デフォルト表紙
市場調査レポート
商品コード
1599314

eラーニングにおけるバーチャルリアリティ市場:技術、コンポーネント、アプリケーション別-2025-2030年の世界予測

Virtual Reality in eLearning Market by Technology (Gesture Control, Head Mount, Projectors), Component (Hardware, Services, Software), Application - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 184 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=143.57円
eラーニングにおけるバーチャルリアリティ市場:技術、コンポーネント、アプリケーション別-2025-2030年の世界予測
出版日: 2024年10月31日
発行: 360iResearch
ページ情報: 英文 184 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

eラーニングにおけるバーチャルリアリティ市場は、2023年に3億935万米ドルと評価され、2024年には4億4,633万米ドルに達すると予測され、CAGR 44.37%で成長し、2030年には40億4,440万米ドルに達すると予測されています。

eラーニングにおけるバーチャル・リアリティ(VR)は、従来の学習方法を超えた没入型のインタラクティブな体験を提供することで、教育環境に変革をもたらすものです。eラーニングにおけるVRの範囲と定義は、学習に役立つシミュレーションや環境を構築するためにVR技術を使用することであり、これにより学習への取り組み、定着、複雑な科目の理解を高めることができます。eラーニングにおけるVRの必要性は、地理的・物理的な制約を受けることなく、実践的な実体験を提供できることにあり、特にスキルベースのトレーニング、医療教育、技術分野に有益です。最終用途は教育機関、企業、職業訓練センターなど多岐にわたる。主な成長要因は、技術の進歩、デジタル学習プラットフォームの採用増加、COVID-19パンデミックのような世界の出来事によって必要とされる遠隔学習への継続的なシフトです。手頃な価格のVRソリューションの開発、多様な分野にわたるコンテンツ・ライブラリーの拡大、パーソナライズされた学習体験のためのAIの統合にビジネスチャンスがあります。こうした機会を活用するために、企業は教育機関や技術開発者とのパートナーシップに投資すべきです。しかし、市場の成長は、初期コストの高さ、強固なインフラの必要性、新技術の採用に対するユーザーの抵抗感といった課題に直面しています。また、標準化の欠如や、学習教材の質を低下させる可能性のあるコンテンツの飽和といった限界もあります。イノベーションは、コスト削減技術の調査、より多くのユーザーがVRにアクセスできるインクルーシブデザイン、多様な教育ニーズに対応するスケーラブルなソリューションの開発を通じて花開く。アーリーアダプターに対する競争優位性で急速に進化する市場の性質を理解し、企業はユーザー体験と価値提案に焦点を当てることで、戦略的なポジショニングをとることができます。eラーニングにおけるVRの可能性を引き出すには、使いやすさ、アクセシビリティ、測定可能な教育成果を重視することが重要です。

主な市場の統計
基準年[2023] 3億935万米ドル
予測年[2024] 4億4,633万米ドル
予測年[2030] 40億4,440万米ドル
CAGR(%) 44.37%

市場力学:急速に進化するeラーニングにおけるバーチャルリアリティ市場の主要市場インサイトを公開

eラーニングにおけるバーチャルリアリティ市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • バーチャルリアリティ教室への投資の増加
    • eラーニングコースにおけるオンライントレーニングシミュレーションとゲーミフィケーションの強化
    • 企業の研修・開発プログラムにおけるAR/VRの幅広い受け入れ
  • 市場抑制要因
    • 相互運用性規格の定義が緩い
  • 市場機会
    • VR eラーニングの技術的進歩
    • ウェブベースのコースにおけるカスタマイズされた学習オプションの展開
  • 市場の課題
    • プライバシーとサイバーセキュリティの脅威

ポーターの5つの力:eラーニングにおけるバーチャルリアリティ市場をナビゲートする戦略ツール

ポーターの5つの力フレームワークは、eラーニングにおけるバーチャルリアリティ市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:eラーニングにおけるバーチャルリアリティ市場における外部からの影響の把握

外部マクロ環境要因は、eラーニングにおけるバーチャルリアリティ市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析eラーニングにおけるバーチャルリアリティ市場における競合情勢の把握

eラーニングにおけるバーチャルリアリティ市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスeラーニングにおけるバーチャルリアリティ市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、eラーニングにおけるバーチャルリアリティ市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によってベンダーを明確かつ正確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨eラーニングにおけるバーチャルリアリティ市場における成功への道筋を描く

eラーニングにおけるバーチャルリアリティ市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • バーチャルリアリティ教室への投資増加
      • eラーニングコースにおけるオンライントレーニングシミュレーションとゲーミフィケーションの強化
      • 企業の研修・開発プログラムにおけるAR/VRの幅広い受け入れ
    • 抑制要因
      • 曖昧に定義された相互運用性標準
    • 機会
      • VR eラーニングにおける技術的進歩
      • ウェブベースのコースのカスタマイズされた学習オプションの展開
    • 課題
      • プライバシーとサイバーセキュリティの脅威
  • 市場セグメンテーション分析
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 eラーニングにおけるバーチャルリアリティ市場:技術別

  • ジェスチャーコントロール
  • ヘッドマウント
  • プロジェクター

第7章 eラーニングにおけるバーチャルリアリティ市場:コンポーネント別

  • ハードウェア
  • サービス
  • ソフトウェア

第8章 eラーニングにおけるバーチャルリアリティ市場:用途別

  • アカデミック
  • 企業

第9章 南北アメリカのeラーニングにおけるバーチャルリアリティ市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のeラーニングにおけるバーチャルリアリティ市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのeラーニングにおけるバーチャルリアリティ市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • Avantis Systems Ltd.
  • E-learning Studios
  • Enlighten Media Pvt. Ltd.
  • Google LLC
  • Immerse Learning Limited
  • LearnBrite by ExitReality Inc.
  • Lenovo Group Limited
  • Meta Platforms, Inc.
  • Sify Technologies Ltd.
  • SQLearn SA
  • Tesseract Learning Pvt Ltd.
  • ThingLink Oy
  • Unimersiv
  • VIVED Learning
  • zSpace, Inc.
図表

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY IN ELEARNING MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY IN ELEARNING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY IN ELEARNING MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY GESTURE CONTROL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HEAD MOUNT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY ACADEMIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY CORPORATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 21. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 23. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 26. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 27. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 29. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 30. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 32. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 37. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 41. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 43. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 46. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 49. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 52. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 53. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 55. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 58. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 59. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 61. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 62. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 67. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 68. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 70. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 73. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 76. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 81. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 83. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 86. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 89. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 90. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 92. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 95. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 96. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 98. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 101. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 102. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 104. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 105. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 107. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 108. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 110. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 111. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 113. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 116. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 117. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 119. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 120. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 122. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 123. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 126. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 128. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 131. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 132. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 137. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 138. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 145. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 146. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-6611A51114D3

The Virtual Reality in eLearning Market was valued at USD 309.35 million in 2023, expected to reach USD 446.33 million in 2024, and is projected to grow at a CAGR of 44.37%, to USD 4,044.40 million by 2030.

Virtual Reality (VR) in eLearning represents a transformative shift in the educational landscape by offering immersive, interactive experiences that go beyond traditional learning methods. The scope and definition of VR in eLearning encompass the use of VR technologies to create simulations and environments conducive to learning, which enhances engagement, retention, and understanding of complex subjects. The necessity of VR in eLearning is driven by its ability to provide practical, hands-on experiences without geographical or physical constraints, making it particularly beneficial for skills-based training, medical education, and technical fields. Application areas include virtual classrooms, interactive labs, and corporate training programs, with end-use spanning educational institutions, corporates, and vocational training centers. Key growth factors are technological advancements, increasing adoption of digital learning platforms, and the ongoing shift towards remote learning necessitated by global events like the COVID-19 pandemic. Opportunities lie in developing affordable VR solutions, expanding content libraries across diverse fields, and integrating AI for personalized learning experiences. To leverage these opportunities, companies should invest in partnerships with educational institutions and technology developers. However, market growth faces challenges such as high initial costs, the need for robust infrastructure, and user resistance to adopting new technologies. Limitations also include a lack of standardization and potential content saturation which could dilute the quality of learning materials. Innovation can flourish through research into cost-reduction technologies, inclusive designs making VR accessible to more users, and creating scalable solutions for diverse educational needs. Understanding the nature of the market, which is fast-evolving with a competitive edge towards early adopters, businesses can position themselves strategically by focusing on user experience and value proposition. Emphasizing ease of use, accessibility, and measurable educational outcomes will be crucial in tapping the potential of VR in eLearning.

KEY MARKET STATISTICS
Base Year [2023] USD 309.35 million
Estimated Year [2024] USD 446.33 million
Forecast Year [2030] USD 4,044.40 million
CAGR (%) 44.37%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increased investment in virtual reality classrooms
    • Enhanced online training simulations and gamification in eLearning courses
    • Wide acceptance of AR/VR for corporate training & development programs
  • Market Restraints
    • Loosely defined interoperability standards
  • Market Opportunities
    • Technological advancements in VR eLearning
    • Deployment of customized learning options for web-based courses
  • Market Challenges
    • Privacy and cyber security threats

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality in eLearning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality in eLearning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Reality in eLearning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality in eLearning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Reality in eLearning Market

A detailed market share analysis in the Virtual Reality in eLearning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Reality in eLearning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality in eLearning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Reality in eLearning Market

A strategic analysis of the Virtual Reality in eLearning Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality in eLearning Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Ltd., E-learning Studios, Enlighten Media Pvt. Ltd., Google LLC, Immerse Learning Limited, LearnBrite by ExitReality Inc., Lenovo Group Limited, Meta Platforms, Inc., Sify Technologies Ltd., SQLearn SA, Tesseract Learning Pvt Ltd., ThingLink Oy, Unimersiv, VIVED Learning, and zSpace, Inc..

Market Segmentation & Coverage

This research report categorizes the Virtual Reality in eLearning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Technology, market is studied across Gesture Control, Head Mount, and Projectors.
  • Based on Component, market is studied across Hardware, Services, and Software.
  • Based on Application, market is studied across Academic and Corporate.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increased investment in virtual reality classrooms
      • 5.1.1.2. Enhanced online training simulations and gamification in eLearning courses
      • 5.1.1.3. Wide acceptance of AR/VR for corporate training & development programs
    • 5.1.2. Restraints
      • 5.1.2.1. Loosely defined interoperability standards
    • 5.1.3. Opportunities
      • 5.1.3.1. Technological advancements in VR eLearning
      • 5.1.3.2. Deployment of customized learning options for web-based courses
    • 5.1.4. Challenges
      • 5.1.4.1. Privacy and cyber security threats
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality in eLearning Market, by Technology

  • 6.1. Introduction
  • 6.2. Gesture Control
  • 6.3. Head Mount
  • 6.4. Projectors

7. Virtual Reality in eLearning Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
  • 7.3. Services
  • 7.4. Software

8. Virtual Reality in eLearning Market, by Application

  • 8.1. Introduction
  • 8.2. Academic
  • 8.3. Corporate

9. Americas Virtual Reality in eLearning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Reality in eLearning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Reality in eLearning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Avantis Systems Ltd.
  • 2. E-learning Studios
  • 3. Enlighten Media Pvt. Ltd.
  • 4. Google LLC
  • 5. Immerse Learning Limited
  • 6. LearnBrite by ExitReality Inc.
  • 7. Lenovo Group Limited
  • 8. Meta Platforms, Inc.
  • 9. Sify Technologies Ltd.
  • 10. SQLearn SA
  • 11. Tesseract Learning Pvt Ltd.
  • 12. ThingLink Oy
  • 13. Unimersiv
  • 14. VIVED Learning
  • 15. zSpace, Inc.