Metaverse Education - Portugal

  • Portugal
  • The projected value in the Metaverse Education market for Portugal is expected to reach €7.0m in 2024.
  • This market segment is anticipated to exhibit an annual growth rate (CAGR 2024-2030) of 48.93%, resulting in a projected market volume of €76.0m by 2030.
  • In Portugal, the projected market volume is estimated to be €922.2m in 2024, making it one of the key contributors to the overall market value.
  • By 2030, the number of users in the Metaverse Education market for Portugal is expected to reach 262.7k users.
  • The user penetration rate, which currently stands at 0.7% in 2024, is projected to increase to 2.6% by 2030.
  • The average value per user (ARPU) is expected to be €100.7 in Portugal.
  • "Portugal's Metaverse Education market is rapidly expanding, with a focus on immersive language learning experiences."
 
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Analyst Opinion

The Metaverse Education market in Portugal is experiencing significant growth and development in recent years.

Customer preferences:
In Portugal, there is a growing demand for immersive and interactive educational experiences. Students and educators are increasingly looking for innovative ways to enhance learning and engage with educational content. The Metaverse Education market provides a unique opportunity to create virtual learning environments that can simulate real-world experiences and offer personalized learning experiences.

Trends in the market:
One of the key trends in the Metaverse Education market in Portugal is the integration of virtual reality (VR) and augmented reality (AR) technologies into educational platforms. These technologies allow students to explore virtual environments, interact with digital objects, and collaborate with peers in a more engaging and immersive way. 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 learning outcomes. Another trend in the market is the development of educational content specifically designed for the Metaverse. This includes virtual classrooms, simulations, and interactive learning modules that can be accessed through virtual reality headsets or other devices. These educational experiences offer a more dynamic and interactive approach to learning, allowing students to actively participate in the learning process and gain a deeper understanding of the subject matter.

Local special circumstances:
Portugal has a strong focus on education and innovation, which creates a favorable environment for the development of the Metaverse Education market. The country has a well-established education system and a high literacy rate, providing a solid foundation for the adoption of new educational technologies. Additionally, Portugal has a growing tech startup ecosystem, which fosters innovation and entrepreneurship in the education sector. This has led to the emergence of local companies and initiatives that are driving the development of the Metaverse Education market in the country.

Underlying macroeconomic factors:
The growth of the Metaverse Education market in Portugal is also influenced by broader macroeconomic factors. The country has been investing heavily in digital infrastructure and technology, which has contributed to the increased accessibility and affordability of VR and AR devices. Furthermore, the COVID-19 pandemic has accelerated the adoption of online and remote learning solutions, creating a greater demand for innovative educational technologies like the Metaverse. As a result, both the public and private sectors are investing in the development and expansion of the Metaverse Education market in Portugal.

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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