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Metaverse Education - GCC

GCC
  • In 2024, the projected value in the Metaverse Education market is expected to reach US$21.6m.
  • This market segment is anticipated to exhibit an annual growth rate of 48.93% between 2024 and 2030, resulting in a projected market volume of US$235.5m by 2030.
  • The United States is the primary generator of value in this market, with a projected market volume of US$1.0bn in 2024.
  • By 2030, the number of users in the Metaverse Education market is expected to reach 1.2m users.
  • The user penetration rate is projected to be 0.7% in 2024 and is anticipated to increase to 2.3% by 2030.
  • The average value per user (ARPU) is expected to amount to US$66.0.
  • The GCC countries are witnessing a growing trend in the adoption of Metaverse Education, as virtual reality and immersive technologies are being integrated into the region's educational institutions.

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

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 GCC is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the GCC region are shifting towards immersive and interactive learning experiences.

    Students and educators are increasingly seeking innovative ways to engage with educational content, and the Metaverse Education market offers a solution that combines virtual reality (VR), augmented reality (AR), and gamification to create an immersive learning environment. This allows students to explore and interact with subjects in a more engaging and memorable way, enhancing their understanding and retention of information. Trends in the market indicate a growing demand for Metaverse Education solutions in the GCC region.

    Educational institutions are adopting these technologies to supplement traditional teaching methods and provide students with a more dynamic and interactive learning experience. Additionally, the COVID-19 pandemic has accelerated the adoption of online and remote learning, further driving the demand for Metaverse Education solutions. The market is witnessing the development of virtual classrooms, digital textbooks, and educational games that leverage the power of the Metaverse to create engaging and personalized learning experiences.

    Local special circumstances in the GCC region also contribute to the development of the Metaverse Education market. The region has a young and tech-savvy population that is eager to embrace new technologies. Governments in the GCC countries are investing heavily in education and technology infrastructure, creating a conducive environment for the growth of the Metaverse Education market.

    Furthermore, the region's strong focus on innovation and digital transformation is driving the adoption of cutting-edge technologies in various sectors, including education. Underlying macroeconomic factors further support the growth of the Metaverse Education market in the GCC region. The region has a high GDP per capita and a strong economy, enabling educational institutions and individuals to invest in advanced technologies.

    Additionally, the GCC countries have ambitious national development plans that prioritize education and human capital development, creating a favorable environment for the adoption of Metaverse Education solutions. In conclusion, the Metaverse Education market in the GCC region is experiencing rapid growth and development due to customer preferences for immersive learning experiences, trends in the market, local special circumstances, and underlying macroeconomic factors. As educational institutions and individuals in the region embrace the potential of the Metaverse, the market is poised for further expansion and innovation.

    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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    Metaverse - Statistics & Facts

    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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