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Global VR Education Market 2025 by Company, Regions, Type and Application, Forecast to 2031

Publisher GlobalInfoResearch
Published Jun 23, 2025
Length 130 Pages
SKU # GFSH20122629

Description

According to our (Global Info Research) latest study, the global VR Education market size was valued at US$ 84380 million in 2024 and is forecast to a readjusted size of USD 936390 million by 2031 with a CAGR of 41.5% during review period.

VR education is the use of virtual reality technology to provide immersive and interactive educational experiences. With the continuous development and popularization of VR technology, VR education will gradually be applied to a wider range of educational fields, including preschool education, basic education, higher education, vocational training, etc. VR technology can provide students with an immersive learning experience and help them better understand and master knowledge.

This report is a detailed and comprehensive analysis for global VR Education market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.

Key Features:

Global VR Education market size and forecasts, in consumption value ($ Million), 2020-2031

Global VR Education market size and forecasts by region and country, in consumption value ($ Million), 2020-2031

Global VR Education market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031

Global VR Education market shares of main players, in revenue ($ Million), 2020-2025

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for VR Education

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global VR Education market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Immersive VR Education, Alchemy Immersive, Curiscope, Pearson, Houghton Mifflin Harcourt Group, Red Landmark (Beijing) Culture Technology, JiangXi Kmax Industrial, Beijing Runni'er Network Technology, Nanjing Lai Special Medical Electronic Technology, Growlib, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market segmentation

VR Education market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
Aerospace Science
Fire Safety Science
Natural Disaster Prevention Science
Traffic Safety Science

Market segment by Application
Primary and Secondary Education
Vocational Education
Higher Education

Market segment by players, this report covers
Immersive VR Education
Alchemy Immersive
Curiscope
Pearson
Houghton Mifflin Harcourt Group
Red Landmark (Beijing) Culture Technology
JiangXi Kmax Industrial
Beijing Runni'er Network Technology
Nanjing Lai Special Medical Electronic Technology
Growlib
Beijing Huijia Technology
Jingle Magic (Beijing) Technology
HUANGPU CULTURE GROUP
Guizhou Weiai Technology Group
SpaceD
VRschool

Market segment by regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)

South America (Brazil, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe VR Education product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of VR Education, with revenue, gross margin, and global market share of VR Education from 2020 to 2025.

Chapter 3, the VR Education competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and VR Education market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.

Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of VR Education.

Chapter 13, to describe VR Education research findings and conclusion.

Table of Contents

130 Pages
1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
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