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Eラーニング・バーチャルリアリティの世界市場レポート 2025年

E-Learning Virtual Reality Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10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=146.35円
Eラーニング・バーチャルリアリティの世界市場レポート 2025年
出版日: 2025年06月17日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

Eラーニング・バーチャルリアリティ市場規模は、今後数年で飛躍的な成長が見込まれます。2029年にはCAGR22.4%で176億米ドルに成長します。予測期間に予測される成長は、VR学習におけるAIの統合の増加、遠隔教育トレンドの台頭、Edtech新興企業への投資の増加、5G技術の採用、体験学習への需要の高まりなど、いくつかの要因に起因しています。予測期間に予想される主な動向には、VRコンテンツ作成ツールの発展、学習における高度なゲーミフィケーション技術の利用、対話型学習モジュールの革新、VRトレーニングにおける生体認証フィードバックの統合、クラウドベースのVRプラットフォームの開発などがあります。

共同学習と遠隔教育の採用拡大がEラーニング・バーチャルリアリティ市場の成長を牽引すると予想されます。共同学習では、チームワークと知識の共有を促進するインタラクティブなグループベースの教育が行われ、遠隔教育では、学生は場所を問わず学習リソースにアクセスできます。共同学習と遠隔学習の両方の人気が高まっている背景には、インターネット接続の向上と柔軟な教育ソリューションに対する需要の高まりがあります。Eラーニング・バーチャルリアリティは、リアルタイムのエンゲージメントとコラボレーションを促進する没入型のインタラクティブ環境を構築することで、これらの学習モデルを強化し、デジタル学習をより効果的でつながりのあるものにします。例えば、2024年6月、米国を拠点とするオンライン学習プラットフォームであるCourseraは、2023年には1億4,800万人の学習者と7,000の提携機関があり、GenAIコースの受講者数は1,060%という驚異的な伸びを示したと報告しています。さらに、毎分新しい学習者がこのプラットフォームに参加しています。その結果、共同学習や遠隔学習の台頭がEラーニング・バーチャルリアリティ市場の成長を後押ししています。

Eラーニング・バーチャルリアリティ市場の主要企業は、没入型学習体験を向上させるため、次世代Snapdragon XR2 Gen 2チップセットなどのイノベーションに注力しています。これらのチップセットは、より高い処理能力、より優れたグラフィックス、高度なAI機能を提供します。Snapdragon XR2 Gen 2は、2倍のGPUパワーと高度なAIを実現する高性能XRプロセッサーで、没入型のインタラクティブなeラーニング体験を可能にします。例えば、米国を拠点とするテクノロジー企業Meta社は、2023年9月、鮮明な映像、空間オーディオ、高度なハンドトラッキング機能を強化したQuest 3 VRヘッドセットを発表しました。この技術革新により、生徒は3Dモデルと対話し、リアルなシミュレーションに取り組み、共同学習活動に参加することができます。これらの進歩により、バーチャル学習環境における生徒の参加、知識の定着、アクセシビリティが向上します。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、貿易戦争と関税、そしてコロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界Eラーニング・バーチャルリアリティ PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のEラーニング・バーチャルリアリティ市場:成長率分析
  • 世界のEラーニング・バーチャルリアリティ市場の実績:規模と成長, 2019-2024
  • 世界のEラーニング・バーチャルリアリティ市場の予測:規模と成長, 2024-2029, 2034F
  • 世界Eラーニング・バーチャルリアリティ総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のEラーニング・バーチャルリアリティ市場:コンポーネント別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハードウェア
  • ソフトウェア
  • 世界のEラーニング・バーチャルリアリティ市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 非没入型
  • 完全没入型
  • 世界のEラーニング・バーチャルリアリティ市場:展開モード別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • オンプレミス
  • クラウド
  • 世界のEラーニング・バーチャルリアリティ市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 学術機関
  • 企業研修
  • 政府と防衛
  • その他のエンドユーザー
  • 世界のEラーニング・バーチャルリアリティ市場、ハードウェアの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRヘッドセット
  • VRグローブ
  • モーショントラッキングデバイス
  • 触覚デバイス
  • 入力デバイス
  • オーディオデバイス
  • 世界のEラーニング・バーチャルリアリティ市場ソフトウェアの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRコンテンツ作成ソフトウェア
  • VR学習管理システム(LMS)
  • シミュレーションソフトウェア
  • 没入型コースウェアプラットフォーム
  • オーサリングツール
  • ゲーミフィケーションソフトウェア

第7章 地域別・国別分析

  • 世界のEラーニング・バーチャルリアリティ市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のEラーニング・バーチャルリアリティ市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • Eラーニング・バーチャルリアリティ市場:競合情勢
  • Eラーニング・バーチャルリアリティ市場:企業プロファイル
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Axon Enterprise Inc.(AXON)Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Labster ApS
  • Nearpod Inc.
  • EON Reality Inc.
  • zSpace Inc.
  • Strivr Labs Inc.
  • Interplay Learning Inc.
  • Talespin Reality Labs Inc.
  • SQLearn S.A.
  • Immerse Learning Limited
  • Prisms of Reality Inc.
  • ThingLink Oy
  • VictoryXR Inc.
  • Lifeliqe Inc.
  • Unimersiv

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • Eラーニング・バーチャルリアリティ市場2029:新たな機会を提供する国
  • Eラーニング・バーチャルリアリティ市場2029:新たな機会を提供するセグメント
  • Eラーニング・バーチャルリアリティ市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r34839

E-learning virtual reality (VR) involves the integration of 3D graphics and real-world experiences within eLearning platforms to create immersive and interactive learning environments. Unlike traditional eLearning, it engages all five senses, making the learning process more interactive and hands-on.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The main components of e-learning virtual reality include hardware and software. Hardware in e-learning VR refers to physical devices such as VR headsets, motion trackers, haptic devices, and input controllers, which facilitate immersive and interactive learning experiences in a virtual environment. It encompasses various technologies, including both non-immersive and fully immersive systems, and can be deployed either on-premise or through cloud-based platforms. Key end-users of e-learning VR include academic institutions, corporate training programs, government and defense sectors, and other organizations.

The e-learning virtual reality market research report is one of a series of new reports from The Business Research Company that provides e-learning virtual reality market statistics, including the e-learning virtual reality industry global market size, regional shares, competitors with the e-learning virtual reality market share, detailed e-learning virtual reality market segments, market trends, and opportunities, and any further data you may need to thrive in the e-learning virtual reality industry. This e-learning virtual reality market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The e-learning virtual reality market size has grown exponentially in recent years. It will grow from $6.38 billion in 2024 to $7.83 billion in 2025 at a compound annual growth rate (CAGR) of 22.7%. The growth observed in the historic period can be attributed to several factors, including the increasing penetration of the internet, the rise of digital education platforms, a growing demand for immersive learning experiences, the adoption of advanced learning technologies, and a greater focus on personalized education.

The e-learning virtual reality market size is expected to see exponential growth in the next few years. It will grow to $17.60 billion in 2029 at a compound annual growth rate (CAGR) of 22.4%. The growth projected for the forecast period can be attributed to several factors, including the increasing integration of AI in VR learning, the rise of remote education trends, growing investment in edtech startups, the adoption of 5G technology, and a rising demand for experiential learning. Key trends expected in the forecast period include advancements in VR content creation tools, the use of advanced gamification techniques in learning, innovation in interactive learning modules, the integration of biometric feedback in VR training, and the development of cloud-based VR platforms.

The growing adoption of collaborative learning and remote education is expected to drive the growth of the e-learning virtual reality market. Collaborative learning involves interactive, group-based education that promotes teamwork and knowledge sharing, while remote education allows students to access learning resources from any location. The increasing popularity of both collaborative and remote learning is driven by improved internet connectivity and a rising demand for flexible educational solutions. E-learning virtual reality enhances these learning models by creating immersive, interactive environments that foster real-time engagement and collaboration, making digital learning more effective and connected. For example, in June 2024, Coursera, a U.S.-based online learning platform, reported that in 2023, it had 148 million learners and 7,000 partner institutions, with enrollments in GenAI courses rising by an impressive 1,060%. Additionally, a new learner joined the platform every minute. As a result, the rise of collaborative and remote learning is fueling the growth of the e-learning virtual reality market.

Leading companies in the e-learning virtual reality market are focusing on innovations such as the next-gen Snapdragon XR2 Gen 2 chipsets to improve immersive learning experiences. These chipsets offer higher processing power, better graphics, and advanced AI capabilities. The Snapdragon XR2 Gen 2 is a high-performance XR processor that delivers 2x GPU power and advanced AI, enabling immersive and interactive e-learning experiences. For instance, in September 2023, Meta, a U.S.-based technology company, launched its Quest 3 VR headset with enhanced visual clarity, spatial audio, and advanced hand-tracking features. This innovation allows students to interact with 3D models, engage in realistic simulations, and participate in collaborative learning activities. These advancements enhance student engagement, knowledge retention, and accessibility in virtual learning environments.

In May 2022, eLearning Brothers, a U.S.-based company specializing in e-learning solutions, acquired CoreAxis for an undisclosed amount. The acquisition aims to strengthen eLearning Brothers' learning services and technology by integrating CoreAxis' expertise in custom corporate training, leadership development, and scalable content solutions. CoreAxis is a U.S.-based company that provides custom learning solutions, including e-learning, virtual reality training, and corporate training services.

Major players in the e-learning virtual reality market are Google LLC, Lenovo Group Limited, Accenture plc, Cisco Systems Inc., Axon Enterprise Inc. (AXON), Labster ApS, Nearpod Inc., EON Reality Inc., zSpace Inc., Strivr Labs Inc., Interplay Learning Inc., Talespin Reality Labs Inc., SQLearn S.A., Immerse Learning Limited, Prisms of Reality Inc., ThingLink Oy, VictoryXR Inc., Lifeliqe Inc., Unimersiv, 360 Immersive LLC, GIGXR Inc., VirtualSpeech Ltd, and Warp VR B.V.

North America was the largest region in the e-learning virtual reality market in 2024. The regions covered in e-learning virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the e-learning virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The e-learning virtual reality market includes revenues earned by entities by providing services such as VR content development, platform integration, technical support and maintenance, training and consulting, user experience design, customization of VR modules, virtual classroom setup, and post-deployment support. The market value includes the value of related goods sold by the service provider or included within the service offering. The e-learning virtual reality market consists of sales of products such as VR headsets, VR-compatible devices, simulation software, VR accessories, haptic devices, immersive projectors, and interactive whiteboards. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Learning Virtual Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-learning virtual reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for e-learning virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-learning virtual reality market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software
  • 2) By Technology: Non- Immersive; Fully Immersive
  • 3) By Deployment Mode: On-Premises; Cloud
  • 4) By End-User: Academic Institutions; Corporate Training; Government and Defense; Other End-Users
  • Subsegments:
  • 1) By Hardware: VR Headsets; VR Gloves; Motion Tracking Devices; Haptic Devices; Input Devices; Audio Devices
  • 2) By Software: VR Content Creation Software; VR Learning Management Systems (LMS); Simulation Software; Immersive Courseware Platforms; Authoring Tools; Gamification Software
  • Companies Mentioned: Google LLC; Lenovo Group Limited; Accenture plc; Cisco Systems Inc.; Axon Enterprise Inc. (AXON)
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Learning Virtual Reality Market Characteristics

3. E-Learning Virtual Reality Market Trends And Strategies

4. E-Learning Virtual Reality Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global E-Learning Virtual Reality Growth Analysis And Strategic Analysis Framework

  • 5.1. Global E-Learning Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global E-Learning Virtual Reality Market Growth Rate Analysis
  • 5.4. Global E-Learning Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global E-Learning Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global E-Learning Virtual Reality Total Addressable Market (TAM)

6. E-Learning Virtual Reality Market Segmentation

  • 6.1. Global E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • 6.2. Global E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non- Immersive
  • Fully Immersive
  • 6.3. Global E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premises
  • Cloud
  • 6.4. Global E-Learning Virtual Reality Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Academic Institutions
  • Corporate Training
  • Government and Defense
  • Other End-Users
  • 6.5. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • VR Gloves
  • Motion Tracking Devices
  • Haptic Devices
  • Input Devices
  • Audio Devices
  • 6.6. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Software
  • VR Learning Management Systems (LMS)
  • Simulation Software
  • Immersive Courseware Platforms
  • Authoring Tools
  • Gamification Software

7. E-Learning Virtual Reality Market Regional And Country Analysis

  • 7.1. Global E-Learning Virtual Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global E-Learning Virtual Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Learning Virtual Reality Market

  • 8.1. Asia-Pacific E-Learning Virtual Reality Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China E-Learning Virtual Reality Market

  • 9.1. China E-Learning Virtual Reality Market Overview
  • 9.2. China E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Learning Virtual Reality Market

  • 10.1. India E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan E-Learning Virtual Reality Market

  • 11.1. Japan E-Learning Virtual Reality Market Overview
  • 11.2. Japan E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Learning Virtual Reality Market

  • 12.1. Australia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Learning Virtual Reality Market

  • 13.1. Indonesia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea E-Learning Virtual Reality Market

  • 14.1. South Korea E-Learning Virtual Reality Market Overview
  • 14.2. South Korea E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe E-Learning Virtual Reality Market

  • 15.1. Western Europe E-Learning Virtual Reality Market Overview
  • 15.2. Western Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Learning Virtual Reality Market

  • 16.1. UK E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Learning Virtual Reality Market

  • 17.1. Germany E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Learning Virtual Reality Market

  • 18.1. France E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Learning Virtual Reality Market

  • 19.1. Italy E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Learning Virtual Reality Market

  • 20.1. Spain E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe E-Learning Virtual Reality Market

  • 21.1. Eastern Europe E-Learning Virtual Reality Market Overview
  • 21.2. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Learning Virtual Reality Market

  • 22.1. Russia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America E-Learning Virtual Reality Market

  • 23.1. North America E-Learning Virtual Reality Market Overview
  • 23.2. North America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA E-Learning Virtual Reality Market

  • 24.1. USA E-Learning Virtual Reality Market Overview
  • 24.2. USA E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada E-Learning Virtual Reality Market

  • 25.1. Canada E-Learning Virtual Reality Market Overview
  • 25.2. Canada E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America E-Learning Virtual Reality Market

  • 26.1. South America E-Learning Virtual Reality Market Overview
  • 26.2. South America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Learning Virtual Reality Market

  • 27.1. Brazil E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East E-Learning Virtual Reality Market

  • 28.1. Middle East E-Learning Virtual Reality Market Overview
  • 28.2. Middle East E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa E-Learning Virtual Reality Market

  • 29.1. Africa E-Learning Virtual Reality Market Overview
  • 29.2. Africa E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. E-Learning Virtual Reality Market Competitive Landscape And Company Profiles

  • 30.1. E-Learning Virtual Reality Market Competitive Landscape
  • 30.2. E-Learning Virtual Reality Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Axon Enterprise Inc. (AXON) Overview, Products and Services, Strategy and Financial Analysis

31. E-Learning Virtual Reality Market Other Major And Innovative Companies

  • 31.1. Labster ApS
  • 31.2. Nearpod Inc.
  • 31.3. EON Reality Inc.
  • 31.4. zSpace Inc.
  • 31.5. Strivr Labs Inc.
  • 31.6. Interplay Learning Inc.
  • 31.7. Talespin Reality Labs Inc.
  • 31.8. SQLearn S.A.
  • 31.9. Immerse Learning Limited
  • 31.10. Prisms of Reality Inc.
  • 31.11. ThingLink Oy
  • 31.12. VictoryXR Inc.
  • 31.13. Lifeliqe Inc.
  • 31.14. Unimersiv
    • 31.15. 360 Immersive LLC

32. Global E-Learning Virtual Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The E-Learning Virtual Reality Market

34. Recent Developments In The E-Learning Virtual Reality Market

35. E-Learning Virtual Reality Market High Potential Countries, Segments and Strategies

  • 35.1 E-Learning Virtual Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 E-Learning Virtual Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 E-Learning Virtual Reality Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34839_E_Learning_Virtual_Reality_GMR_2025