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Metaverse Education - Australia & Oceania

Australia & Oceania
  • The Metaverse Education market in Australia & Oceania is estimated to reach a value of US$51.0m in 2024.
  • It is projected to experience a compound annual growth rate (CAGR 2024-2030) of 48.68%, resulting in a market volume of US$551.4m by 2030.
  • The United States is expected to generate the highest market volume of US$1.0bn in 2024.
  • In terms of user numbers, the Metaverse Education market is predicted to have approximately 1.0m users users by 2030.
  • The user penetration rate is forecasted to be 0.9% in 2024 and is expected to reach 3.1% by 2030.
  • The average value per user (ARPU) is projected to be US$185.3.
  • The demand for virtual reality-based educational platforms is rapidly growing in Australia, making it a key market for Metaverse education.

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 Australia & Oceania is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this growth.

    Customer preferences in the Metaverse Education market in Australia & Oceania are shifting towards immersive and interactive learning experiences. Students and educators are increasingly seeking out virtual reality (VR) and augmented reality (AR) technologies to enhance the learning process. These technologies provide a more engaging and interactive educational experience, allowing students to explore virtual worlds and interact with digital objects.

    Additionally, the flexibility and accessibility of these technologies make them particularly appealing to remote learners and those in rural areas. Trends in the market show a growing adoption of Metaverse Education solutions in Australia & Oceania. Educational institutions are integrating VR and AR technologies into their curricula to enhance learning outcomes.

    This includes virtual field trips, where students can explore historical sites or natural environments without leaving the classroom. Furthermore, virtual classrooms are becoming more prevalent, allowing students and teachers to interact in a virtual environment regardless of their physical location. These trends are driven by the increasing availability and affordability of VR and AR devices, as well as advancements in software and content development.

    Local special circumstances in Australia & Oceania contribute to the development of the Metaverse Education market. The region's vast geographic expanse and dispersed population make it challenging for students and teachers to access educational resources. Metaverse Education solutions offer a way to overcome these barriers by providing virtual learning environments that can be accessed from anywhere with an internet connection.

    Additionally, the region's strong focus on innovation and technology adoption in education further drives the growth of the Metaverse Education market. Underlying macroeconomic factors also play a role in the development of the Metaverse Education market in Australia & Oceania. The region's strong economy and high levels of investment in education and technology create a favorable environment for the adoption of Metaverse Education solutions.

    Additionally, government initiatives to promote digital literacy and STEM education further support the growth of the market. These factors contribute to a positive outlook for the Metaverse Education market in Australia & Oceania. In conclusion, the Metaverse Education market in Australia & Oceania is experiencing significant growth and development.

    Customer preferences for immersive and interactive learning experiences, along with trends in the market, local special circumstances, and underlying macroeconomic factors, are all driving this growth. The region's focus on innovation and technology adoption, coupled with government support for digital education, create a favorable environment for the continued expansion of the Metaverse Education market.

    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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