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Metaverse Education - Finland

Finland
  • The Metaverse Education market in Finland is projected to reach a value of US$9.2m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2030) of 49.03%, resulting in a projected market volume of US$100.4m by 2030.
  • The United States is the largest generator of value in the Metaverse Education market, with a projected market volume of US$1.0bn in 2024.
  • In terms of users, the number is expected to amount to 190.1k users by 2030.
  • The user penetration rate is projected to be 0.9% in 2024 and is expected to increase to 3.4% by 2030.
  • The average value per user (ARPU) is expected to be US$183.2.
  • Finland is at the forefront of Metaverse Education with its innovative use of virtual reality in classrooms.

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 Finland is experiencing significant growth and development.

    Customer preferences:
    In Finland, there is a strong demand for innovative and immersive educational experiences. Customers are increasingly looking for ways to enhance traditional learning methods and engage students in a more interactive and immersive way. The Metaverse Education market provides a solution to this demand by offering virtual reality (VR) and augmented reality (AR) experiences that can bring educational content to life.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Finland is the integration of VR and AR technologies into the curriculum. Schools and educational institutions are recognizing the potential of these technologies to enhance learning outcomes and are incorporating them into their teaching methods. This trend is driven by the belief that immersive experiences can improve student engagement and retention of information. Another trend in the market is the development of educational content specifically designed for the Metaverse. Companies are creating virtual learning environments that allow students to explore and interact with educational content in a more engaging way. This includes virtual field trips, simulations, and interactive lessons that can be accessed through VR or AR devices.

    Local special circumstances:
    Finland has a strong education system and a culture that values innovation and technology. The country has a high level of digital literacy among both students and teachers, which creates a favorable environment for the adoption of Metaverse Education solutions. Additionally, Finland has a tradition of using technology in education, with initiatives such as the integration of coding and programming into the curriculum. This openness to technology in education makes Finland an ideal market for the growth of the Metaverse Education industry.

    Underlying macroeconomic factors:
    Finland has a strong economy with a high level of investment in research and development. This provides a supportive environment for the development and adoption of emerging technologies such as VR and AR. Additionally, Finland has a well-developed infrastructure and a high level of internet penetration, which facilitates the use of Metaverse Education solutions. In conclusion, the Metaverse Education market in Finland is growing due to customer preferences for immersive and interactive educational experiences. The integration of VR and AR technologies into the curriculum and the development of educational content for the Metaverse are key trends in the market. Finland's strong education system, culture of innovation, and supportive macroeconomic factors contribute to the growth and development of the Metaverse Education market in the country.

    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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