Metaverse Education - New Zealand

  • New Zealand
  • The projected value in the Metaverse Education market for New Zealand is estimated to reach €7.1m in 2024.
  • It is expected to exhibit an annual growth rate (CAGR 2024-2030) of 49.39%, resulting in a projected market volume of €79.3m by 2030.
  • The United States generates the highest value in this market segment, with a projected market volume of €931.8m in 2024.
  • In terms of user numbers, it is anticipated that there will be 191.5k users users in the Metaverse Education market for New Zealand by 2030.
  • User penetration is projected to be 1.0% in 2024 and is expected to increase to 3.5% by 2030.
  • The average value per user (ARPU) is estimated to be €141.6.
  • New Zealand's Metaverse Education market is thriving, with innovative virtual learning platforms and immersive experiences transforming the way students engage with educational content.
 
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Analyst Opinion

The Metaverse Education market in New Zealand is experiencing significant growth and development, driven by customer preferences for immersive and interactive learning experiences.

Customer preferences:
Customers in New Zealand are increasingly seeking innovative and engaging educational solutions that go beyond traditional classroom settings. They are looking for interactive and immersive learning experiences that can enhance their understanding and retention of knowledge. The Metaverse Education market caters to these preferences by offering virtual reality (VR) and augmented reality (AR) technologies that allow students to explore virtual environments, interact with digital objects, and collaborate with peers in a virtual space. These immersive experiences provide a more engaging and interactive learning environment, which is particularly appealing to younger generations who have grown up in a digital world.

Trends in the market:
One of the key trends in the Metaverse Education market in New Zealand is the adoption of VR and AR technologies in schools and educational institutions. Many schools are investing in VR headsets and AR devices to create virtual classrooms and enable students to explore educational content in a more interactive and immersive way. This trend is driven by the recognition of the benefits of virtual learning, such as improved student engagement, increased knowledge retention, and the ability to cater to different learning styles. Another trend in the market is the development of educational content specifically designed for the Metaverse. Companies are creating virtual learning experiences that cover a wide range of subjects, from science and history to art and language learning. These educational experiences are designed to be interactive and engaging, allowing students to actively participate in the learning process and apply their knowledge in a virtual setting. This trend is fueled by the increasing availability of VR and AR devices, as well as the growing demand for innovative educational solutions.

Local special circumstances:
New Zealand has a strong education system and a focus on innovation in education. The government has been supportive of integrating technology into the education sector, which has created a favorable environment for the growth of the Metaverse Education market. Additionally, New Zealand has a high level of digital literacy among its population, which makes it easier for students and teachers to adopt and adapt to new technologies.

Underlying macroeconomic factors:
The growth of the Metaverse Education market in New Zealand is also influenced by underlying macroeconomic factors. The country has a strong economy and a stable political environment, which provides a conducive business environment for companies operating in the Metaverse Education sector. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies in education, as schools and educational institutions have had to adapt to remote learning. This has created new opportunities for the Metaverse Education market, as educators and students seek alternative ways to engage in learning. In conclusion, the Metaverse Education market in New Zealand is experiencing growth and development due to customer preferences for immersive and interactive learning experiences. The adoption of VR and AR technologies in schools, the development of educational content for the Metaverse, and the favorable local circumstances and macroeconomic factors contribute to the expansion of the market. As technology continues to advance and the demand for innovative educational solutions grows, the Metaverse Education market in New Zealand is expected to thrive in the coming years.

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.

Visión general

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