Metaverse Education - Ireland

  • Ireland
  • The projected value of the Metaverse Education market in 2024 is estimated to be €7.1m.
  • This market is expected to exhibit a compound annual growth rate (CAGR) of 49.06% from 2024 to 2030, resulting in a projected market volume of €78.2m by 2030.
  • It is worth noting that in the United States is the primary generator of value in this market, with a projected market volume of €918.6m in 2024.
  • In terms of user numbers, the Metaverse Education market is expected to have approximately 189.5k users users by 2030.
  • The user penetration rate is projected to be 1.0% in 2024 and is expected to reach 3.6% by 2030.
  • Additionally, the average value per user (ARPU) is estimated to be €142.7.
  • It is important to highlight that these figures pertain to the market segment of Metaverse Education market and are specifically relevant to the country of Ireland.
  • Ireland is experiencing a surge in Metaverse Education adoption, with universities and educational institutions actively integrating virtual reality technology into their curriculums.
 
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Analyst Opinion

The Metaverse Education market in Ireland is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in Ireland are increasingly turning to the Metaverse Education market as a means of enhancing their learning experience. The immersive and interactive nature of the metaverse allows for a more engaging and personalized educational experience. Additionally, the convenience of accessing educational content from anywhere and at any time is appealing to students and professionals alike.

Trends in the market:
One of the key trends in the Metaverse Education market in Ireland is the integration of virtual reality (VR) and augmented reality (AR) technologies. These technologies are being used to create immersive and realistic learning environments, enabling students to explore and interact with virtual objects and scenarios. This trend is driven by the increasing availability and affordability of VR and AR devices, as well as the growing recognition of their potential in enhancing educational outcomes. Another trend in the market is the emergence of gamification in education. Gamification involves incorporating game elements, such as points, badges, and leaderboards, into educational activities to motivate and engage learners. This trend is particularly popular among younger students, who are accustomed to digital gaming and respond well to the competitive nature of gamified learning experiences.

Local special circumstances:
Ireland's strong technology sector and its reputation as a hub for innovation and entrepreneurship contribute to the growth of the Metaverse Education market. The country's favorable business environment and supportive government policies attract companies and investors in the edtech sector, driving innovation and the development of new educational technologies. Additionally, Ireland's well-established education system and high literacy rates create a conducive environment for the adoption of metaverse technologies in education.

Underlying macroeconomic factors:
The growth of the Metaverse Education market in Ireland is also influenced by macroeconomic factors. The increasing digitalization of the economy and the rapid advancement of technology are driving the demand for digital skills and knowledge. As a result, there is a growing need for innovative and effective educational solutions that can prepare individuals for the digital age. Furthermore, the COVID-19 pandemic has accelerated the adoption of online and remote learning, leading to an increased demand for metaverse education platforms. The shift towards remote work and the need for upskilling and reskilling are also contributing to the growth of the Metaverse Education market in Ireland. In conclusion, the Metaverse Education market in Ireland is experiencing significant growth and development due to customer preferences for immersive and personalized learning experiences, the integration of VR and AR technologies, the emergence of gamification in education, Ireland's strong technology sector and supportive business environment, and underlying macroeconomic factors such as the digitalization of the economy and the impact of the COVID-19 pandemic.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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