封面
市场调查报告书
商品编码
1599314

数位学习市场中的虚拟实境:按技术、组件和应用划分 - 2025-2030 年全球预测

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

出版日期: | 出版商: 360iResearch | 英文 184 Pages | 商品交期: 最快1-2个工作天内

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2023年,数位学习中的虚拟实境市场价值为3.0935亿美元,预计到2024年将达到4.4633亿美元,复合年增长率为44.37%,到2030年将达到40.444亿美元。

数位学习中的虚拟实境 (VR) 提供超越传统学习方法的身临其境型互动体验,正在改变教育环境。 VR 在数位学习中的范围和定义是利用 VR 技术创建有利于学习的模拟和环境,从而提高对复杂科目的参与、记忆力和理解。 VR在数位学习中的需求在于它能够提供不受地域或身体限制的动手、实践体验,这对于技能培训、医学教育和技术领域尤其有利。最终用途广泛,包括教育机构、企业和职业培训中心。关键的成长要素是技术进步、数位学习平台的广泛采用,以及因 COVID-19 大流行等世界事件而需要持续转向远距学习。开发经济实惠的 VR 解决方案、扩展跨学科的内容库以及整合人工智慧以实现个人化学习体验都存在机会。为了利用这些机会,公司应该投资与教育机构和技术开发商的伙伴关係。然而,市场成长面临初始成本高、需要强大的基础设施以及用户抵制采用新技术等挑战。缺乏标准化和内容饱和等限制也可能降低学习材料的品质。透过探索节省成本的技术、让更多用户能够使用 VR 的包容性设计以及开发满足多样化教育需求的可扩展解决方案,创新蓬勃发展。了解快速发展的市场的本质并比早期采用者俱有竞争优势,公司可以透过专注于使用者体验和价值提案来对自己进行策略定位。为了释放 VR 在数位学习中的潜力,重要的是要专注于易用性、可近性和可衡量的教育成果。

主要市场统计
基准年[2023] 30935万美元
预测年份 [2024] 44633万美元
预测年份 [2030] 40.444 亿美元
复合年增长率(%) 44.37%

市场动态:针对数位学习市场快速发展的虚拟实境揭示的关键市场洞察

数位学习中的虚拟实境市场正因供需的动态交互作用而转变。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 增加对虚拟实境教室的投资
    • 加强数位学习课程中的线上训练模拟和游戏化
    • AR/VR 在企业培训和发展计划中广泛接受
  • 市场限制因素
    • 互通性标准定义鬆散
  • 市场机会
    • VR数位学习的技术进步
    • 在基于网路的课程中部署客製化学习选项
  • 市场挑战
    • 隐私和网路安全威胁

波特的五力:数位学习虚拟实境市场的策略工具

波特的五力架构是了解数位学习市场虚拟实境竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解数位学习市场虚拟实境的外部影响

外部宏观环境因素在塑造数位学习市场虚拟实境的绩效动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解数位学习虚拟实境市场的竞争状况

对数位学习市场中虚拟实境的详细市场占有率分析可以对供应商的绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵数位学习中虚拟实境市场供应商的绩效评估

FPNV 定位矩阵是评估数位学习市场虚拟实境供应商的重要工具。此矩阵允许业务组织根据供应商的商务策略和产品满意度评估供应商,从而做出符合其目标的明智决策。这四个象限使您能够清晰、准确地划分供应商,并确定最能满足您的策略目标的合作伙伴和解决方案。

透过策略分析和数位学习建议,规划您在虚拟实境市场的成功之路

对于旨在加强其在全球市场的影响力的公司来说,对数位学习市场中的虚拟实境进行策略分析至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机,并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:对当前市场环境的详细审查、主要企业的广泛资料、对其在市场中的影响力和整体影响力的评估。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点关注可望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 增加对虚拟实境教室的投资
      • 加强数位学习课程中的线上训练模拟和游戏化
      • AR/VR 在企业培训和发展计划中广泛接受
    • 抑制因素
      • 互通性标准定义模糊
    • 机会
      • VR数位学习的技术进步
      • 为基于网路的课程部署客製化学习选项
    • 任务
      • 隐私和网路安全威胁
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章数位学习中的虚拟实境市场:依技术分类

  • 手势控制
  • 头戴式
  • 投影仪

第七章数位学习市场中的虚拟实境:按组成部分

  • 硬体
  • 服务
  • 软体

第八章数位学习市场中的虚拟实境:依应用分类

  • 学术的
  • 公司

第九章美洲数位学习中的虚拟实境市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第10章亚太地区数位学习市场的虚拟现实

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章欧洲、中东和非洲数位学习中的虚拟实境市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • 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.
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.

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