The augmented reality (AR) was developed in 1968, and since then, it is being penetrated. AR is a technology with the help of which, the information from the virtual world is merged with the real world to create an artificial environment. The AR apps introduce virtual information in the background of the real-world in real-time. These apps can be accessed through smartphones, tablets, and wearable technology. Due to the advancement of AR technology, these apps are used in various sectors, among which edutainment is one of the prominent sectors.
With the current adoption of mobile technology and advancement in software applications, AR edutainment apps are becoming easily available and widely used worldwide. The accessibility of the smartphone and tablets is one of the major driving forces for the market growth. Educational institutions are investing heavily in digital learning as AR edutainment delivers an excellent blend of collaborative and active learning.
Furthermore, wearable technology is coming up as a new trend in AR edutainment apps. It is enhancing the learning experience by improving the learning focus and the engagement of the students. However, the complex and costly setup of wearable technology for edutainment apps is hampering the market growth. The 3D AR edutainment apps are widely used in the academic sector as today’s generation is way ahead of chalk and boards.
The edutainment technology market is witnessing heavy growth due to the shifting culture of physical learning to online learning. The market is providing several opportunities to the new entries as the advancement in edutainment technology is happening at a faster pace. The start-ups are investing a huge amount and entering the market in large numbers, indirectly boosting the demand for edutainment apps.
The advancement of smart and cloud technology to obtain, store and sort the data is most inclined to drive the market growth in the forecasted period. The technological enhancement in the AR educational app is enabling the students to engage in learning more and improve their skills. AR edutainment apps allow students to share their ideas and perspective about the subject at their learning pace, which is one of the key factors driving the market growth.
AR technology is serving as training tools in many industries, including aviation, healthcare, manufacturing, military training, and government securities. Today AR technology is widely used in the clinical setting, as it provides more details during interventional procedures. 3D visualization of the human anatomy gives a medical student a better understanding. The lab workers can also observe the reaction of drugs to the human body in a three-dimensional view with AR systems and apps.
Similarly, in the aviation industry for the training of cabin and flight deck crew, companies use the simulator, which replicates the exact copy of the flight with the help of the AR system. Not only the trainees but also the professional pilots have to go through the simulators to maintain and improve their rating. Due to the emerging use of AR systems in professional training, the demand for 3D AR educational apps is increasing.
The 3D AR edutainment apps require a strong ICT infrastructure to be included by the educational institution as a part of the learning process. In many developing countries the educational institutions do not have the infrastructure to support AR learning. The heavy investment needed to build a required infrastructure like installing software and increasing the server capabilities is hampering the growth of the market.
The rising popularity of wearable technology in the AR edutainment apps is going to create opportunities for new entries to the market. Wearable technology allows the students to understand better and be creative and innovative. The compatibility of wearable technology with the AR edutainment apps is one of the factors to trend wearable technology in the edutainment app market. However, the price and the complexity of wearable technology might restrict the growth of the market.
Study Period | 2020-2032 | CAGR | 7.3% |
Historical Period | 2020-2022 | Forecast Period | 2024-2032 |
Base Year | 2023 | Base Year Market Size | USD XX Billion |
Forecast Year | 2032 | Forecast Year Market Size | USD XX Billion |
Largest Market | North America | Fastest Growing Market | Asia Pacific |
The global photo booth market has been analyzed across four key regions – North America, Europe, Asia-Pacific, and LAMEA. The North America region contributes the largest market share in the 3D AR edutainment apps market. The countries such as the U.S. and Canada are one of the major contributors from the North American region.
North America is one of the regions having the key players in the edutainment apps and prominent educational institutions; the region is expected to dominate the market in the upcoming years. The collaboration of the hardware and software manufacturers in the region is driving the growth of the market in North America.
Asia-Pacific will also witness significant growth in AR edutainment apps during the upcoming years. Developing countries like India are creating favorable opportunities for the market players, as the population and adoption of the new technologies plays the important role in the growth of the market.
China holds a good share of the market with established players working in the market. Big players like Alibaba group from the chain are entering the edutainment apps market. The lower cost and huge consumer base are some of the key reasons allowing china to dominate the Asian 3D AR edutainment apps market.
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According to the platform used by the 3D AR edutainment apps, the market is segmented into wearable technology and smartphone/tablets. The market was dominated by the smartphone in 2018 due to its low cost and availability around the world.
The smartphone today is used by almost every student and the accessibility of the internet is driving the use of edutainment apps on the smartphone and tablets. Wearable technology is also trending in the market, whereas the complexity and the initial cost are hampering the use of edutainment apps on this platform.
Based on the application, the market is divided into two major categories, academic and corporate. The academic segment dominated the market in the past years and is expected to grow in the forecasted years. The culture of the learning process is changing, the educational organizations and universities around the world are also accepting the change by grasping to innovative development to avoid campus learning, make a global presence, and interact with more students.
Academic institutions are spending a huge amount of money on IT infrastructure to provide a compatible platform for edutainment apps. Due to the COVID-19, the rise in demand for distance learning is driving the growth of AR edutainment apps. Higher education and K-12 are introducing the AR edutainment apps as a part of the education digitization framework. The corporate segment is also driving the growth of the edutainment apps, as these apps are being used in professional training.
COVID-19 is a pandemic triggered by extreme acute respiratory coronavirus-2 syndrome (SARS-CoV-2). It has grown to more than 180 countries worldwide, contributing to a range of overcrowded health systems. Due to a large number of patients and competition with the supply chain, there is a lack of medical equipment and personal protective products. To resolve the shortage of facilities, the additive manufacturing corporation has taken steps in this respect.
FDA in collaboration with NIH, VA, and America, promoted non-traditional methods of manufacturing products, including personal safety devices, and PPE using 3D printing. This collaboration provided VA with a clinical study of the 3D-printed COVID-19 reaction samples, and the NIH made them available on the 3D Print Exchange.
The Food and Drug Administration has even entered into this interagency MOU to promote the usage of new processing technologies, such as 3D printers, in reaction to the COVID-19 pandemic.
For the America Made MOU cooperation and non-profit collaborations, the FDA is focusing actively on interactions and standards to verify the open access definitions submitted to the 3DPX NIH. These initiatives bolstered the market throughout the COVID-19 periods. Besides, the lack of availability of manpower during the COVID-19situation strengthened the demand for 3D printed medical devices.