The global metaverse in education market size was significantly robust in 2021 and is expected to register rapidly inclining revenue CAGR over the forecast period. Increasing focus on providing immersive learning experiences, growing popularity of e-learning and metaverse, technological advancements metaverse tools, and increasing number of collaborations between edtech platforms and metaverse-based companies are some key factors expected to drive market revenue growth over the forecast period. Metaverse can enable students to develop a range of different skills through the creation of their own AR experiences in the Metaverse. Rapid shift towards e-learning and integration of technology in teaching and learning, accelerated by the COVID-19 pandemic, is a key factor contributing to engaging and interactive learning experiences and is expected to further fuel revenue growth of the market to a significant extent over the forecast period.
The research report on the Metaverse in Education market is formulated through extensive primary and secondary research along with qualitative and quantitative analysis of vital aspects of the market. The insightful data is further validated and verified by the industry professionals. The report strives to offer deeper insights into the overall market scenario of the Metaverse in Education business sphere.
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The leading market contenders listed in the report are:
Invact Metaversity, Tomorrow’s Education, Sophia Technologies Ltd., Metaverse Group, Shenzhen Meten International Education Co. Ltd., Shenzhen Shengxue Culture , Communication Co., Ltd.,, WU Executive Academy, 21K School, Luca & Friends, Skillful Craftsman Education Technology Ltd., Jiangsu Hibao Tech Software Co., Ltd., Roblox, Microsoft, The University of Miami, The University of Nevada
The research study examines historic data from 2018 and 2020 to draw forecasts until 2030. The timeline makes the report an invaluable resource for readers, investors, and stakeholders looking for key insights in readily accessible documents with the information presented in the form of tables, charts, and graphs.
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Market Overview:
The report bifurcates the Metaverse in Education market on the basis of different product types, applications, end-user industries, and key regions of the world where the market has already established its presence. The report accurately offers insights into the supply-demand ratio and production and consumption volume of each segment.
Segments Covered in this report are:
Component Outlook (Revenue, USD Billion; 2019-2030)
- Hardware
- Software
Application Outlook (Revenue, USD Billion; 2019-2030)
- Learning
- Skill Development
- Educational Apps
- Self-Regulation Skills
- Cultural Understanding
- Others
Regional Outlook (Revenue, USD Billion; 2019-2030)
- North America
- U.S.
- Canada
- Mexico
- Europe
- Germany
- U.K.
- France
- BENELUX
- Rest of Europe
- Asia Pacific
- China
- India
- Japan
- South Korea
- Rest of APAC
- Latin America
- Brazil
- Rest of LATAM
- Middle East & Africa
- Saudi Arabia
- A.E.
- Israel
- Rest of MEA
- North America
The research report offers a comprehensive regional analysis of the market with regards to production and consumption patterns, import/export, market size and share in terms of volume and value, supply and demand dynamics, and presence of prominent players in each market.
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