Metaverse Education - MENA

  • MENA
  • Market size in the Metaverse Education market is projected to reach US$74.3m in 2024.
  • Market size is expected to show an annual growth rate (CAGR 2024-2030) of 48.92%, resulting in a projected market volume of US$810.7m by 2030.
  • With a projected market volume of US$1,005.0m in 2024, the largest market size is generated in the United States.
  • In the Metaverse Education market, the number of users is expected to amount to 7.8m users by 2030.
  • User penetration will be 0.6% in 2024 and is expected to hit 2.1% by 2030.
  • The average Market size per user (ARPU) is expected to amount to US$36.3.
 
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Analyst Opinion

The Metaverse Education market in MENA is experiencing significant growth and development due to a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In the Metaverse Education market, customers in MENA are increasingly seeking immersive and interactive learning experiences. They are drawn to the idea of virtual classrooms and simulations that allow them to explore and learn in a virtual environment. This preference is driven by a desire for more engaging and personalized educational experiences, as well as the convenience and accessibility offered by virtual learning platforms.

Trends in the market:
One of the key trends in the Metaverse Education market in MENA is the adoption of virtual reality (VR) and augmented reality (AR) technologies in educational settings. These technologies enable students to interact with virtual objects and environments, enhancing their understanding and retention of complex concepts. Additionally, the use of VR and AR in education can help bridge the gap between theoretical knowledge and practical application, making learning more relevant and meaningful for students. Another trend in the market is the growing popularity of gamification in education. Gamified learning platforms leverage game mechanics and elements to make learning more enjoyable and motivating. By incorporating elements such as rewards, challenges, and leaderboards, gamification can increase student engagement and motivation, leading to better learning outcomes.

Local special circumstances:
The Metaverse Education market in MENA is influenced by unique local circumstances. One of these is the region's young and tech-savvy population. With a large youth demographic, there is a strong demand for innovative and technology-driven educational solutions. The region's high smartphone penetration and internet connectivity also contribute to the adoption of Metaverse Education platforms, as students can easily access these platforms on their mobile devices. Furthermore, MENA countries have been investing in digital infrastructure and education technology initiatives, creating an enabling environment for the growth of the Metaverse Education market. Governments and educational institutions in the region are recognizing the potential of Metaverse Education in improving educational outcomes and are actively supporting its implementation.

Underlying macroeconomic factors:
The Metaverse Education market in MENA is also influenced by underlying macroeconomic factors. The region's increasing focus on diversifying its economy and developing knowledge-based industries has led to a greater emphasis on education and skills development. Governments in MENA are investing in the education sector to equip their workforce with the necessary skills for the future, and Metaverse Education is seen as a promising tool to achieve this goal. Additionally, the COVID-19 pandemic has accelerated the adoption of digital learning solutions, including Metaverse Education, as schools and universities shifted to remote learning. This increased acceptance and familiarity with online education have created a favorable environment for the growth of the Metaverse Education market in MENA. In conclusion, the Metaverse Education market in MENA is developing rapidly due to customer preferences for immersive and interactive learning experiences, trends such as the adoption of VR/AR and gamification, local special circumstances like the region's young population and digital infrastructure investments, and macroeconomic factors including the focus on education and the impact of the COVID-19 pandemic.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
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