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Metaverse Education - Poland

Poland
  • The projected value in the Metaverse Education market in Poland is set to reach US$14.8m by 2024.
  • This market segment is expected to exhibit an annual growth rate (CAGR 2024-2030) of 48.91%, resulting in a projected market volume of US$161.3m by 2030.
  • In 2024, United States is anticipated to generate the highest market volume, amounting to US$1.0bn.
  • Furthermore, it is projected that the number of users in the Metaverse Education market in Poland will reach 836.5k users by 2030.
  • The user penetration rate is expected to be 0.5% in 2024 and is projected to increase to 2.2% by 2030.
  • Lastly, the average value per user (ARPU) is anticipated to amount to US$67.0.
  • Poland is embracing the potential of Metaverse Education, leveraging its rich history and cultural heritage to enhance immersive 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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Market Insights report

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 Poland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland are driving the growth of the Metaverse Education market.

    Polish consumers are increasingly seeking innovative and interactive learning experiences. They are looking for ways to engage with educational content in a more immersive and personalized manner. The Metaverse Education market provides a solution to these preferences by offering virtual reality and augmented reality experiences that enhance learning and make it more engaging.

    Trends in the market are also contributing to the growth of the Metaverse Education market in Poland. The adoption of digital technologies in the education sector is on the rise, and virtual reality and augmented reality are becoming more mainstream. This trend is driven by advancements in technology, increased accessibility to devices such as smartphones and VR headsets, and the growing recognition of the benefits of immersive learning experiences.

    As a result, educational institutions in Poland are increasingly incorporating Metaverse Education solutions into their curricula to enhance teaching and learning outcomes. Local special circumstances in Poland are also playing a role in the development of the Metaverse Education market. The Polish government has been actively promoting digital transformation in the education sector, investing in infrastructure and initiatives to support the adoption of technology in schools and universities.

    This has created a favorable environment for the growth of the Metaverse Education market, as educational institutions are encouraged to explore innovative teaching methods and embrace digital solutions. Underlying macroeconomic factors are further driving the growth of the Metaverse Education market in Poland. The country has a strong and growing digital economy, with a high level of internet penetration and a large population of tech-savvy individuals.

    This provides a solid foundation for the adoption of Metaverse Education solutions. Additionally, Poland has a well-developed education system and a strong focus on quality education, which creates a demand for innovative and effective learning tools. In conclusion, the Metaverse Education market in Poland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive learning experiences, advancements in technology, government support, and a strong digital economy are all contributing to the expansion of the Metaverse Education market in Poland.

    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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