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Metaverse Education - United Arab Emirates

United Arab Emirates
  • The Metaverse Education market is anticipated to reach a value of US$7.4m in 2024.
  • It is projected to experience a compound annual growth rate (CAGR 2024-2030) of 49.00%, resulting in a market volume of US$81.1m by 2030.
  • The United States dominates the market, with a projected market volume of US$1.0bn in 2024.
  • In terms of user base, the Metaverse Education market is expected to have 233.9k users users by 2030.
  • The user penetration rate is estimated to be 0.6% in 2024 and is predicted to reach 2.3% by 2030.
  • The average value per user (ARPU) is projected to be US$120.2.
  • It is worth noting that these figures and projections pertain to the Metaverse Education market in the United Arab Emirates.
  • The United Arab Emirates is rapidly embracing Metaverse education, with an increasing number of virtual reality learning experiences being implemented in schools and universities.

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 United Arab Emirates is experiencing significant growth and development.

    Customer preferences:
    Customers in the United Arab Emirates are increasingly drawn to the concept of the Metaverse Education market due to its immersive and interactive nature. The ability to learn and explore in a virtual environment appeals to both students and professionals seeking to enhance their knowledge and skills. Furthermore, the convenience and flexibility of accessing educational content from anywhere at any time are highly valued by customers in the United Arab Emirates.

    Trends in the market:
    One of the key trends in the Metaverse Education market in the United Arab Emirates is the integration of virtual reality (VR) and augmented reality (AR) technologies. These technologies are being used to create realistic and engaging learning experiences, allowing students to visualize complex concepts and interact with virtual objects. Additionally, there is a growing trend towards gamification in education, where educational content is presented in the form of games to make learning more enjoyable and interactive. Another trend in the market is the increasing adoption of online learning platforms and virtual classrooms. With the COVID-19 pandemic accelerating the shift towards remote learning, educational institutions in the United Arab Emirates are embracing digital solutions to ensure continuity of education. Online learning platforms and virtual classrooms provide a seamless and interactive learning experience, allowing students to collaborate with their peers and receive personalized instruction.

    Local special circumstances:
    The United Arab Emirates has been actively promoting digital transformation in its education sector. The government has invested in infrastructure and technology to support the development of the Metaverse Education market. Additionally, the country has a strong focus on innovation and entrepreneurship, creating a favorable environment for the growth of edtech companies.

    Underlying macroeconomic factors:
    The United Arab Emirates has a high literacy rate and a strong emphasis on education. The government has made significant investments in the education sector, aiming to develop a knowledge-based economy. The country's favorable economic conditions and high disposable income levels contribute to the growth of the Metaverse Education market as customers are willing to invest in innovative educational solutions. In conclusion, the Metaverse Education market in the United Arab Emirates is experiencing rapid growth and development due to customer preferences for immersive and interactive learning experiences, the integration of VR and AR technologies, the adoption of online learning platforms, and the government's support for digital transformation in education. The favorable local circumstances and underlying macroeconomic factors further contribute to the market's expansion.

    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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