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Metaverse Education - Thailand

Thailand
  • The projected value in the Metaverse Education market for Thailand is expected to reach US$9.9m in the year 2024.
  • It is anticipated to show an annual growth rate (CAGR 2024-2030) of 48.94%, resulting in a projected market volume of US$107.8m by the year 2030.
  • The United States is the leading contributor to the market, with a projected market volume of US$1.0bn in 2024.
  • In terms of user numbers, it is estimated that there will be approximately 1.1m users users in the Metaverse Education market in Thailand by 2030.
  • The user penetration rate is expected to be 0.4% in 2024 and is projected to reach 1.6% by 2030.
  • The average value per user (ARPU) is expected to amount to US$33.2.
  • Thailand is witnessing a rapid growth in the adoption of virtual reality technology for educational purposes in the Metaverse.

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 Thailand is experiencing significant growth and development due to various factors.

    Customer preferences:
    Customers in Thailand are increasingly embracing the concept of the metaverse in education. They are attracted to the immersive and interactive nature of the metaverse, which allows for a more engaging and personalized learning experience. Additionally, the metaverse provides opportunities for collaboration and networking, which are highly valued by Thai students. Furthermore, the convenience and flexibility offered by the metaverse, such as the ability to access educational content anytime and anywhere, are appealing to customers in Thailand.

    Trends in the market:
    One of the key trends in the Metaverse Education market in Thailand is the adoption of virtual reality (VR) and augmented reality (AR) technologies. These technologies enhance the immersive experience of the metaverse, allowing students to interact with virtual objects and environments in a realistic and engaging manner. This trend is driven by the increasing availability and affordability of VR and AR devices in the market. Another trend in the market is the integration of gamification elements into educational experiences in the metaverse. Gamification techniques, such as rewards, challenges, and leaderboards, are used to motivate and engage students in their learning journey. This trend is particularly popular among younger students in Thailand, who are accustomed to gamified experiences in other aspects of their lives.

    Local special circumstances:
    Thailand has a strong digital infrastructure, which supports the growth of the Metaverse Education market. The country has a high internet penetration rate and a large population of tech-savvy individuals. This digital readiness creates a conducive environment for the adoption and utilization of metaverse technologies in education. Furthermore, the Thai government has been actively promoting the use of technology in education. Initiatives such as the "Smart Thailand 2020" policy and the integration of digital literacy into the national curriculum have paved the way for the development of the Metaverse Education market in Thailand.

    Underlying macroeconomic factors:
    Thailand's growing economy and increasing investment in the education sector are driving the development of the Metaverse Education market. The government's focus on human capital development and the need to equip students with 21st-century skills have created a demand for innovative educational solutions, including the metaverse. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies in education. The shift to online learning during the pandemic has highlighted the importance of flexible and accessible educational platforms, making the metaverse an attractive option for educators and students in Thailand. In conclusion, the Metaverse Education market in Thailand is experiencing growth and development due to customer preferences for immersive and interactive learning experiences, the adoption of VR and AR technologies, the integration of gamification elements, the country's strong digital infrastructure, government support for technology in education, and the underlying macroeconomic factors of Thailand's growing economy and the impact of the COVID-19 pandemic.

    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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