.2.2. Skill Development
        • 7.2.2.3. Educational Apps
        • 7.2.2.4. Self-Regulation Skills
        • 7.2.2.5. Cultural Understanding
        • 7.2.2.6. Others
      • 7.2.3. Global Metaverse in Education Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
    • 7.3. Global Metaverse in Education (Price)
      • 7.3.1. Global Metaverse in Education by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Metaverse in Education: by Type(USD Million)
  • Table 2. Metaverse in Education Hardware , by Region USD Million (2016-2021)
  • Table 3. Metaverse in Education Software , by Region USD Million (2016-2021)
  • Table 4. Metaverse in Education: by Application(USD Million)
  • Table 5. Metaverse in Education Learning , by Region USD Million (2016-2021)
  • Table 6. Metaverse in Education Skill Development , by Region USD Million (2016-2021)
  • Table 7. Metaverse in Education Educational Apps , by Region USD Million (2016-2021)
  • Table 8. Metaverse in Education Self-Regulation Skills , by Region USD Million (2016-2021)
  • Table 9. Metaverse in Education Cultural Understanding , by Region USD Million (2016-2021)
  • Table 10. Metaverse in Education Others , by Region USD Million (2016-2021)
  • Table 11. South America Metaverse in Education, by Country USD Million (2016-2021)
  • Table 12. South America Metaverse in Education, by Type USD Million (2016-2021)
  • Table 13. South America Metaverse in Education, by Application USD Million (2016-2021)
  • Table 14. Brazil Metaverse in Education, by Type USD Million (2016-2021)
  • Table 15. Brazil Metaverse in Education, by Application USD Million (2016-2021)
  • Table 16. Argentina Metaverse in Education, by Type USD Million (2016-2021)
  • Table 17. Argentina Metaverse in Education, by Application USD Million (2016-2021)
  • Table 18. Rest of South America Metaverse in Education, by Type USD Million (2016-2021)
  • Table 19. Rest of South America Metaverse in Education, by Application USD Million (2016-2021)
  • Table 20. Asia Pacific Metaverse in Education, by Country USD Million (2016-2021)
  • Table 21. Asia Pacific Metaverse in Education, by Type USD Million (2016-2021)
  • Table 22. Asia Pacific Metaverse in Education, by Application USD Million (2016-2021)
  • Table 23. China Metaverse in Education, by Type USD Million (2016-2021)
  • Table 24. China Metaverse in Education, by Application USD Million (2016-2021)
  • Table 25. Japan Metaverse in Education, by Type USD Million (2016-2021)
  • Table 26. Japan Metaverse in Education, by Application USD Million (2016-2021)
  • Table 27. India Metaverse in Education, by Type USD Million (2016-2021)
  • Table 28. India Metaverse in Education, by Application USD Million (2016-2021)
  • Table 29. South Korea Metaverse in Education, by Type USD Million (2016-2021)
  • Table 30. South Korea Metaverse in Education, by Application USD Million (2016-2021)
  • Table 31. Taiwan Metaverse in Education, by Type USD Million (2016-2021)
  • Table 32. Taiwan Metaverse in Education, by Application USD Million (2016-2021)
  • Table 33. Australia Metaverse in Education, by Type USD Million (2016-2021)
  • Table 34. Australia Metaverse in Education, by Application USD Million (2016-2021)
  • Table 35. Rest of Asia-Pacific Metaverse in Education, by Type USD Million (2016-2021)
  • Table 36. Rest of Asia-Pacific Metaverse in Education, by Application USD Million (2016-2021)
  • Table 37. Europe Metaverse in Education, by Country USD Million (2016-2021)
  • Table 38. Europe Metaverse in Education, by Type USD Million (2016-2021)
  • Table 39. Europe Metaverse in Education, by Application USD Million (2016-2021)
  • Table 40. Germany Metaverse in Education, by Type USD Million (2016-2021)
  • Table 41. Germany Metaverse in Education, by Application USD Million (2016-2021)
  • Table 42. France Metaverse in Education, by Type USD Million (2016-2021)
  • Table 43. France Metaverse in Education, by Application USD Million (2016-2021)
  • Table 44. Italy Metaverse in Education, by Type USD Million (2016-2021)
  • Table 45. Italy Metaverse in Education, by Application USD Million (2016-2021)
  • Table 46. United Kingdom Metaverse in Education, by Type USD Million (2016-2021)
  • Table 47. United Kingdom Metaverse in Education, by Application USD Million (2016-2021)
  • Table 48. Netherlands Metaverse in Education, by Type USD Million (2016-2021)
  • Table 49. Netherlands Metaverse in Education, by Application USD Million (2016-2021)
  • Table 50. Rest of Europe Metaverse in Education, by Type USD Million (2016-2021)
  • Table 51. Rest of Europe Metaverse in Education, by Application USD Million (2016-2021)
  • Table 52. MEA Metaverse in Education, by Country USD Million (2016-2021)
  • Table 53. MEA Metaverse in Education, by Type USD Million (2016-2021)
  • Table 54. MEA Metaverse in Education, by Application USD Million (2016-2021)
  • Table 55. Middle East Metaverse in Education, by Type USD Million (2016-2021)
  • Table 56. Middle East Metaverse in Education, by Application USD Million (2016-2021)
  • Table 57. Africa Metaverse in Education, by Type USD Million (2016-2021)
  • Table 58. Africa Metaverse in Education, by Application USD Million (2016-2021)
  • Table 59. North America Metaverse in Education, by Country USD Million (2016-2021)
  • Table 60. North America Metaverse in Education, by Type USD Million (2016-2021)
  • Table 61. North America Metaverse in Education, by Application USD Million (2016-2021)
  • Table 62. United States Metaverse in Education, by Type USD Million (2016-2021)
  • Table 63. United States Metaverse in Education, by Application USD Million (2016-2021)
  • Table 64. Canada Metaverse in Education, by Type USD Million (2016-2021)
  • Table 65. Canada Metaverse in Education, by Application USD Million (2016-2021)
  • Table 66. Mexico Metaverse in Education, by Type USD Million (2016-2021)
  • Table 67. Mexico Metaverse in Education, by Application USD Million (2016-2021)
  • Table 68. Metaverse in Education: by Type(USD/Units)
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Company Basic Information, Sales Area and Its Competitors
  • Table 76. Company Basic Information, Sales Area and Its Competitors
  • Table 77. Company Basic Information, Sales Area and Its Competitors
  • Table 78. Company Basic Information, Sales Area and Its Competitors
  • Table 79. Company Basic Information, Sales Area and Its Competitors
  • Table 80. Company Basic Information, Sales Area and Its Competitors
  • Table 81. Company Basic Information, Sales Area and Its Competitors
  • Table 82. Company Basic Information, Sales Area and Its Competitors
  • Table 83. Company Basic Information, Sales Area and Its Competitors
  • Table 84. Metaverse in Education: by Type(USD Million)
  • Table 85. Metaverse in Education Hardware , by Region USD Million (2022-2027)
  • Table 86. Metaverse in Education Software , by Region USD Million (2022-2027)
  • Table 87. Metaverse in Education: by Application(USD Million)
  • Table 88. Metaverse in Education Learning , by Region USD Million (2022-2027)
  • Table 89. Metaverse in Education Skill Development , by Region USD Million (2022-2027)
  • Table 90. Metaverse in Education Educational Apps , by Region USD Million (2022-2027)
  • Table 91. Metaverse in Education Self-Regulation Skills , by Region USD Million (2022-2027)
  • Table 92. Metaverse in Education Cultural Understanding , by Region USD Million (2022-2027)
  • Table 93. Metaverse in Education Others , by Region USD Million (2022-2027)
  • Table 94. South America Metaverse in Education, by Country USD Million (2022-2027)
  • Table 95. South America Metaverse in Education, by Type USD Million (2022-2027)
  • Table 96. South America Metaverse in Education, by Application USD Million (2022-2027)
  • Table 97. Brazil Metaverse in Education, by Type USD Million (2022-2027)
  • Table 98. Brazil Metaverse in Education, by Application USD Million (2022-2027)
  • Table 99. Argentina Metaverse in Education, by Type USD Million (2022-2027)
  • Table 100. Argentina Metaverse in Education, by Application USD Million (2022-2027)
  • Table 101. Rest of South America Metaverse in Education, by Type USD Million (2022-2027)
  • Table 102. Rest of South America Metaverse in Education, by Application USD Million (2022-2027)
  • Table 103. Asia Pacific Metaverse in Education, by Country USD Million (2022-2027)
  • Table 104. Asia Pacific Metaverse in Education, by Type USD Million (2022-2027)
  • Table 105. Asia Pacific Metaverse in Education, by Application USD Million (2022-2027)
  • Table 106. China Metaverse in Education, by Type USD Million (2022-2027)
  • Table 107. China Metaverse in Education, by Application USD Million (2022-2027)
  • Table 108. Japan Metaverse in Education, by Type USD Million (2022-2027)
  • Table 109. Japan Metaverse in Education, by Application USD Million (2022-2027)
  • Table 110. India Metaverse in Education, by Type USD Million (2022-2027)
  • Table 111. India Metaverse in Education, by Application USD Million (2022-2027)
  • Table 112. South Korea Metaverse in Education, by Type USD Million (2022-2027)
  • Table 113. South Korea Metaverse in Education, by Application USD Million (2022-2027)
  • Table 114. Taiwan Metaverse in Education, by Type USD Million (2022-2027)
  • Table 115. Taiwan Metaverse in Education, by Application USD Million (2022-2027)
  • Table 116. Australia Metaverse in Education, by Type USD Million (2022-2027)
  • Table 117. Australia Metaverse in Education, by Application USD Million (2022-2027)
  • Table 118. Rest of Asia-Pacific Metaverse in Education, by Type USD Million (2022-2027)
  • Table 119. Rest of Asia-Pacific Metaverse in Education, by Application USD Million (2022-2027)
  • Table 120. Europe Metaverse in Education, by Country USD Million (2022-2027)
  • Table 121. Europe Metaverse in Education, by Type USD Million (2022-2027)
  • Table 122. Europe Metaverse in Education, by Application USD Million (2022-2027)
  • Table 123. Germany Metaverse in Education, by Type USD Million (2022-2027)
  • Table 124. Germany Metaverse in Education, by Application USD Million (2022-2027)
  • Table 125. France Metaverse in Education, by Type USD Million (2022-2027)
  • Table 126. France Metaverse in Education, by Application USD Million (2022-2027)
  • Table 127. Italy Metaverse in Education, by Type USD Million (2022-2027)
  • Table 128. Italy Metaverse in Education, by Application USD Million (2022-2027)
  • Table 129. United Kingdom Metaverse in Education, by Type USD Million (2022-2027)
  • Table 130. United Kingdom Metaverse in Education, by Application USD Million (2022-2027)
  • Table 131. Netherlands Metaverse in Education, by Type USD Million (2022-2027)
  • Table 132. Netherlands Metaverse in Education, by Application USD Million (2022-2027)
  • Table 133. Rest of Europe Metaverse in Education, by Type USD Million (2022-2027)
  • Table 134. Rest of Europe Metaverse in Education, by Application USD Million (2022-2027)
  • Table 135. MEA Metaverse in Education, by Country USD Million (2022-2027)
  • Table 136. MEA Metaverse in Education, by Type USD Million (2022-2027)
  • Table 137. MEA Metaverse in Education, by Application USD Million (2022-2027)
  • Table 138. Middle East Metaverse in Education, by Type USD Million (2022-2027)
  • Table 139. Middle East Metaverse in Education, by Application USD Million (2022-2027)
  • Table 140. Africa Metaverse in Education, by Type USD Million (2022-2027)
  • Table 141. Africa Metaverse in Education, by Application USD Million (2022-2027)
  • Table 142. North America Metaverse in Education, by Country USD Million (2022-2027)
  • Table 143. North America Metaverse in Education, by Type USD Million (2022-2027)
  • Table 144. North America Metaverse in Education, by Application USD Million (2022-2027)
  • Table 145. United States Metaverse in Education, by Type USD Million (2022-2027)
  • Table 146. United States Metaverse in Education, by Application USD Million (2022-2027)
  • Table 147. Canada Metaverse in Education, by Type USD Million (2022-2027)
  • Table 148. Canada Metaverse in Education, by Application USD Million (2022-2027)
  • Table 149. Mexico Metaverse in Education, by Type USD Million (2022-2027)
  • Table 150. Mexico Metaverse in Education, by Application USD Million (2022-2027)
  • Table 151. Metaverse in Education: by Type(USD/Units)
  • Table 152. Research Programs/Design for This Report
  • Table 153. Key Data Information from Secondary Sources
  • Table 154. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Metaverse in Education: by Type USD Million (2016-2021)
  • Figure 5. Global Metaverse in Education: by Application USD Million (2016-2021)
  • Figure 6. South America Metaverse in Education Share (%), by Country
  • Figure 7. Asia Pacific Metaverse in Education Share (%), by Country
  • Figure 8. Europe Metaverse in Education Share (%), by Country
  • Figure 9. MEA Metaverse in Education Share (%), by Country
  • Figure 10. North America Metaverse in Education Share (%), by Country
  • Figure 11. Global Metaverse in Education: by Type USD/Units (2016-2021)
  • Figure 12. Global Metaverse in Education share by Players 2021 (%)
  • Figure 13. Global Metaverse in Education share by Players (Top 3) 2021(%)
  • Figure 14. Global Metaverse in Education share by Players (Top 5) 2021(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Axon Park ( United States ) Revenue, Net Income and Gross profit
  • Figure 17. Axon Park ( United States ) Revenue: by Geography 2021
  • Figure 18. Immerse ( California ) Revenue, Net Income and Gross profit
  • Figure 19. Immerse ( California ) Revenue: by Geography 2021
  • Figure 20. VRAcademi ( United Kingdom) Revenue, Net Income and Gross profit
  • Figure 21. VRAcademi ( United Kingdom) Revenue: by Geography 2021
  • Figure 22. Gatherverse ( United States) Revenue, Net Income and Gross profit
  • Figure 23. Gatherverse ( United States) Revenue: by Geography 2021
  • Figure 24. Inevitable Media ( United Kingdom ) Revenue, Net Income and Gross profit
  • Figure 25. Inevitable Media ( United Kingdom ) Revenue: by Geography 2021
  • Figure 26. Metaverse learning ( United Kingdom) Revenue, Net Income and Gross profit
  • Figure 27. Metaverse learning ( United Kingdom) Revenue: by Geography 2021
  • Figure 28. K12 ( United States ) Revenue, Net Income and Gross profit
  • Figure 29. K12 ( United States ) Revenue: by Geography 2021
  • Figure 30. Microsoft ( United States ) Revenue, Net Income and Gross profit
  • Figure 31. Microsoft ( United States ) Revenue: by Geography 2021
  • Figure 32. Stemuli ( United States ) Revenue, Net Income and Gross profit
  • Figure 33. Stemuli ( United States ) Revenue: by Geography 2021
  • Figure 34. Metaversity ( India) Revenue, Net Income and Gross profit
  • Figure 35. Metaversity ( India) Revenue: by Geography 2021
  • Figure 36. 21 K School ( India) Revenue, Net Income and Gross profit
  • Figure 37. 21 K School ( India) Revenue: by Geography 2021
  • Figure 38. Tommorows Education ( Germany) Revenue, Net Income and Gross profit
  • Figure 39. Tommorows Education ( Germany) Revenue: by Geography 2021
  • Figure 40. Luca and friend ( United States ) Revenue, Net Income and Gross profit
  • Figure 41. Luca and friend ( United States ) Revenue: by Geography 2021
  • Figure 42. DevDen ( India) Revenue, Net Income and Gross profit
  • Figure 43. DevDen ( India) Revenue: by Geography 2021
  • Figure 44. Tomorrow’s Education ( Germany) Revenue, Net Income and Gross profit
  • Figure 45. Tomorrow’s Education ( Germany) Revenue: by Geography 2021
  • Figure 46. Global Metaverse in Education: by Type USD Million (2022-2027)
  • Figure 47. Global Metaverse in Education: by Application USD Million (2022-2027)
  • Figure 48. South America Metaverse in Education Share (%), by Country
  • Figure 49. Asia Pacific Metaverse in Education Share (%), by Country
  • Figure 50. Europe Metaverse in Education Share (%), by Country
  • Figure 51. MEA Metaverse in Education Share (%), by Country
  • Figure 52. North America Metaverse in Education Share (%), by Country
  • Figure 53. Global Metaverse in Education: by Type USD/Units (2022-2027)
List of companies from research coverage that are profiled in the study
  • Axon Park ( United States )
  • Immerse ( California )
  • VRAcademi ( United Kingdom)
  • Gatherverse ( United States)
  • Inevitable Media ( United Kingdom )
  • Metaverse learning ( United Kingdom)
  • K12 ( United States )
  • Microsoft ( United States )
  • Stemuli ( United States )
  • Metaversity ( India)
  • 21 K School ( India)
  • Tommorows Education ( Germany)
  • Luca and friend ( United States )
  • DevDen ( India)
  • Tomorrow’s Education ( Germany)
Additional players considered in the study are as follows:
Sophia Technologies Ltd. Metaverse Group , Skillful Craftsman Education Technology Ltd. , Jiangsu Hibao Tech Software Co. Ltd. , Roblox
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Key Highlights of Report


Jul 2022 203 Pages 90 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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The standard version of the report profiles players such as Axon Park ( United States ), Immerse ( California ), VRAcademi ( United Kingdom), Gatherverse ( United States), Inevitable Media ( United Kingdom ), Metaverse learning ( United Kingdom), K12 ( United States ), Microsoft ( United States ), Stemuli ( United States ), Metaversity ( India), 21 K School ( India), Tommorows Education ( Germany), Luca and friend ( United States ), DevDen ( India) and Tomorrow’s Education ( Germany) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Advancement in the AI and VR technology boosts the market growth " is seen as one of major influencing trends for Metaverse in Education Market during projected period 2021-2027.
The Metaverse in Education market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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