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Metaverse Education - France

France
  • The projected value of the Metaverse Education market in 2025 is estimated to reach US$99.4m.
  • It is expected to experience an annual growth rate (CAGR 2025-2030) of 48.98%, leading to a projected market volume of US$729.7m by 2030.
  • The United States is the primary contributor to the market with a projected market volume of US$1.4bn in 2025.
  • By 2030, the number of users in the Metaverse Education market is expected to reach 1.8m users.
  • The user penetration rate is projected to be 0.9% in 2025 and is expected to increase to 2.7% by 2030.
  • The average value per user (ARPU) is estimated to be US$170.1.
  • These figures demonstrate the significant potential and growth expected in the Metaverse Education market, with United States being a key player in driving its market value.
  • France is at the forefront of integrating virtual reality technology in educational institutions, revolutionizing the way students learn and engage with educational content 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
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis
CONTENTBOX_CAPTION_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 France is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Metaverse Education market in France are shifting towards immersive and interactive learning experiences.

    Students and educators are increasingly looking for innovative ways to engage with educational content, and the metaverse offers a unique opportunity to create virtual environments that enhance learning outcomes. The ability to explore virtual worlds, collaborate with peers, and interact with digital objects in real-time is highly appealing to students and educators alike. Trends in the market indicate that the adoption of metaverse technology in education is on the rise in France.

    Educational institutions are incorporating virtual reality (VR) and augmented reality (AR) tools into their curriculum to provide students with hands-on learning experiences. Virtual classrooms and virtual field trips are becoming more common, allowing students to explore new places and concepts without leaving their physical location. Additionally, the use of gamification techniques in education is gaining traction, as it enhances student engagement and motivation.

    Local special circumstances in France are also contributing to the growth of the Metaverse Education market. The French government has been actively promoting digital innovation in education, recognizing the potential of metaverse technology to transform the learning experience. Various initiatives and funding programs have been launched to support the integration of metaverse technology in schools and universities.

    This support from the government has created a favorable environment for the development and adoption of metaverse education solutions in France. Underlying macroeconomic factors further drive the growth of the Metaverse Education market in France. The country has a strong education system and a high level of digital literacy among its population.

    This provides a solid foundation for the adoption of metaverse technology in education. Additionally, the increasing demand for skilled professionals in the digital sector is pushing educational institutions to incorporate emerging technologies into their curriculum, including the metaverse. This ensures that students are equipped with the necessary skills and knowledge to thrive in the digital economy.

    In conclusion, the Metaverse Education market in France is experiencing rapid growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards immersive and interactive learning experiences, the adoption of metaverse technology in education, government support, and the need for digital skills are all contributing to the expansion of the market. As the metaverse continues to evolve, it is expected to play an increasingly important role in the education sector in France.

    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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    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

    NOTES: Based on data from IMF, World Bank, UN and Eurostat

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

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