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Global AR in Education Market 2017-2021

Global AR in Education Market 2017-2021

About AR in Education

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) is enabling the 4th wave of computing power. These technologies involve the integration of other technologies, such as sensors, Big Data, artificial intelligence (AI), and wearable devices, leading to enhanced spatial computing. The eventual convergence of AR and VR will become mainstream for next generation computing and act as a smart and intuitive interface for the Internet of Things (IoT).

The advent of AR is expected to impact every sector and company, leading to the transformation of the way they communicate, design, manufacture, and sell their products. The AR technology is expected to be mainstream in the forecast period and grow from there on. The adoption of AR in various sectors is expected to increase with the millennials (born 1981-1997) and Gen Z (born 1998-present) increasingly showing interest in the deployment of AR in various sectors, especially in the field of education. Students learn more efficiently with the inclusion of modern technologies in the school and college curriculum.

Technavio’s analysts forecast the global AR in education market to grow at a CAGR of 82.25% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global AR in education market for 2017-2021. To calculate the market size, the report considers the revenue generated by the vendors providing AR solutions for education across the globe.

The market is divided into the following segments based on geography:

  • APAC
  • Europe
  • North America
  • ROW
Technavio's report, Global AR in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • EON Reality
  • Magic Leap
  • DAQRI
  • QuiverVision
  • GAMOOZ
Other prominent vendors
  • Meta Company
  • Google
  • Curiscope
  • Chromville
  • Aug That
  • Popar
  • Blippar
  • InGage
Market driver
  • Increased developer interest in AR applications
  • For a full, detailed list, view our report
Market challenge
  • High AR hardware prices
  • For a full, detailed list, view our report
Market trend
  • Blended learning through AR textbooks
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global AR in Education Market 2017-2021

Technavio recognizes the following companies as the key players in the global AR in education market: EON Reality, Magic Leap, DAQRI, QuiverVision, and GAMOOZ.

Other Prominent Vendors in the market are: Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage.

Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Blended learning through AR textbooks. The learners of today believe in digital learning and are more attracted to the use of e-books, and other digital media such as videos and Massive Open Online Courses(MOOCs). They use a search engine with keywords to find the right content. They prefer watching videos than reading the whole book. The demand for innovative ways of learning is increasing. Also, the teachers and the lecturers are trying to incorporate the use of new innovative technologies to enhance the effectiveness of the training and also attract more students. The use of AR textbooks has gained popularity among the teachers especially, the ones serving higher education sector. Many universities are emphasizing on the inclusion of AR textbooks in the education curriculum.”

According to the report, one of the major drivers for this market is Increased developer interest in AR applications. A wide range of open source AR apps has resulted in AR gaining huge awareness in the education market within a short span. However, the major hurdle faced in the market is the lack of content in the applications catering to education. The future growth of the market depends on the availability of contents designed by developers.

Further, the report states that one of the major factors hindering the growth of this market is High AR hardware prices. The major challenge faced by the market is the lack of affordable AR hardware in terms of HMDs. Currently, the only affordable AR hardware for the education market are handheld devices, such as smartphones and tablets. Most of the AR headsets available such as Microsoft HoloLens and Meta 2 cost around $3,000 and $949, respectively. Also, they are released as developer versions and are not available to the mass consumer market.

Companies Mentioned

EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Market outline
      • Table AR ecosystem - key stakeholders
  • Market overview
    • Table Global AR in education market 2016-2021 ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by product
    • Global AR in education market by product
      • Table Global AR in education market by product 2016-2021 (%)
      • Table Global AR in education market by product 2016-2021 ($ millions)
    • Global AR hardware in education market
      • Table Global AR hardware in education market 2016-2021 ($ millions)
    • Global AR content in education market
      • Table Global AR content in education market 2016-2021 ($ millions)
  • Market segmentation by end-user
    • Global AR in education by end-user
      • Table Global AR in education market by end-user 2016-2021 (%)
      • Table Global AR in education market by end-user 2016-2021 ($ millions)
    • Global AR in education in K-12 segment
      • Table Global AR in education market in K-12 segment 2016-2021 ($ millions)
    • Global AR in education in higher education segment
      • Table Global AR in education market in higher education segment 2016-2021 ($ millions)
  • Geographical segmentation
    • Global AR in education market by geography
      • Table Global AR in education market by geography 2016-2021 (%)
      • Table Global AR in education by geography market 2016-2021 ($ millions)
    • AR in education market in North America
      • Table AR in education market in North America 2016-2021 ($ millions)
    • AR in Education market in Europe
      • Table AR in education market in Europe 2016-2021 ($ millions)
    • AR in education market in APAC
      • Table AR in education market in APAC 2016-2021 ($ millions)
    • AR in education market in ROW
      • Table AR in education market in ROW 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
      • Table AR authoring platform
    • Market challenges
  • Market trends
    • Blended learning through AR textbooks
    • Learning through AR gaming
    • Student-centric learning environment
  • Vendor landscape
    • Competitive landscape
  • Key vendor analysis
    • EON Reality
      • Table Product offerings:
    • Magic Leap
      • Table Key developments:
    • DAQRI
      • Table Key developments:
    • QuiverVision
      • Table Product offering:
    • GAMOOZ
      • Table Product offerings
  • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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