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Metaverse Education - Americas

Americas
  • The projected value of the Metaverse Education market in the Americas is expected to reach US$1.2bn by 2024.
  • Furthermore, it is predicted to experience an annual growth rate (CAGR 2024-2030) of 43.41%, resulting in a projected market volume of US$10.4bn by 2030.
  • The United States generates the most value in this market segment, with a projected market volume of US$1.0bn in 2024.
  • In terms of user numbers, the Metaverse Education market is expected to have approximately 21.9m users users by 2030.
  • The user penetration rate is projected to be 0.7% in 2024 and is expected to increase to 2.4% by 2030.
  • The average value per user (ARPU) is predicted to amount to US$192.0.
  • In the Americas, the current trend in the Metaverse Education market is the rapid adoption of virtual reality technology in schools and universities, enhancing the learning experience for students.

Definition:

The Education market refers to the use of virtual and augmented reality technology in education and training. This includes both formal education, such as primary, secondary, and higher education, as well as professional education, such as training programs for working professionals.

Structure:

Professional education on the one hand refers to training and development programs for working professionals, such as executive education, certification programs, and continuing education. These programs are typically designed to help professionals acquire new skills, stay current with industry trends, and advance their careers. They can be delivered in a variety of formats, which include online courses, virtual classrooms, and immersive simulations. On the other hand, formal education refers to the traditional classroom-based education system and includes primary, secondary, and higher education. In the metaverse, formal education can take place in virtual classrooms, where students can interact with teachers and classmates in real time and access course materials, assignments, and assessments. Additionally, virtual and augmented reality can be used to create immersive learning experiences that can supplement or replace traditional classroom-based instruction.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Market numbers for digital education are also featured in the Digital Market Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual field trips, such as Google Expeditions
  • Virtual lab simulations, such as Nearpod
  • Virtual tutoring and online classes in the metaverse, such as Classcraft

Out-Of-Scope

  • Online classes or courses, such as Udemy
  • Online univeristy, such as watching lectures online
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Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Education market in Americas is experiencing significant growth and development due to several key factors.

    Customer preferences:
    Customers in the Americas are increasingly turning to the Metaverse for educational purposes due to its immersive and interactive nature. The ability to explore virtual environments and engage in hands-on learning experiences is highly appealing to students of all ages. Additionally, the Metaverse offers a flexible and personalized learning experience, allowing students to learn at their own pace and in their own way.

    Trends in the market:
    One of the major trends in the Metaverse Education market in Americas is the integration of virtual reality (VR) and augmented reality (AR) technologies. These technologies enhance the immersive nature of the Metaverse, allowing students to interact with virtual objects and environments in a more realistic and engaging way. This trend is driving the adoption of Metaverse Education platforms in schools and educational institutions across the region. Another trend in the market is the increasing collaboration between educational institutions and Metaverse developers. Schools and universities are partnering with Metaverse companies to create customized educational content and experiences that align with their curriculum. This collaboration is driving innovation in the Metaverse Education market and ensuring that the content provided is relevant and meaningful for students.

    Local special circumstances:
    The Americas is a diverse region with varying educational needs and priorities. In North America, there is a strong focus on STEM (science, technology, engineering, and mathematics) education, and the Metaverse is being used to enhance learning in these fields. In Latin America, where access to quality education can be limited in some areas, the Metaverse is providing a way for students to access educational resources and experiences that may not be available to them otherwise.

    Underlying macroeconomic factors:
    The development of the Metaverse Education market in Americas is also influenced by underlying macroeconomic factors. The region has a strong digital infrastructure, with widespread internet access and high smartphone penetration rates. This provides a solid foundation for the growth of the Metaverse Education market, as students and educators have the necessary tools to access and engage with Metaverse platforms. Additionally, there is a growing recognition of the importance of digital skills in the job market. Employers are increasingly seeking candidates with digital literacy and proficiency in emerging technologies. As a result, educational institutions in the Americas are incorporating the Metaverse into their curriculum to ensure that students are prepared for the digital future. In conclusion, the Metaverse Education market in Americas is thriving due to customer preferences for immersive and personalized learning experiences, trends in technology integration and collaboration, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected to play an increasingly important role in education across the region.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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