consumer and market research to understand that metaverse is the future of education.
poudalapraveen22
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Jun 25, 2024
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About This Presentation
Consumer and Market research to understand that
metaverse is the future of education.
Size: 1.19 MB
Language: en
Added: Jun 25, 2024
Slides: 23 pages
Slide Content
METAVERSE IN EDUCATION
Consumer and Market research to understand that
metaverse is the future of education
1: Estimating market size
TAM (Total addressable market )
●Global Education Market (TAM = $6.4 trillion)
●Segments:
K-12 Education ($4 trillion),
Higher Education ($2 trillion),
Professional Development ($0.4 trillion)
●Estimated TAM for Metaverse in Education : $4 trillion + $2 trillion + $0.4 trillion =
$6.4 trillion
●SAM (Serviceable addracleble market)
global market size of the metaverse in education : 5.6b in 2023
(Source link :https://www.precedenceresearch.com/metaverse-in-education-market)
●SOM (Serviceable Obtainable market)
●North America held share of 36 % of market share : 2.01b in 2023
(North America robust technological infrastructure, substantial investments in educational
technology, and a mature digital ecosystem and provides more opportunities to succeed in
introducing metaverse in education )
(Source link :https://www.precedenceresearch.com/metaverse-in-education-market)
TOP -DOWN (based on the precedence research report)
TAM=$6.4 trillion
SAM=$5.6B
SOM=$2.O1B
●Global
Education
Market
●global market size of
the metaverse in
education
●North America
held share of 36
% of market
share
Performing competitor analysis
Established platforms
Smaller startups: Many US startups are focusing on specific areas like
language learning, science simulations, or vocational training within
the metaverse education space.
COMPANY AXON PARK VRACADAMI CAMP K12
MARKET SHARE AND
TRENDS
- - -
STRATEGY AND
INVESTMENT
Platform for creating &
customizing virtual
campuses, focus on
immersive learning
Platform for developing
VR experiences, focus on
fostering creativity &
design thinking
Free & accessible
Metaverse & AR/VR
creation platform for young
learners, focus on fun &
engaging learning
TARGET MARKET K-12 schools, higher
education, corporate
training
K-12 schools, after-school
programs, individual
learners
K-12 schools, individual
learners, homeschool
families
STRENGTHS Strong customization &
immersive learning,
experienced team
Unique VR & creative
design education focus,
experienced VR
development & education
team
Large & established user
base, strong brand
recognition, free platform
WEAKNESSES Limited brand awarenessLimited brand awareness,
may require resources to
scale
Platform limitations
compared to paid options,
may require resources to
develop Metaverse
capabilities
TECHNOLOGY (R&D) Develops own VR platform
for education
Develops own VR creation
tools & learning content
Leverages existing LMS &
develops own AR/VR
creation tools
PRICING
Freemium (paid plans for
additional features)
Subscription-based
Freemium (optional paid
features)
CHANNEL
STRATEGY
Direct sales, partnerships
with educational
technology companies
Online platform with
self-paced learning
modules, partnerships with
schools & educational
institutions
Primarily online platform,
potential for integration
with existing programs