Delray Beach, FL, Aug. 25, 2025 (GLOBE NEWSWIRE) — The report Augmented and Virtual Reality in Education Market by offering type (software, hardware, services), device type, deployment (on-premise, cloud), application, end user (academic institutions, corporates) and Region – Global Forecast to 2028″ The global AR and VR in Education Industry Size was valued at USD 2.9 billion in 2022 and is projected to reach USD 14.2 billion by 2028; it is expected to register a CAGR of 29.6% between 2023 and 2028.

The rise in demand for AR and VR devices is attributed to Enhanced understanding through visualization, transforming corporate training through immersive augmented and virtual reality technologies, advancing education through ongoing innovation and expansion in AR & VR technology, the emergence of advancing personalized learning experiences, and real-world application and career readiness.

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Browse in-depth TOC on ” AR VR in Education Market”

  • Sony Group Corporation (Japan),
  • HTC Corporation (Taiwan),
  • Meta (US),
  • Google (US),
  • Microsoft (US),
  • Panasonic Holdings Corporation (Japan),
  • Vuzix (US),
  • Cornerstone OnDemand, Inc. (US),
  • Anthology Inc. (US),
  • Lenovo (Hong Kong).

AR VR in Education Market Segmentation:

By Offering Type, Augmented and Virtual Reality in Education Industry for Software Segment to account larger market share in the forecasted year.

The software segment accounted for the larger market share in 2028. The growth of software AR and VR in education is supported by technological advancements and cost reductions. As technology advances, it becomes more accessible and affordable, allowing educational institutions to integrate AR and VR solutions into their curricula. The availability of user-friendly software tools and platforms also reduces the barriers to entry for educators and encourages the development of AR and VR content. Also, …

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