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

Metaverse Education - South America

South America
  • The Metaverse Education market is forecasted to reach a value of US$106.7m in 2024.
  • This market segment is expected to experience a steady annual growth rate (CAGR 2024-2030) of 48.68%, resulting in a projected market volume of US$1.2bn by 2030.
  • South America is one of the regions where this market is expected to thrive.
  • In 2024, United States is projected to generate the highest market volume, amounting to US$1.0bn.
  • This indicates the significant presence and influence of the United States in the Metaverse Education market.
  • Looking ahead to 2030, the number of users in the Metaverse Education market is expected to reach 9.0m users.
  • The user penetration rate, which measures the proportion of the population using the Metaverse Education market, is projected to increase from 0.6% in 2024 to 2.4% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$44.4.
  • This metric provides insights into the amount of value generated by each individual user in the Metaverse Education market.
  • South American countries are embracing Metaverse education as a means to bridge the educational gap and provide equal opportunities for students.

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 South America is experiencing significant growth and development. Customer preferences in the South American market are shifting towards immersive and interactive learning experiences.

    Students and educators are increasingly seeking innovative ways to engage with educational content, and the Metaverse Education market is meeting this demand. The use of virtual reality (VR) and augmented reality (AR) technologies allows for a more immersive and interactive learning experience, enabling students to explore virtual environments and interact with digital content in a way that enhances their understanding and retention of information. One of the key trends in the Metaverse Education market in South America is the adoption of VR and AR technologies in classrooms.

    Teachers are incorporating these technologies into their lesson plans to create more engaging and interactive learning experiences for their students. For example, VR headsets can be used to take students on virtual field trips to historical landmarks or natural habitats, allowing them to explore and learn in a way that would not be possible in a traditional classroom setting. AR can also be used to overlay digital content onto physical objects, providing students with a hands-on learning experience.

    Another trend in the market is the development of educational platforms and applications specifically designed for the South American market. These platforms and applications take into account the unique cultural and linguistic characteristics of the region, providing localized content and resources. This localization ensures that the educational content is relevant and relatable to South American students, enhancing their learning experience.

    Local special circumstances in South America are also contributing to the growth of the Metaverse Education market. The region has a large and growing population of young people, creating a significant demand for quality education. However, there are challenges in providing access to education in remote and underserved areas.

    The use of Metaverse Education technologies can help bridge this gap by providing virtual classrooms and online learning opportunities, allowing students in remote areas to access quality education. Underlying macroeconomic factors in South America, such as increasing investment in technology infrastructure and a growing middle class, are also driving the development of the Metaverse Education market. Governments and educational institutions are recognizing the potential of Metaverse Education technologies to improve educational outcomes and are investing in the necessary infrastructure and resources to support their implementation.

    In conclusion, the Metaverse Education market in South America is experiencing significant growth and development due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The adoption of VR and AR technologies in classrooms, the development of localized educational platforms, and the potential to provide access to education in remote areas are all contributing to the growth of the market in the region.

    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.