Global AR/VR In Education Market Projected to Experience Substantial Growth Reaching $22 Billion By 2030
MarketNewsUpdates News Commentary
NEW YORK, Oct. 15, 2025 /PRNewswire/ -- A recent report from Strategic Market Research said that the Augmented and Virtual Reality (AR/VR) in Education market is projected to experience substantial growth from USD 2.4 billion in 2024 to USD 22.5 billion by 2030, with an impressive CAGR of 41.2% during the forecast period. The report continued: "This market's significance lies in its transformative potential for educational environments, with AR and VR enabling immersive learning experiences, improving engagement, and providing practical skills that traditional learning methods cannot match. As these technologies continue to mature and gain traction, they are expected to reshape the educational landscape across all levels, from K-12 institutions to universities and corporate training. Key macro forces driving this growth include advancements in technology, increased internet penetration, and the ongoing shift towards digital education. With institutions and educators increasingly embracing these tools, AR and VR are expected to play a critical role in enhancing educational accessibility and quality. Furthermore, as governments and private investors ramp up funding in digital education, the development of AR/VR solutions will only accelerate. The increasing use of AR and VR in educational settings is also influenced by the growing demand for personalized learning experiences, where students can engage in experiential learning beyond textbooks. This trend is further supported by the global shift toward online learning, triggered by the pandemic, which has increased the demand for digital tools to support remote education." Active Companies in the markets today include zSpace, Inc. (NASDAQ: ZSPC), Wearable Devices Ltd. (NASDAQ: WLDS), Vuzix Corporation (NASDAQ: VUZI), Sony Group Corporation (NYSE: SONY), QUALCOMM Incorporated (NASDAQ: QCOM).
Strategic Market Research added: "Augmented Reality (AR): This segment enables real-world environments to be overlaid with digital information, enhancing classroom learning experiences. AR tools help in creating interactive learning environments, particularly in subjects such as history, science, and arts, where visual learning is critical. Virtual Reality (VR): VR creates fully immersive environments where learners can interact with simulated scenarios, such as exploring historical events, conducting virtual science experiments, or practicing surgical procedures. The VR segment is expected to hold the largest share of the market due to its deeper level of immersion. In 2024, the Virtual Reality (VR) segment is expected to account for 60% of the market share due to the growing use of VR in higher education and vocational training."

