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Metaverse Education - Nigeria

Nigeria
  • The projected value in the Metaverse Education market for the year 2024 is estimated to reach US$14.5m.
  • It is expected that the market will experience an annual growth rate (CAGR 2024-2030) of 48.98%, resulting in a projected market volume of US$158.3m by 2030.
  • In 2024, United States is the leading generator of value in the Metaverse Education market, with a projected market volume of US$1.0bn.
  • By 2030, it is anticipated that the number of users in the Metaverse Education market will reach 1.3m users.
  • The user penetration rate, which is the proportion of users in relation to the total population, is projected to be 0.2% in 2024 and is expected to increase to 0.5% by 2030.
  • The average value per user, also known as the Average Revenue Per User (ARPU), is expected to be US$41.9.
  • These figures reflect the current and projected state of the Metaverse Education market, which is a growing segment in the field of education.
  • in Nigeria, as a country, is also part of this market and can potentially benefit from the opportunities it presents.
  • Nigeria is experiencing a surge in demand for Metaverse Education platforms, as virtual learning becomes increasingly popular in the country.

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 Nigeria is witnessing significant growth and development in recent years. As technology continues to advance, the demand for virtual and immersive learning experiences has increased, leading to the rise of the Metaverse Education market in Nigeria.

    Customer preferences:
    Customers in Nigeria are increasingly seeking innovative and interactive learning solutions. The traditional education system in the country often faces challenges such as limited access to quality education and outdated teaching methods. The Metaverse Education market provides an alternative approach to learning that is more engaging and accessible to a wider range of students. The immersive nature of the Metaverse allows students to explore virtual environments, interact with digital objects, and collaborate with peers, enhancing their learning experience.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Nigeria is the adoption of virtual reality (VR) and augmented reality (AR) technologies in educational settings. These technologies offer students a more immersive and interactive learning experience by simulating real-world scenarios and providing hands-on training. In Nigeria, educational institutions and edtech companies are increasingly incorporating VR and AR into their curriculum to enhance student engagement and improve learning outcomes. Another trend in the market is the development of virtual classrooms and online learning platforms. With the COVID-19 pandemic accelerating the shift towards online education, virtual classrooms have become essential tools for delivering remote learning. In Nigeria, where access to quality education is limited in certain areas, virtual classrooms provide an opportunity for students to access educational resources and interact with teachers from anywhere in the country.

    Local special circumstances:
    Nigeria has a large and young population, with a significant portion of the population being students. The demand for quality education is high, but the existing educational infrastructure is often inadequate to meet the needs of the growing population. The Metaverse Education market in Nigeria addresses this challenge by providing innovative learning solutions that can reach a larger number of students and bridge the educational gap.

    Underlying macroeconomic factors:
    Nigeria is experiencing rapid urbanization and technological advancements, which are driving the growth of the Metaverse Education market. As more people move to urban areas, there is an increased demand for digital solutions and access to quality education. Additionally, the government of Nigeria has recognized the importance of technology in education and has taken initiatives to promote the adoption of digital learning solutions in schools and universities. In conclusion, the Metaverse Education market in Nigeria is growing due to customer preferences for interactive and immersive learning experiences, the adoption of VR and AR technologies, the development of virtual classrooms, and the local circumstances of a large and young population with limited access to quality education. The underlying macroeconomic factors of rapid urbanization and government initiatives further contribute to the growth of the market.

    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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