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Metaverse Education - Northern Africa

Northern Africa
  • The projected value in the Metaverse Education market in 2024 is estimated to reach US$17.9m.
  • It is expected to experience an annual growth rate of 49.04% from 2024 to 2030, resulting in a projected market volume of US$195.8m by 2030.
  • The United States is the country generating the most 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 4.2m users.
  • The user penetration rate is projected to be 0.6% in 2024 and is expected to increase to 2.0% by 2030.
  • The average value per user (ARPU) is estimated to be US$16.0.
  • It is worth noting that these projections and numbers are specific to the Metaverse Education market, and do not represent the overall market or the entire in Northern Africa region.
  • The demand for virtual learning platforms in Northern Africa is on the rise, as students embrace the concept of immersive and interactive educational 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 Northern Africa is experiencing significant growth and development due to several key factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the expansion and evolution of this sector.

    Customer preferences in Northern Africa are shifting towards more immersive and interactive educational experiences. Students and educators are increasingly seeking innovative ways to engage with educational content, and the metaverse provides a unique platform for this. The ability to explore virtual environments, interact with digital objects, and collaborate with others in real-time appeals to the tech-savvy younger generation in particular.

    Trends in the market indicate a growing demand for metaverse education in Northern Africa. Educational institutions are adopting virtual reality (VR) and augmented reality (AR) technologies to enhance the learning experience. Virtual classrooms, virtual field trips, and virtual laboratories are becoming more common, allowing students to access educational content from anywhere and at any time.

    Additionally, the COVID-19 pandemic has accelerated the adoption of online learning, further driving the demand for metaverse education solutions. Local special circumstances in Northern Africa also contribute to the development of the metaverse education market. The region has a young and rapidly growing population, with a high proportion of tech-savvy individuals.

    This demographic is eager to embrace new technologies and is receptive to innovative educational approaches. Furthermore, the region's education system is undergoing modernization efforts, with governments and educational institutions investing in digital infrastructure and technology-enabled learning. Underlying macroeconomic factors further support the growth of the metaverse education market in Northern Africa.

    The region is witnessing economic growth and increasing internet penetration rates, providing a conducive environment for the adoption of digital technologies in education. Additionally, governments in Northern Africa are recognizing the potential of the metaverse in driving economic development and are implementing policies and initiatives to support its growth. In conclusion, the Metaverse Education market in Northern Africa is experiencing rapid growth and development driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive educational experiences, coupled with the region's young population and favorable economic conditions, creates a fertile ground for the expansion of the metaverse education sector. As technology continues to advance and educational institutions embrace digital transformation, the metaverse education market in Northern Africa is poised for further growth 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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    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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