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Metaverse Education - Egypt

Egypt
  • The Metaverse Education market in Egypt is projected to reach a value of US$11.3m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 49.02%, leading to a projected market volume of US$123.5m by 2030.
  • The United States is the primary contributor to this market, with a projected market volume of US$1.0bn in 2024.
  • In terms of users, the Metaverse Education market in Egypt is expected to have 2.3m users users by 2030.
  • The user penetration rate is projected to be 0.5% in 2024 and is expected to increase to 1.8% by 2030.
  • On average, the value per user (ARPU) is expected to amount to US$18.8.
  • Egypt is seeing a surge in the adoption of virtual reality technology for educational purposes, revolutionizing the way students learn in the Metaverse.

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 Egypt is experiencing significant growth and development.

    Customer preferences:
    In Egypt, there is a growing demand for immersive and interactive educational experiences. Students and educators are increasingly interested in leveraging metaverse technologies to enhance learning outcomes. This preference can be attributed to the desire for more engaging and personalized learning experiences that go beyond traditional classroom settings.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Egypt is the adoption of virtual reality (VR) and augmented reality (AR) technologies. These technologies allow students to explore virtual environments, interact with 3D objects, and collaborate with peers in real-time. The use of VR and AR in education is seen as a way to make learning more interactive, memorable, and accessible. Additionally, the integration of gamification elements in metaverse education platforms is gaining popularity, as it helps to motivate and engage students. Another trend is the development of metaverse platforms specifically designed for educational purposes. These platforms offer a range of features such as virtual classrooms, interactive simulations, and virtual field trips. They provide a space where students can learn and explore at their own pace, while also facilitating collaboration and communication with teachers and peers. These platforms are being used across various educational levels, from primary schools to universities.

    Local special circumstances:
    Egypt has a large and young population, with a significant portion of the population being students. This demographic factor contributes to the demand for innovative educational solutions, including metaverse education. Additionally, the Egyptian government has recognized the importance of technology in education and has been actively promoting its integration in schools and universities. This support from the government has created a favorable environment for the growth of the Metaverse Education market in Egypt.

    Underlying macroeconomic factors:
    Egypt has been experiencing economic growth and development in recent years. This has led to increased investment in the education sector, including the adoption of new technologies. The government's focus on improving the quality of education and preparing students for the digital age has also fueled the demand for metaverse education solutions. Furthermore, the COVID-19 pandemic has accelerated the adoption of online and remote learning, further driving the growth of the Metaverse Education market in Egypt. In conclusion, the Metaverse Education market in Egypt is witnessing significant growth and development due to customer preferences for immersive and interactive learning experiences, the adoption of VR and AR technologies, the development of educational metaverse platforms, the young population and government support, and the underlying macroeconomic factors. As the market continues to evolve, it is expected that metaverse education will play an increasingly important role in Egypt's education system.

    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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