Meta's latest announcement its foray into the education sector with the introduction of enterprise-level Quest services.
Bolstered by the Quest virtual reality (VR) headsets' status as the market leader in extended reality (XR) devices, as reported by Statista, Meta is poised to capitalise on a burgeoning sector projected to surpass 34 million installed units by 2024.
In a bid to uphold its dominance, Meta has unveiled a suite of products and services tailored for the enterprise metaverse market.
Exploring Meta's Quest for Classroom Integration
While specifics about the new offering remain shrouded in secrecy, Meta has teased key features such as a dedicated hub for educational applications and the ability to manage multiple headsets seamlessly.
Although details regarding the product's name and comprehensive features are yet to be disclosed, Meta's President of Global Affairs, Nick Clegg, has underscored its significance.
He expressed in a blog post:
"Later this year Meta will be launching a new product offering for Quest devices dedicated to education. … It will allow teachers, trainers and administrators to access a range of education-specific apps and features and make it possible for them to manage multiple Quest devices at once, without the need for each device in a classroom or training environment to be updated and prepared individually."
Despite the absence of concrete business models, Meta views this initiative as a strategic long-term investment.
While profitability may not be immediate, Meta remains resolute in its commitment to ensuring the venture's success in the long run.
Many Corporations Are Using Quest
Meta has highlighted various educational institutions leveraging Quest headsets, illustrating the diverse applications of immersive technology in academia.
For instance, the University of Glasgow employs VR in a life sciences course, offering students an immersive exploration of the human body.
Similarly, New Mexico State University utilises VR in a criminal justice course, simulating virtual crime scenes for investigative training.
Additionally, Stanford University integrates VR into business classes to enhance interview preparation for students.
Challenges Loom Amidst Criticism
While Meta's venture into education promises a wealth of content and potential for developer engagement, critics raise concerns about the absence of groundbreaking VR applications.
Furthermore, Meta's announcement coincides with other developments, notably WhatsApp's decision to lower the minimum user age to 13 in the UK and EU from the previous 16, which too has faced criticism.
This aligns with Meta's efforts to tailor experiences for teenagers and preteens using Quest headsets, set to launch later this year exclusively for educational institutions catering to students aged 13 and above.
Despite the anticipated benefits, challenges loom over widespread adoption, including questions about the practicality of VR headsets in educational settings and the financial burden associated with acquiring and maintaining the necessary infrastructure.
While Meta has provided Quest headsets to select universities in the US, uncertainties persist regarding the company's long-term commitment to subsidising growth in the education sector.