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Metaverse Education - Benelux

Benelux
  • The Metaverse Education market is projected to reach a value of US$37.7m in 2024.
  • This market segment is expected to experience a steady annual growth rate (CAGR 2024-2030) of 48.86%, resulting in a projected market volume of US$410.7m by 2030.
  • In the Benelux region, which includes Belgium, Netherlands, and Luxembourg, the projected market volume is estimated to be US$1.0bn in 2024.
  • However, United States currently generates the highest value in the Metaverse Education market.
  • Looking at user statistics, the number of users in the Metaverse Education market is expected to reach 916.2k users by 2030.
  • User penetration, which indicates the percentage of users in relation to the total population, is projected to be 0.8% in 2024 and is expected to increase to 3.1% by 2030.
  • The average value per user (ARPU) in this market segment is estimated to be US$155.8.
  • The Benelux region is experiencing a surge in demand for Metaverse Education, with immersive virtual learning platforms gaining popularity among students and educators.

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 Benelux is experiencing significant growth and development due to several factors.

    Customer preferences:
    Customers in the Benelux region are increasingly interested in immersive and interactive learning experiences. They are looking for educational platforms that go beyond traditional classroom settings and offer a more engaging and personalized approach to learning. The use of virtual reality (VR) and augmented reality (AR) technologies in education is gaining popularity among students and educators alike. These technologies allow for a more immersive and interactive learning experience, which appeals to the preferences of customers in the Benelux region.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Benelux is the adoption of virtual classrooms. Virtual classrooms provide a digital environment where students and teachers can interact in real-time, regardless of their physical location. This trend has gained momentum due to the COVID-19 pandemic, which has accelerated the shift towards online and remote learning. Virtual classrooms offer a flexible and accessible learning solution, allowing students to continue their education from the comfort of their own homes. Another trend in the market is the integration of gamification elements in educational platforms. Gamification involves incorporating game-like elements, such as rewards, challenges, and leaderboards, into the learning process. This approach makes learning more enjoyable and motivates students to actively engage with the educational content. Gamification has been proven to enhance student motivation and improve learning outcomes, making it a popular trend in the Metaverse Education market in Benelux.

    Local special circumstances:
    The Benelux region is known for its strong emphasis on education and innovation. The governments in Belgium, the Netherlands, and Luxembourg have made significant investments in the education sector, promoting the use of technology in classrooms. This supportive environment has created a favorable landscape for the growth of the Metaverse Education market in Benelux.

    Underlying macroeconomic factors:
    The Metaverse Education market in Benelux is also influenced by underlying macroeconomic factors. The region has a strong digital infrastructure and high internet penetration rates, which facilitate the adoption of online educational platforms. Additionally, the Benelux countries have a high level of digital literacy among their population, making them well-equipped to embrace new technologies in education. In conclusion, the Metaverse Education market in Benelux is experiencing growth and development due to customer preferences for immersive and interactive learning experiences, the adoption of virtual classrooms, the integration of gamification elements, the supportive educational environment in the region, and the underlying macroeconomic factors. These factors are driving the demand for Metaverse Education solutions in Benelux and shaping the future of education in 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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