How big is the VR in Education Market | Growth Insights & Trends 2025

Code: MTA9528 Publication Date: Sep 2025

What is the size of VR in Education Market?

According to 6Wresearch internal database and industry insights, the VR in Education Market was valued at USD 2.4 billion in 2024 and is expected to reach USD 16.5 billion by 2031, growing at a CAGR of 3.5% during 2025-2031.

The main drivers of this growth are the increasing demand for interactive and immersive learning experiences, advancements in VR technology for educational content delivery, and the growing adoption of VR tools for practical training in various academic disciplines.

Growth Factors for VR in Education Market

  • Rising demand for immersive, interactive learning experiences across all educational levels.
  • Increased adoption of VR for practical training and skills development in sectors like healthcare and engineering.
  • Advancements in affordable, user-friendly VR hardware tailored for educational use.
  • Integration of VR technologies into traditional classrooms and e-learning platforms.
  • Government initiatives promoting digital learning tools and VR in education.

VR in Education Market Trends

The VR in Education market is experiencing trends such as the use of immersive VR simulations for skills training in disciplines such as medicine, science, and engineering. VR is increasingly employed in K-12 and higher education courses to enhance student engagement and understanding. VR is also being used in various digital platforms to confer virtual field trips, language-learning programs, and historical simulations. VR has also become crucial in establishing personalized learning experiences for students, facilitating student collaboration, and supporting distance learning.

Emerging Developments in the VR in Education Market

The VR in Education market is also USD multi-million-dollar market that is transforming in the development of more relevant interactive VR-based learning platforms and applications. Innovations in hardware are making VR headsets less expensive, less heavy, and more comfortable for students. A focus of the VR in Education market is also on gamification and adaptive learning environments supported by VR technological enhancements. With the growth of remote and hybrid learning models, VR is being used to simulate real-world experiences for students, and learning environments are used by students for skills learning and real-world training.

List of Leading Companies in the VR in Education Market

Some of the leading companies include:

  • Oculus (Meta Platforms)
  • HTC Corporation
  • Google LLC
  • Sony Interactive Entertainment
  • ClassVR
  • zSpace
  • Pixaera

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