Report overview
Through augmented reality (AR), educators are able to improve learning outcomes through increased engagement and interactivity. And that?s just for starters. AR even has some surprising advantages over virtual reality (VR).
This report aims to provide a comprehensive presentation of the global market for AR (Augmented Reality) in Training and Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR (Augmented Reality) in Training and Education. This report contains market size and forecasts of AR (Augmented Reality) in Training and Education in global, including the following market information:
Global AR (Augmented Reality) in Training and Education Market Revenue, 2018-2023, 2024-2030, ($ millions)
Global top five companies in 2022 (%)
The global AR (Augmented Reality) in Training and Education market was valued at US$ million in 2022 and is projected to reach US$ million by 2030, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
AR Audio Segment to Reach $ Million by 2030, with a % CAGR in next six years.
The global key manufacturers of AR (Augmented Reality) in Training and Education include Google, EON Reality, GAMOOZ, QuiverVision, Magic Leap, Chromville, EnGage, Lenovo and zSpace, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the AR (Augmented Reality) in Training and Education companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global AR (Augmented Reality) in Training and Education Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global AR (Augmented Reality) in Training and Education Market Segment Percentages, by Type, 2022 (%)
AR Audio
AR Video
AR Game
AR Content
Other
Global AR (Augmented Reality) in Training and Education Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global AR (Augmented Reality) in Training and Education Market Segment Percentages, by Application, 2022 (%)
Primary and Secondary Education
Test Preparation
Reskilling and Certifications
Higher Education
Language and Other Learnings
Global AR (Augmented Reality) in Training and Education Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global AR (Augmented Reality) in Training and Education Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies AR (Augmented Reality) in Training and Education revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies AR (Augmented Reality) in Training and Education revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Google
EON Reality
GAMOOZ
QuiverVision
Magic Leap
Chromville
EnGage
Lenovo
zSpace
Alchemy VR
VIRAL
Outline of Major Chapters:
Chapter 1: Introduces the definition of AR (Augmented Reality) in Training and Education, market overview.
Chapter 2: Global AR (Augmented Reality) in Training and Education market size in revenue.
Chapter 3: Detailed analysis of AR (Augmented Reality) in Training and Education company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of AR (Augmented Reality) in Training and Education in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.