Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Metaverse

Metaverse Education - Portugal

Portugal
  • The projected value in the Metaverse Education market for Portugal is expected to reach US$7.6m in 2024.
  • This market segment is anticipated to exhibit an annual growth rate (CAGR 2024-2030) of 49.04%, resulting in a projected market volume of US$83.1m by 2030.
  • In Portugal, the projected market volume is estimated to be US$1.0bn in 2024, making it one of the key contributors to the overall market value.
  • By 2030, the number of users in the Metaverse Education market for Portugal is expected to reach 262.7k users.
  • The user penetration rate, which currently stands at 0.7% in 2024, is projected to increase to 2.6% by 2030.
  • The average value per user (ARPU) is expected to be US$109.7 in Portugal.
  • "Portugal's Metaverse Education market is rapidly expanding, with a focus on immersive language 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
Metaverse: market data & analysis - Cover

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 Portugal is experiencing significant growth and development in recent years.

    Customer preferences:
    In Portugal, there is a growing demand for immersive and interactive educational experiences. Students and educators are increasingly looking for innovative ways to enhance learning and engage with educational content. The Metaverse Education market provides a unique opportunity to create virtual learning environments that can simulate real-world experiences and offer personalized learning experiences.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Portugal is the integration of virtual reality (VR) and augmented reality (AR) technologies into educational platforms. These technologies allow students to explore virtual environments, interact with digital objects, and collaborate with peers in a more engaging and immersive way. This trend is driven by the increasing availability and affordability of VR and AR devices, as well as the growing recognition of their potential in enhancing learning outcomes. Another trend in the market is the development of educational content specifically designed for the Metaverse. This includes virtual classrooms, simulations, and interactive learning modules that can be accessed through virtual reality headsets or other devices. These educational experiences offer a more dynamic and interactive approach to learning, allowing students to actively participate in the learning process and gain a deeper understanding of the subject matter.

    Local special circumstances:
    Portugal has a strong focus on education and innovation, which creates a favorable environment for the development of the Metaverse Education market. The country has a well-established education system and a high literacy rate, providing a solid foundation for the adoption of new educational technologies. Additionally, Portugal has a growing tech startup ecosystem, which fosters innovation and entrepreneurship in the education sector. This has led to the emergence of local companies and initiatives that are driving the development of the Metaverse Education market in the country.

    Underlying macroeconomic factors:
    The growth of the Metaverse Education market in Portugal is also influenced by broader macroeconomic factors. The country has been investing heavily in digital infrastructure and technology, which has contributed to the increased accessibility and affordability of VR and AR devices. Furthermore, the COVID-19 pandemic has accelerated the adoption of online and remote learning solutions, creating a greater demand for innovative educational technologies like the Metaverse. As a result, both the public and private sectors are investing in the development and expansion of the Metaverse Education market in Portugal.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.