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市场调查报告书
商品编码
1698307

沉浸式培训市场机会、成长动力、产业趋势分析及 2025-2034 年预测

Immersive Training Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2025-2034

出版日期: | 出版商: Global Market Insights Inc. | 英文 170 Pages | 商品交期: 2-3个工作天内

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简介目录

2024 年全球沉浸式培训市场规模达到 119 亿美元,预计 2025 年至 2034 年的复合年增长率将达到 22.4%。这一增长得益于虚拟实境 (VR) 和扩增实境 (AR) 的进步,使培训体验更加逼真、更容易获得。改进的显示解析度增强了深度感知,而人工智慧驱动的学习可以根据个人使用者的需求调整内容,从而提高记忆力。触觉回馈和运动追踪为医疗保健、製造业和国防等行业创造了实用的实践经验,而传统的培训在这些行业中可能成本高昂或存在风险。基于云端的 VR 解决方案正在降低硬体费用、提高可扩展性并加速多个领域的应用。面临劳动力短缺和技能差距的企业越来越多地使用沉浸式培训来提高和重新培训员工的技能。劳动力中自动化和人工智慧的兴起使得这些技术对于面向未来的产业至关重要。

沉浸式训练市场 - IMG1

市场依组件分为软体、硬体和服务。 2024 年,硬体占了超过 50% 的市场份额,预计到 2034 年将超过 400 亿美元。对 VR 和 AR 耳机、触觉设备和其他穿戴式装置的需求不断增长正在推动这一扩张。硬体在医疗保健、国防、教育和製造业领域提供真实的培训体验方面发挥关键作用,持续的技术进步将维持其成长。

市场范围
起始年份 2024
预测年份 2025-2034
起始值 119亿美元
预测值 868亿美元
复合年增长率 22.4%

按技术划分,沉浸式培训市场包括虚拟实境、扩增实境、混合实境和 360 度影片。 360 度影片领域由于其互动性以及与 VR 和 AR 相比更低的製作成本,将在 2024 年占据 30% 的市场份额。这些影片无需专门的设备即可提供身临其境的体验,这对于预算有限的组织来说是一个有吸引力的选择。由于其可访问性以及在提高参与度和技能发展方面的有效性,它们被广泛应用于各行各业的培训计划。

从应用方面来看,市场分为硬技能培训、软技能培训、安全与合规培训、入职与员工培训。硬技能培训领域引领市场,2024 年创造 43 亿美元的市场价值。技术专业知识需求旺盛,各行各业都在利用 VR 和 AR 平台提供编码、机器操作和其他专业技能的实务培训。例如,製造专业人员受益于逼真的虚拟环境,这使他们能够在处理真实设备之前安全地操作机器,从而降低风险并提高效率。

沉浸式训练市场进一步按行业细分,包括医疗保健、国防和军事、製造业、零售和电子商务以及教育机构。医疗保健成为主导领域,到 2024 年将占据 20% 的市场。医疗专业人员使用 VR 和 AR 进行手术模拟、復健计划和患者护理培训。这些技术有助于创造个人化的復健体验,使患者更有效地恢復运动技能和认知功能。

2024年,北美将引领全球沉浸式培训市场,占据总市场份额的35%以上。美国仍然是主要参与者,预计到 2034 年将达到 250 亿美元。这一领导地位得益于对研发的大力投资,特别是在国防、医疗保健和製造业。这些行业的企业正在将 VR、AR 和混合实境融入其培训计划中,以提高员工的能力。政府和企业对技术进步的资助进一步巩固了北美在沉浸式培训市场的主导地位。

目录

第一章:方法论与范围

  • 研究设计
    • 研究方法
    • 资料收集方法
  • 基础估算与计算
    • 基准年计算
    • 市场评估的主要趋势
  • 预测模型
  • 初步研究和验证
    • 主要来源
    • 资料探勘来源
  • 市场范围和定义

第二章:执行摘要

第三章:行业洞察

  • 产业生态系统分析
    • 供应商格局
      • 硬体提供者
      • 软体开发者
      • 系统整合商
      • 内容开发者
      • 最终用途
    • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 监管格局
  • 案例研究
  • 衝击力
    • 成长动力
      • 推进VR和AR技术
      • 扩大远距和混合工作
      • 对教育科技和培训解决方案的投资不断增加
      • 对熟练劳动力的需求不断增长
    • 产业陷阱与挑战
      • 初期投资高
      • 技术限制
  • 成长潜力分析
  • 波特的分析
  • PESTEL 分析

第四章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第五章:市场估计与预测:依组成部分,2021 - 2034 年

  • 主要趋势
  • 硬体
    • 耳机
    • 控制器
    • 运动感应器
    • 触觉回馈设备
  • 软体
    • 模拟软体
    • 培训应用
    • 互动内容平台
  • 服务
    • 咨询
    • 维护和支援
    • 训练部署

第六章:市场估计与预测:依技术分类,2021 - 2034 年

  • 主要趋势
  • 虚拟实境
  • 扩增实境
  • 混合现实
  • 360度视频

第七章:市场估计与预测:按应用,2021 - 2034 年

  • 主要趋势
  • 软技能培训
  • 硬技能培训
  • 安全与合规培训
  • 入职和员工培训

第八章:市场估计与预测:按行业,2021 - 2034 年

  • 主要趋势
  • 卫生保健
  • 国防与军事
  • 製造业
  • 零售与电子商务
  • 教育机构
  • 其他的

第九章:市场估计与预测:按地区,2021 - 2034 年

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 北欧人
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 韩国
    • 东南亚
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • 中东及非洲
    • 阿联酋
    • 南非
    • 沙乌地阿拉伯

第十章:公司简介

  • Boeing
  • EON Reality
  • Fundamental VR
  • GE Healthcare
  • Google LLC
  • HTC Corporation
  • Improbable
  • Lockheed Martin
  • Magic Leap
  • Meta Platforms
  • Microsoft
  • NVIDIA
  • Pico Interactive
  • Samsung Electronics
  • Siemens AG
  • Sony Corporation
  • Strivr
  • Unity Software
  • Vuzix
  • Walmart
简介目录
Product Code: 13169

The Global Immersive Training Market reached USD 11.9 billion in 2024 and is projected to grow at a CAGR of 22.4% from 2025 to 2034. This growth is fueled by advancements in virtual reality (VR) and augmented reality (AR), making training experiences more realistic and accessible. Improved display resolution enhances depth perception, while AI-driven learning adapts content to individual user needs, leading to better retention. Haptic feedback and motion tracking create practical, hands-on experiences across industries such as healthcare, manufacturing, and defense, where traditional training can be costly or risky. Cloud-based VR solutions are reducing hardware expenses, increasing scalability, and accelerating adoption across multiple sectors. Businesses facing labor shortages and skill gaps are increasingly using immersive training to upskill and reskill employees. The rise of automation and AI in the workforce has made these technologies crucial for future-proofing industries.

Immersive Training Market - IMG1

The market is segmented by component into software, hardware, and services. In 2024, hardware accounted for over 50% of the market and is expected to surpass USD 40 billion by 2034. Growing demand for VR and AR headsets, haptic devices, and other wearables is driving this expansion. Hardware plays a key role in delivering realistic training experiences across healthcare, defense, education, and manufacturing, and continuous technological advancements will sustain its growth.

Market Scope
Start Year2024
Forecast Year2025-2034
Start Value$11.9 Billion
Forecast Value$86.8 Billion
CAGR22.4%

By technology, the immersive training market includes virtual reality, augmented reality, mixed reality, and 360-degree video. The 360-degree video segment held a 30% market share in 2024 due to its interactive nature and lower production costs compared to VR and AR. These videos provide immersive experiences without requiring specialized equipment, making them an attractive option for organizations with budget constraints. They are widely used for training programs across various industries due to their accessibility and effectiveness in enhancing engagement and skill development.

In terms of application, the market is divided into hard skills training, soft skills training, safety and compliance training, and onboarding and employee training. The hard skills training segment led the market, generating USD 4.3 billion in 2024. Technical expertise is in high demand, and industries are leveraging VR and AR platforms to provide hands-on training in coding, machine operations, and other specialized skills. Manufacturing professionals, for example, benefit from realistic virtual environments that allow them to operate machinery safely before handling real equipment, reducing risks and improving efficiency.

The immersive training market is further segmented by industry, including healthcare, defense and military, manufacturing, retail and e-commerce, and educational institutions. Healthcare emerged as the dominant segment, holding a 20% market share in 2024. Medical professionals use VR and AR for surgical simulations, rehabilitation programs, and patient care training. These technologies help create personalized rehabilitation experiences, allowing patients to regain motor skills and cognitive function more effectively.

North America led the global immersive training market in 2024, accounting for over 35% of the total market share. The U.S. remains the key player, expected to reach USD 25 billion by 2034. This leadership is driven by strong investments in research and development, particularly in defense, healthcare, and manufacturing. Enterprises across these industries are integrating VR, AR, and mixed reality into their training programs to enhance workforce capabilities. Government and corporate funding in technological advancements further solidify North America's dominance in the immersive training market.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates & calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimation
  • 1.3 Forecast model
  • 1.4 Primary research and validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market scope & definition

Chapter 2 Executive Summary

  • 2.1 Industry 3600 synopsis, 2021 - 2034

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Supplier landscape
      • 3.1.1.1 Hardware providers
      • 3.1.1.2 Software developers
      • 3.1.1.3 System integrators
      • 3.1.1.4 Content developers
      • 3.1.1.5 End use
    • 3.1.2 Profit margin analysis
  • 3.2 Technology & innovation landscape
  • 3.3 Patent analysis
  • 3.4 Regulatory landscape
  • 3.5 Case studies
  • 3.6 Impact forces
    • 3.6.1 Growth drivers
      • 3.6.1.1 Advancing VR & AR technologies
      • 3.6.1.2 Expanding remote & hybrid work
      • 3.6.1.3 Growing investment in Edtech & training solutions
      • 3.6.1.4 Rising demand for skilled workforce
    • 3.6.2 Industry pitfalls & challenges
      • 3.6.2.1 High initial investment
      • 3.6.2.2 Technical limitations
  • 3.7 Growth potential analysis
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2024

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Components, 2021 - 2034 ($Bn)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Headsets
    • 5.2.2 Controllers
    • 5.2.3 Motion sensors
    • 5.2.4 Haptic feedback equipment
  • 5.3 Software
    • 5.3.1 Simulation software
    • 5.3.2 Training applications
    • 5.3.3 Interactive content platforms
  • 5.4 Services
    • 5.4.1 Consulting
    • 5.4.2 Maintenance and support
    • 5.4.3 Training deployment

Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2034 ($Bn)

  • 6.1 Key trends
  • 6.2 Virtual Reality
  • 6.3 Augmented Reality
  • 6.4 Mixed Reality
  • 6.5 360-Degree Video

Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2034 ($Bn)

  • 7.1 Key trends
  • 7.2 Soft skills training
  • 7.3 Hard skills training
  • 7.4 Safety & compliance training
  • 7.5 Onboarding & employee training

Chapter 8 Market Estimates & Forecast, By Industry, 2021 - 2034 ($Bn)

  • 8.1 Key trends
  • 8.2 Healthcare
  • 8.3 Defense & military
  • 8.4 Manufacturing
  • 8.5 Retail & e-commerce
  • 8.6 Education institutes
  • 8.7 Others

Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2034 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Russia
    • 9.3.7 Nordics
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 Australia
    • 9.4.5 South Korea
    • 9.4.6 Southeast Asia
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia

Chapter 10 Company Profiles

  • 10.1 Boeing
  • 10.2 EON Reality
  • 10.3 Fundamental VR
  • 10.4 GE Healthcare
  • 10.5 Google LLC
  • 10.6 HTC Corporation
  • 10.7 Improbable
  • 10.8 Lockheed Martin
  • 10.9 Magic Leap
  • 10.10 Meta Platforms
  • 10.11 Microsoft
  • 10.12 NVIDIA
  • 10.13 Pico Interactive
  • 10.14 Samsung Electronics
  • 10.15 Siemens AG
  • 10.16 Sony Corporation
  • 10.17 Strivr
  • 10.18 Unity Software
  • 10.19 Vuzix
  • 10.20 Walmart