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Metaverse Education - China

China
  • The projected value of the Metaverse Education market in 2024 is estimated to reach US$283.5m.
  • This market is expected to experience a steady annual growth rate (CAGR 2024-2030) of 48.51%, resulting in a projected market volume of US$3.0bn by 2030.
  • In 2024, United States is anticipated to generate the majority of the market value, with a projected market volume of US$1.0bn.
  • Looking at the number of users in the Metaverse Education market, it is expected to reach 19.4m users by 2030.
  • The user penetration rate is projected to be 0.4% in 2024 and is expected to increase to 1.4% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$54.8.
  • It is worth noting that these insights pertain to the Metaverse Education market, a segment that holds significant potential within the broader industry.
  • Additionally, these projections and figures specifically apply to the country of China.
  • China is at the forefront of Metaverse Education, with its tech-savvy population and government support driving innovation and adoption in the market.

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 China is experiencing significant growth and development due to a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    Customer preferences:
    Chinese consumers have shown a strong preference for digital learning platforms and immersive educational experiences. This preference is driven by several factors, including the increasing importance of technology in everyday life, the convenience and flexibility of online learning, and the desire for personalized and interactive educational content. In addition, the younger generation in China, which makes up a significant portion of the population, is particularly tech-savvy and comfortable with digital platforms, making them more receptive to Metaverse Education offerings.

    Trends in the market:
    One of the key trends in the Metaverse Education market in China is the integration of virtual reality (VR) and augmented reality (AR) technologies into educational experiences. These technologies allow students to immerse themselves in virtual environments, interact with digital objects, and engage in hands-on learning activities. This trend is driven by the increasing availability and affordability of VR and AR devices, as well as the growing recognition of their potential to enhance learning outcomes. Another trend in the market is the development of Metaverse Education platforms that cater to specific subject areas or educational levels. For example, there are platforms that focus on STEM education, language learning, or exam preparation. This specialization allows providers to tailor their offerings to the specific needs and interests of different student groups, thereby enhancing the overall learning experience.

    Local special circumstances:
    China's large population and vast geographic expanse present unique challenges and opportunities for the Metaverse Education market. On one hand, the size of the market provides a significant customer base and revenue potential for Metaverse Education providers. On the other hand, the diversity of the population and regional differences in educational resources and quality create a need for accessible and high-quality educational solutions that can reach students across the country. Furthermore, the Chinese government has been actively promoting the integration of technology in education as part of its broader efforts to modernize the education system and enhance the country's human capital. This includes initiatives to develop digital infrastructure, promote the use of educational technology in schools, and support the growth of the EdTech sector. These government initiatives create a favorable environment for the development and adoption of Metaverse Education solutions.

    Underlying macroeconomic factors:
    China's strong economic growth and rising middle class have contributed to increased investment in education and a growing demand for high-quality educational products and services. As families have more disposable income, they are willing to spend on education to give their children a competitive edge. This has created a favorable market environment for Metaverse Education providers, who can offer innovative and engaging learning experiences that differentiate themselves from traditional educational offerings. Additionally, the COVID-19 pandemic has accelerated the adoption of online learning and digital education solutions in China. The widespread school closures and social distancing measures necessitated the use of remote learning platforms, leading to increased awareness and acceptance of Metaverse Education as a viable alternative to traditional classroom-based education. As a result, both students and parents are more open to embracing new technologies and digital learning experiences, further driving the growth of the Metaverse Education market in China. In conclusion, the Metaverse Education market in China is experiencing rapid growth and development due to customer preferences for digital learning, market trends such as the integration of VR and AR technologies, local special circumstances including the large population and government support, and underlying macroeconomic factors such as rising disposable income and the impact of the COVID-19 pandemic. These factors are driving the adoption of Metaverse Education solutions and shaping the future of education in China.

    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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    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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