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Metaverse Education - Nordics

Nordics
  • The Metaverse Education market is projected to reach a value of US$47.5m in 2024.
  • This market segment is expected to exhibit an annual growth rate (CAGR 2024-2030) of 48.98%, resulting in a projected market volume of US$518.8m by 2030.
  • It is worth noting that United States generates the majority of the market value, with a projected market volume of US$1.0bn in 2024.
  • In terms of user base, the number of users in the Metaverse Education market is expected to reach 1.1m users by 2030.
  • The user penetration rate, which measures the percentage of the population using the Metaverse Education market platform, is projected to be 1.0% in 2024 and is expected to increase to 3.7% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to be US$169.1.
  • It is important to note that these projections are specific to the Nordics, the country being analyzed in this context.
  • In the Nordics, the education sector is embracing the potential of the Metaverse to enhance virtual learning experiences.

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 Nordics is experiencing significant growth and development.

    Customer preferences:
    Customers in the Nordics have shown a strong preference for immersive and interactive learning experiences. They value the ability to engage with educational content in a virtual environment, which can enhance their understanding and retention of information. The use of virtual reality (VR) and augmented reality (AR) technologies in education has gained popularity in the region, as it allows students to explore and interact with virtual objects and environments. Additionally, there is a growing demand for personalized learning experiences that cater to individual needs and learning styles.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Nordics is the integration of gamification elements into educational content. Gamified learning experiences have proven to be effective in increasing student engagement and motivation. By incorporating game mechanics, such as rewards, challenges, and leaderboards, educational platforms are able to make the learning process more enjoyable and interactive. This trend is particularly prevalent in the Nordics, where the gaming culture is strong and there is a high level of digital literacy among the population. Another trend in the market is the collaboration between educational institutions and technology companies. Universities and schools in the Nordics are partnering with VR/AR developers to create immersive educational experiences. This collaboration allows for the development of innovative learning tools and platforms that can be used both in traditional classroom settings and for remote learning. These partnerships also facilitate the sharing of knowledge and expertise between academia and industry, driving further advancements in the Metaverse Education market.

    Local special circumstances:
    The Nordics have a well-developed education system that places a strong emphasis on innovation and technology. The region is known for its high-quality education and digital infrastructure, which provides a solid foundation for the growth of the Metaverse Education market. Additionally, the Nordic countries have a high level of digital literacy among their population, making them receptive to new technologies and digital learning solutions.

    Underlying macroeconomic factors:
    The strong economic growth and stability in the Nordics have contributed to the development of the Metaverse Education market. The region has a high level of disposable income, which allows individuals and institutions to invest in innovative educational technologies. Furthermore, the governments in the Nordics have recognized the importance of digital education and have implemented policies to support its growth. This includes funding research and development in the field of educational technology and providing incentives for the adoption of digital learning solutions. In conclusion, the Metaverse Education market in the Nordics is experiencing growth and development due to customer preferences for immersive and interactive learning experiences, the integration of gamification elements, collaborations between educational institutions and technology companies, the region's strong education system and digital infrastructure, and the supportive macroeconomic factors.

    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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