세계의 교육 분야 메타버스 시장 보고서(2025년)
Metaverse In Education Global Market Report 2025
상품코드 : 1693275
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 200 Pages
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한글목차

교육 분야 메타버스 시장 규모는 향후 몇 년 동안 연평균 성장률(CAGR) 40.3%로 2029년까지 612억 6,000만 달러에 달할 것으로 예상됩니다. 예측 기간의 성장은 메타버스 플랫폼 개발에 집중하는 스타트업의 증가, 자기조절 능력에 대한 관심 증가, 교육의 세계화, 교육 분야에서 가상 기술의 급속한 활용 등에 기인하는 것으로 분석됩니다. 예측 기간의 주요 동향으로는 기술에 대한 접근성 증가, 메타버스와 그 도구에 대한 수용 확대, 메타버스 관련 학습에 대한 지출 증가, AI를 활용한 개인화, 가상 라이브러리 및 아카이브, 가상 교실 구축 등을 꼽을 수 있습니다.

가상 학습에 대한 수요 증가는 향후 몇 년 동안 교육 시장에서 메타버스의 확장을 촉진할 것으로 예상됩니다. 가상학습은 학생들이 디지털 기반의 커리큘럼에 참여하여 교수의 영상 및 음성 온라인 강의를 통해 교육을 받는 교육 환경을 말합니다. 교육 분야 메타버스는 가상현실과 증강현실 기술을 활용하여 가상 학습 경험을 강화하고, 교육 전반의 질을 향상시킬 수 있습니다. 예를 들어, 2024년 7월 미국 기반의 The E-Learning/Online Learning Statistics의 보고서에 따르면, 2027년까지 온라인 학습자 수는 약 6,000만 명에 달할 것으로 예측하고 있습니다. 이에 따라 가상 학습에 대한 수요가 증가하면서 교육 분야에서 메타버스의 성장에 박차를 가하고 있습니다.

기업 교육에 대한 수요 증가는 향후 교육 분야 메타버스 시장의 성장을 견인할 것으로 전망됩니다. 기업 교육은 직원들의 지식과 기술 향상을 위한 다양한 학습 프로그램 및 활동을 통해 직원들을 지도하는 과정을 포함합니다. 교육 분야 메타버스는 몰입형 학습 환경 구축, 스토리텔링과 롤플레잉의 통합, AI 기반 지원, 기존 교육 방식으로는 재현할 수 없는 디지털 공간을 구축함으로써 기업 교육에서 중요한 역할을 하고 있습니다. 예를 들어, 미국의 인적자원 전문 회원단체인 Society for Human Resource Management(SHRM)가 2022년 7월에 실시한 설문조사에 따르면, 조사 대상 직원의 절반 이상(55%)이 직무 수행 능력을 향상시키기 위해 추가 교육이 필요하다고 응답했습니다. 직무 수행 능력을 향상시키기 위한 추가 교육이 필요하다고 답했습니다. 또한, 76% 이상의 근로자들은 지속적인 교육 기회를 제공하는 회사에 계속 근무할 가능성이 높다고 답했습니다. 결과적으로 기업 교육에 대한 수요 증가는 교육 시장의 메타버스 확장의 원동력이 되고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 금리, 인플레이션, 지정학, 코로나, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별·국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

제31장 기타 주요 기업과 혁신적 기업

제32장 세계의 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병

제34장 최근의 시장 동향

제35장 시장 잠재력이 높은 국가, 부문, 전략

제36장 부록

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영문 목차

영문목차

Metaverse in education encompasses the use of virtual and augmented reality technologies, facilitating remote student engagement in virtual classrooms with an immersive classroom experience. This metaverse technology enables students to engage with and explore virtual environments, interact with simulated educational materials, and collaborate with both peers and instructors in real-time.

The primary components of metaverse in education consist of hardware, software, and professional services. Deployment options include cloud-based or on-premises solutions, and it is applied in various educational contexts. These applications range from learning and skill development to educational apps, fostering self-regulation skills, enhancing cultural understanding, and more. Metaverse technology is relevant for students across K-12, higher education, and corporate training.

The metaverse in education market research report is one of a series of new reports from The Business Research Company that provides metaverse in education market statistics, including metaverse in education industry global market size, regional shares, competitors with a metaverse in education market share, detailed metaverse in education market segments, market trends and opportunities and any further data you may need to thrive in the metaverse in education industry. This metaverse in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The metaverse in education market size has grown exponentially in recent years. It will grow from $11.34 billion in 2024 to $15.83 billion in 2025 at a compound annual growth rate (CAGR) of 39.7%. The growth in the historic period can be attributed to growing demand for immersive learning experiences, growing support from governments and educational institutions, increase in industry training and deployment in the education sector, increased demand for e-learning.

The metaverse in education market size is expected to see exponential growth in the next few years. It will grow to $61.26 billion in 2029 at a compound annual growth rate (CAGR) of 40.3%. The growth in the forecast period can be attributed to growing number of start-ups focusing on developing metaverse platforms, rising interest in self-regulation skills, globalization of education, rapid use of virtual technologies in the education sector. Major trends in the forecast period include increased access to technology, expanding acceptance of the metaverse and its tools, rising spending on metaverse-related learning, ai-powered personalization, virtual libraries and archives, creating virtual classrooms.

The growing demand for virtual learning is expected to drive the expansion of the metaverse in the education market in the coming years. Virtual learning refers to an educational setting where students engage in a digitally based curriculum and receive instruction through online lectures, delivered via video or audio by professors. The metaverse in education enhances virtual learning experiences by utilizing virtual and augmented reality technologies, improving the overall quality of education. For example, in July 2024, a report from The E-Learning/Online Learning Statistics, a US-based organization, projected that the number of online learners would reach nearly 60 million by 2027. As a result, the rising demand for virtual learning is fueling the growth of the metaverse in the education sector.

The rising demand for corporate training is poised to drive the growth of the metaverse in education market in the future. Corporate training involves the process of instructing employees through various learning programs and activities, aimed at enhancing their knowledge and skills. Metaverse in education plays a crucial role in corporate training by enabling the creation of immersive learning environments, integrating storytelling and role-playing, offering AI-driven assistance, and establishing digital spaces that traditional training methods cannot replicate. For instance, a survey conducted in July 2022 by the Society for Human Resource Management (SHRM), a US-based professional human resources membership association, revealed that more than half (55%) of surveyed employees expressed the need for additional training to enhance their job performance. Furthermore, over 76% of workers believed they were more likely to remain with a company that provided continuous training opportunities. Consequently, the growing demand for corporate training is a driving force behind the expansion of the metaverse in the education market.

Leading companies in the metaverse education market are focusing on developing advanced solutions, such as artificial intelligence (AI), and creating AI-based products to strengthen their market presence. AI technologies are being integrated into educational systems to improve knowledge delivery and assessment, aligning with educational models like the learner model, pedagogical model, and domain model. For example, in January 2023, AVer Information Inc., a Taiwan-based educational technology company specializing in metaverse education, business communication, and wireless presentation solutions, launched the A30, the world's first All-in-One Camera with AI audio for classrooms. The A30 is a versatile teaching tool that combines a document camera, web camera, microphone, and speaker, enhancing the learning experience. It uses advanced AI audio technology to deliver clear sound with echo cancellation, creating a better learning environment.

In April 2022, Unity Software Inc., a software development company based in the United States, formed a partnership with Meta Immersive Learning. The collaboration aims to expand the realm of VR (virtual reality) education, promote immersive learning experiences, and enhance the diversity of the XR (Extended Reality) creator workforce. Through this partnership, the two companies intend to eliminate barriers to accessing immersive technologies, ushering in new opportunities for individuals to learn and develop within the metaverse. Notably, Meta Immersive Learning operates under the umbrella of Meta Inc., a US-based technology company renowned for its expertise in virtual and augmented reality technologies, which are integral components of the education metaverse.

Major companies operating in the metaverse in education market are Microsoft Corporation, Meta Platforms Inc., Baidu Inc., Epic Games Inc., Roblox, Arizona State University, Rec Room, Linden Lab, Labster, The University of Miami, Hatch Early Learning, NEOMA Business School, Skillful Craftsman Education Technology, Talespin, High Fidelity Inc., TinyTap, MedRoom, Shenzhen Meten International Education Co. Ltd., 21K School, Axon Park, Immerse, Invact Metaversity, Marvrus, NextMeet, Tomorrow's Education, VictoryXR Inc., VR Chat, Avantis Education, Sophia Technologies Ltd.

North America was the largest region in the metaverse in education market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in metaverse in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the metaverse in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The metaverse in education market consists of revenues earned by entities by providing virtual classrooms, virtual libraries, real-time assessment and feedback. The market value includes the value of related goods sold by the service provider or included within the service offering. The metaverse in education market also includes sales of augmented reality devices (AR Devices), virtual reality devices (VR Devices) and projectors. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Metaverse In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on metaverse in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for metaverse in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The metaverse in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Metaverse In Education Market Characteristics

3. Metaverse In Education Market Trends And Strategies

4. Metaverse In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Metaverse In Education Growth Analysis And Strategic Analysis Framework

6. Metaverse In Education Market Segmentation

7. Metaverse In Education Market Regional And Country Analysis

8. Asia-Pacific Metaverse In Education Market

9. China Metaverse In Education Market

10. India Metaverse In Education Market

11. Japan Metaverse In Education Market

12. Australia Metaverse In Education Market

13. Indonesia Metaverse In Education Market

14. South Korea Metaverse In Education Market

15. Western Europe Metaverse In Education Market

16. UK Metaverse In Education Market

17. Germany Metaverse In Education Market

18. France Metaverse In Education Market

19. Italy Metaverse In Education Market

20. Spain Metaverse In Education Market

21. Eastern Europe Metaverse In Education Market

22. Russia Metaverse In Education Market

23. North America Metaverse In Education Market

24. USA Metaverse In Education Market

25. Canada Metaverse In Education Market

26. South America Metaverse In Education Market

27. Brazil Metaverse In Education Market

28. Middle East Metaverse In Education Market

29. Africa Metaverse In Education Market

30. Metaverse In Education Market Competitive Landscape And Company Profiles

31. Metaverse In Education Market Other Major And Innovative Companies

32. Global Metaverse In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Metaverse In Education Market

34. Recent Developments In The Metaverse In Education Market

35. Metaverse In Education Market High Potential Countries, Segments and Strategies

36. Appendix

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