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Metaverse Education - Indonesia

Indonesia
  • The projected value in the Metaverse Education market for Indonesia is expected to reach US$22.5m by 2024.
  • This value is projected to show an annual growth rate (CAGR 2024-2030) of 48.68%, resulting in a projected market volume of US$242.7m by 2030.
  • In 2024, the projected market volume in Indonesia is estimated to be US$1.0bn, making it one of the key contributors to the market.
  • Furthermore, the number of users in the Metaverse Education market in Indonesia is expected to reach 3.4m users by 2030.
  • The user penetration rate, which is the percentage of the population using Metaverse Education market, is projected to be 0.3% in 2024 and is expected to increase to 1.2% by 2030.
  • Additionally, the average value per user (ARPU) in the Indonesian market is estimated to be US$25.1.
  • This metric provides insight into the average value generated by each user in the Metaverse Education market.
  • Indonesia is witnessing a surge in virtual reality-based educational platforms, 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
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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 Indonesia is experiencing significant growth and development due to several key factors.

    Customer preferences:
    Indonesian customers are increasingly seeking innovative and interactive educational experiences, and the Metaverse Education market is meeting this demand. With the rise of technology and digitalization, students and educators are looking for immersive learning environments that go beyond traditional classroom settings. The Metaverse Education market provides a virtual space where students can engage in experiential learning, collaborate with peers, and explore educational content in a dynamic and interactive way. This aligns with the preferences of Indonesian customers who value hands-on learning experiences and are open to embracing new technologies.

    Trends in the market:
    One of the major trends in the Metaverse Education market in Indonesia is the adoption of virtual reality (VR) and augmented reality (AR) technologies. These technologies enhance the learning experience by creating realistic and engaging virtual environments. Students can explore historical landmarks, conduct scientific experiments, or even travel to different parts of the world without leaving their classrooms. This trend is driven by the increasing availability and affordability of VR and AR devices, as well as the growing number of educational content providers and platforms that cater to the Indonesian market. Another trend in the market is the integration of gamification elements into educational experiences. Gamification involves incorporating game-like elements, such as rewards, challenges, and competition, into the learning process. This approach not only makes learning more enjoyable and engaging for students but also helps them develop problem-solving skills and critical thinking abilities. The Metaverse Education market in Indonesia is witnessing the emergence of gamified educational platforms and applications that cater to different age groups and subjects, further driving the growth of the market.

    Local special circumstances:
    Indonesia is a vast archipelago with diverse cultures and languages. This diversity presents both challenges and opportunities for the Metaverse Education market. On one hand, it creates a demand for localized educational content that caters to the specific needs and interests of different regions and communities. On the other hand, it requires content providers and platforms to invest in localization efforts to ensure that the educational content is culturally relevant and accessible to students across the country. The Metaverse Education market in Indonesia is responding to this challenge by collaborating with local educators, content creators, and language experts to develop and adapt educational content that reflects the cultural diversity of the country.

    Underlying macroeconomic factors:
    The growth of the Metaverse Education market in Indonesia is also supported by favorable macroeconomic factors. Indonesia has a young and growing population, with a high percentage of students and a strong demand for quality education. Additionally, the government of Indonesia has been actively promoting digitalization and technology adoption in the education sector, recognizing the potential of the Metaverse Education market to improve learning outcomes and bridge educational gaps. These supportive policies and initiatives create a conducive environment for the development and expansion of the Metaverse Education market in Indonesia.

    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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