Metaverse Education - BRICS

  • BRICS
  • The Metaverse Education market is predicted to reach a value of US$0.2bn in 2025.
  • This market segment is expected to demonstrate a steady annual growth rate (CAGR 2025-2030) of 48.74%, resulting in a projected market volume of US$1.8bn by 2030.
  • In 2025, United States is anticipated to generate the majority of the market value, with a projected market volume of US$1,444.0m.
  • Looking ahead to 2030, the number of users in the Metaverse Education market is expected to reach 29.1m users.
  • The user penetration rate is projected to be 0.5% in 2025 and is forecasted to increase to 1.5% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$25.8.
  • The BRICS countries, including Brazil, Russia, India, China, and South_Africa, are also expected to play a significant role in the Metaverse Education market.
  • In Brazil, the demand for virtual reality-based educational platforms is rising, as students embrace immersive learning experiences in the Metaverse.
 
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Analyst Opinion

The Metaverse Education market in BRICS is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in the Metaverse Education market in BRICS are increasingly seeking immersive and interactive learning experiences. They are looking for educational platforms that can provide a virtual environment where they can engage with content and interact with instructors and fellow learners. This preference for immersive learning is driven by the desire to enhance engagement, improve retention, and create a more personalized learning experience.

Trends in the market:
One of the key trends in the Metaverse Education market in BRICS is the adoption of virtual reality (VR) and augmented reality (AR) technologies. These technologies are being used to create virtual classrooms, where students can attend lectures, participate in discussions, and collaborate on projects in a virtual environment. VR and AR technologies also enable the creation of realistic simulations and scenarios, allowing students to practice real-world skills in a safe and controlled environment. Another trend in the market is the integration of gamification elements into educational platforms. Gamification involves the use of game design principles and mechanics to make learning more engaging and enjoyable. This trend is particularly popular among younger learners, who are accustomed to interactive and game-like experiences. By incorporating gamification elements, educational platforms in BRICS are able to motivate students, track their progress, and provide rewards and incentives for achieving learning goals.

Local special circumstances:
In BRICS countries, there is a growing demand for quality education and skills development. However, access to education is often limited by various factors, such as geographic location, lack of infrastructure, and affordability. The Metaverse Education market offers a solution to these challenges by providing virtual learning environments that can be accessed from anywhere, at any time. This is particularly beneficial for students in remote areas or those who are unable to attend traditional educational institutions. Furthermore, the COVID-19 pandemic has accelerated the adoption of online learning in BRICS countries. With the closure of schools and universities, there has been a surge in demand for digital education solutions. The Metaverse Education market has emerged as a viable alternative to traditional classroom-based learning, allowing students to continue their education remotely.

Underlying macroeconomic factors:
The growth of the Metaverse Education market in BRICS is also driven by favorable macroeconomic factors. BRICS countries have been experiencing rapid economic growth, which has led to an increase in disposable income and a rising middle class. As a result, there is a greater willingness and ability to invest in education and skills development. Additionally, the governments in BRICS countries have recognized the importance of digital education and have implemented policies and initiatives to promote its growth. These include investments in infrastructure, support for technology startups, and the development of digital literacy programs. The favorable regulatory environment and government support have created a conducive ecosystem for the Metaverse Education market to thrive. In conclusion, the Metaverse Education market in BRICS is experiencing significant growth and development due to customer preferences for immersive and interactive learning experiences, the adoption of VR and AR technologies, the integration of gamification elements, the need for access to quality education, the impact of the COVID-19 pandemic, rapid economic growth, and government support. These factors are driving the market forward and creating opportunities for innovation and expansion in the Metaverse Education sector.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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