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市场调查报告书
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1859797

全球基于AR/VR的身临其境型学习市场:预测至2032年-按组件、技术、应用、最终用户和地区分類的分析

AR/VR-Based Immersive Learning Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software, and Services), Technology (Augmented Reality, and Virtual Reality), Application, End User, and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球基于 AR/VR 的身临其境型学习市场预计到 2025 年将达到 153 亿美元,到 2032 年将达到 546 亿美元,预测期内复合年增长率为 19.9%。

基于扩增实境/虚拟实境(AR/VR)的身临其境型学习提供模拟环境、虚拟实验室和扩增实境迭加层,从而在企业和学术培训中实现体验式技能习得、真实场景练习和远端协作。这些模式降低了实践学习的风险,普及了专业场景的学习,并透过绩效分析实现了基于能力的评估。市场成长得益于硬体成本的下降、内容创作工具的改进以及机构对身临其境型专案和课程的投入。

据联合国教科文组织称,身临其境型扩增实境和虚拟实境技术正在世界各地的教育机构中得到应用,从而显着提高了学生在 STEM 科目的参与度和留存率。

提高参与度和知识保留率

身临其境型扩增实境(AR)和虚拟实境(VR)体验透过创造模拟真实世界任务和环境的互动式多感官场景,提升学习者的参与度。这些模拟鼓励积极尝试、即时回馈和间隔练习,与被动式讲授相比,能够更好地理解知识并提高长期记忆效果。教育者可以设计基于场景的模组,用于练习程序性技能和软性技能。此外,身临其境型练习还能降低高风险训练中的风险,并加快职业和专业领域技能的掌握速度。

前期实施成本高

内容创建、学习管理系统 (LMS) 整合和员工培训都会增加初始成本,导致许多教育机构和小型培训机构面临采购週期长、预算紧张的困境。设备生命週期、维护和更换成本进一步推高了整体拥有成本。因此,在资源有限的环境中,部署工作往往会被推迟,直到成本下降或订阅或租赁模式更加普及,从而降低财务门槛。

整合人工智慧和数据分析

将人工智慧和高级分析技术与扩增实境/虚拟实境平台结合,能够实现个人化学习路径、自适应难度调整以及基于学习者行为和表现数据的自动形成性评估。预测模型可以识别知识缺口并建议有针对性的补救措施,而分析仪表板则为教师提供关于技能掌握情况的可操作性见解。此外,人工智慧可以大规模产生场景变体,从而降低内容製作成本并提高企业培训效率。这些功能能够带来可衡量的投资报酬率,并吸引那些寻求基于实证的技能提升解决方案和广泛应用的企业。

传统教育中存在的变革阻力

儘管身临其境型学习已被证明行之有效,但制度惯性和根深蒂固的教学模式阻碍了其推广应用。教师和管理人员可能更重视标准化课程、严格的考试和预算稳定,而非身临其境型技术;而教育工作者也反映,他们缺乏时间和奖励去开发身临其境型内容。认证和采购政策也会进一步限制快速变革,尤其是在需要证明学习成果迁移的情况下。

新冠疫情的影响:

疫情加速了AR/VR技术的普及,远距学习和保持社交距离促使人们紧急投资于模拟和虚拟协作工具。虽然紧急试点计画证明了身临其境型临床技能训练和远距实验室的价值,但资源分配不均和仓促推广也暴露了准备不足的问题。疫情后,许多教育机构继续沿用混合模式,并将可扩展的设备管理和云端资源配置放在首位。

预计在预测期内,硬体板块将成为最大的板块。

由于身临其境型学习依赖实体设备,硬体采购在初始预算和持续支出中占据了相当大的比例。教育机构通常会购买检验的头戴式设备和认证的周边设备的销售。在医疗教育和工业培训等领域,设备标准化的强制性要求增加了每次部署的成本。此外,售后服务支援、卫生解决方案和备件也增加了经常性收入,进一步凸显了硬体在市场价值中不成比例的贡献。

预计虚拟实境(VR)领域在预测期内将实现最高的复合年增长率。

预计在预测期内,虚拟实境 (VR) 领域将呈现最高的成长率。 VR 提供完全沉浸式的体验,适用于程序性、空间性和安全关键型培训,逼真的练习有助于技能迁移。随着独立式头显价格的下降和人体工学设计的改进,VR 内容库和创作工具也在不断扩展,从而降低了每个模组的成本。企业培训计画越来越重视 VR 在合规性、紧急应变和实务技术任务方面的应用。此外,互通性的提升也使得 VR 技术能够在全球各地的校园和企业场所进行大规模部署。

占比最大的地区:

预计北美将在预测期内占据最大的市场份额。北美领先地位得益于其成熟的基础设施、庞大的教育和企业培训预算,以及大学和企业学习与发展部门的早期应用。总部位于北美的主要硬体製造商和平台供应商为采购和整合提供了便利。强大的创业投资资金和成熟的内容提供者加速了创新,而研究和产业伙伴关係则促成了可扩展的试点计画。监管政策的明确性和对专业培训的旺盛需求正在推动医疗保健、国防和製造业等行业的广泛应用。

复合年增长率最高的地区:

预计亚太地区在预测期内将呈现最高的复合年增长率。快速的数位化、5G和宽频的快速普及以及庞大的年轻高技能人口是推动亚太地区强劲成长的主要动力。中国、印度和东南亚各国政府正在资助技能培训计画和公私合作试点项目,以加速AR/VR技术的部署。区域新兴企业则在寻求伙伴关係以扩大其解决方案的规模。收入的成长以及智慧型手机的普及推动了设备的普及,使亚太地区成为成长最快的市场。

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目录

第一章执行摘要

第二章 引言

  • 概述
  • 相关利益者
  • 分析范围
  • 分析方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 分析方法
  • 分析材料
    • 原始研究资料
    • 二手研究资讯来源
    • 先决条件

第三章 市场趋势分析

  • 司机
  • 抑制因素
  • 市场机会
  • 威胁
  • 技术分析
  • 应用分析
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的感染疾病

第四章 波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代产品的威胁
  • 新参与企业的威胁
  • 公司间的竞争

5. 全球基于AR/VR的身临其境型学习市场(按组件划分)

  • 硬体
    • 头戴式显示器
    • 手持装置
    • 投影显示墙
    • 感测器和输入设备
  • 软体
    • 内容创作与开发平台
    • 学习管理系统(LMS)整合平台
    • 软体开发套件(SDK)引擎
  • 服务
    • 实施与集成
    • 咨询和建议
    • 支援和维护
    • 内容开发服务

6. 全球基于AR/VR的身临其境型学习市场(按技术划分)

  • 扩增实境(AR)
    • 基于标记的扩增实境
    • 无标记扩增实境
  • 虚拟实境(VR)
    • 非身临其境型虚拟实境
    • 半身临其境型/全身临其境型虚拟实境

7. 全球基于AR/VR的身临其境型学习市场(按应用划分)

  • K-12教育
  • 高等教育
  • 企业培训、学习与发展 (L&D)
    • 技术和安全技能培训
    • 软性技能和领导力培训
    • 入职和实施
  • 职业培训/技术培训

8. 全球基于AR/VR的身临其境型学习市场(按最终用户划分)

  • 学术机构(学校和大学)
  • 公司
    • 医学与生命科​​学
    • 製造业/汽车业
    • 零售与电子商务
    • 航太/国防
    • 能源与公用事业
    • 其他公司
  • 政府/公共部门
  • 医疗机构

9. 全球基于AR/VR的身临其境型学习市场(按地区划分)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 亚太其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美洲
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十章:主要趋势

  • 合约、商业伙伴关係和合资企业
  • 企业合併(M&A)
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第十一章 企业概况

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Google LLC
  • Apple Inc.
  • Unity Software Inc.
  • Epic Games, Inc.
  • PTC Inc.
  • EON Reality, Inc.
  • Varjo Oy
  • Magic Leap, Inc.
  • HTC Corporation
  • Lenovo Group Limited
  • HP Inc.
  • Qualcomm Incorporated
  • Strivr Labs, Inc.
  • Labster A/S
  • zSpace, Inc.
  • Nearpod LLC
  • Immerse Ltd.
  • Cornerstone OnDemand, Inc.
Product Code: SMRC32021

According to Stratistics MRC, the Global AR/VR-Based Immersive Learning Market is accounted for $15.3 billion in 2025 and is expected to reach $54.6 billion by 2032, growing at a CAGR of 19.9% during the forecast period. AR- and VR-based immersive learning delivers simulated environments, virtual labs, and augmented overlays that enable experiential skill acquisition, realistic practice, and remote collaboration across corporate and academic training. These modalities reduce risk during practice, democratize access to specialized scenarios, and enable competency-based assessment through performance analytics. Market growth follows lower hardware costs, improved content-creation tools, and institutional investment in immersive programs and curricula.

According to UNESCO, immersive AR and VR technologies are being deployed in educational institutions worldwide, leading to a measurable increase in student engagement and retention in STEM subjects, with pilot studies noting a 35% increase in concept retention.

Market Dynamics:

Driver:

Enhanced Engagement and Knowledge Retention

Immersive AR and VR experiences raise learner engagement by creating interactive, multi-sensory scenarios that mimic real tasks and environments. These simulations encourage active experimentation, immediate feedback, and spaced practice, which together improve comprehension and long-term retention compared with passive lectures. Educators can design scenario-based modules for procedural skills and soft-skill rehearsals while tracking performance through analytics to guide remediation. Furthermore, immersive practice reduces risk in hazardous training and shortens time-to-competence across vocational and professional contexts.

Restraint:

High Initial Implementation Cost

Content creation, integration with LMS, and staff training add to initial expenses, making procurement cycles lengthy and budgets constrained for many educational institutions and small training providers. Device lifecycle, maintenance, and replacement costs further increase total ownership. Consequently, adoption in resource-limited settings is often deferred until costs fall or subscription and leasing models become widely available to reduce financial barriers.

Opportunity:

AI and Data Analytics Integration

Integrating artificial intelligence and advanced analytics with AR/VR platforms enables personalised learning paths, adaptive difficulty, and automated formative assessment based on learner behaviour and performance data. Predictive models identify knowledge gaps and recommend targeted remediation while analytics dashboards provide instructors with actionable insights into skills acquisition. Additionally, AI can generate scenario variations at scale, reducing content production costs and increasing throughput for enterprise training. These capabilities improve measurable ROI and appeal to organisations seeking evidence-based upskilling solutions and broader adoption.

Threat:

Resistance to Change in Traditional Education

Institutional inertia and entrenched pedagogical practices slow adoption of immersive learning despite evidence of effectiveness. Faculty and administrators may prioritise standardized curricula, high-stakes testing, and budget stability over experimental technologies, while educators report limited time and incentives to author immersive content. Accreditation bodies and procurement policies can further constrain rapid change, especially where demonstrable learning transfer is required.

Covid-19 Impact:

The pandemic fast-tracked AR/VR adoption as remote learning and physical distancing spurred urgent investment in simulation and virtual collaboration tools. Emergency pilots demonstrated immersive training's value for clinical skills and remote labs, though inequitable access and hurried rollouts exposed readiness gaps. Post-pandemic, many institutions retained hybrid models and prioritized scalable device management and cloud provisioning, sustaining demand for immersive solutions while prompting vendors to offer subscription and remote deployment options globally accepted.

The hardware segment is expected to be the largest during the forecast period

The hardware segment is expected to account for the largest market share during the forecast period because immersive learning depends on physical devices, hardware purchases form a substantial portion of upfront budgets and ongoing expenditures. Institutions often buy validated headsets and certified peripherals to meet curricular and safety requirements, driving unit volumes. In sectors such as medical education and industrial training, mandated equipment standards increase spends per deployment. Furthermore, aftermarket services support, sanitation solutions, and spare parts add recurring revenues, reinforcing hardware's disproportionate contribution to market value

The virtual reality (VR) segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the virtual reality (VR) segment is predicted to witness the highest growth rate. VR provides full immersion suited to procedural, spatial, and safety-critical training where realistic practice improves skill transfer. As standalone headsets become more affordable and ergonomics improve, VR content libraries and authoring tools are expanding, lowering per-module costs. Enterprise training programs increasingly prioritize VR for compliance, emergency response, and hands-on technical tasks because measurable proficiency gains justify investment. Moreover, growing interoperability enables large deployments across campuses and corporate sites globally.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share. North America's lead stems from mature infrastructure, high education and corporate training budgets, and early adoption by universities and enterprise L&D. Major hardware manufacturers and platform vendors based here facilitate procurement and integration. Strong venture funding and established content providers accelerate innovation, while partnerships between research institutions and industry enable scalable pilots. Regulatory clarity and extensive professional training demand support large deployments across healthcare, defence, and manufacturing sectors.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR. Rapid digitisation, expanding 5G and broadband coverage, and large youth and vocational training populations drive strong growth in Asia Pacific. Governments in China, India, and Southeast Asia are funding skills initiatives and public-private pilots that accelerate AR/VR deployments. Regional start-ups produce affordable, localised content while global vendors pursue partnerships to scale solutions. Combined rising incomes and Smartphone penetration support device adoption, making Asia Pacific the fastest-growing market.

Key players in the market

Some of the key players in AR/VR-Based Immersive Learning Market include Meta Platforms, Inc., Microsoft Corporation, Google LLC, Apple Inc., Unity Software Inc., Epic Games, Inc., PTC Inc., EON Reality, Inc., Varjo Oy, Magic Leap, Inc., HTC Corporation, Lenovo Group Limited, HP Inc., Qualcomm Incorporated, Strivr Labs, Inc., Labster A/S, zSpace, Inc., Nearpod LLC, Immerse Ltd., and Cornerstone OnDemand, Inc.

Key Developments:

In September 2025, Meta Connect 2025 showcased major updates in AR and VR, with a notable focus on new Quest VR features, haptic feedback upgrades, smarter eye-tracking, and AI-powered collaboration tools specifically aimed at immersive learning and enterprise use. They also officially launched a consumer AR headset designed for daily use, spatial mapping, and real-time social interactions.

In January 2024, Apple announced the Vision Pro's availability beginning February 2, indicating readiness for developers and educational use-cases in spatial computing.

In June 2023, Apple Inc. introduced the Apple Vision Pro spatial computer, which Apple describes as a device that "transforms how people work, collaborate, connect and enjoy entertainment" implicitly enabling immersive learning apps.

Components Covered:

  • Hardware
  • Software
  • Services

Technologies Covered:

  • Augmented Reality (AR)
  • Virtual Reality (VR)

Applications Covered:

  • K-12 Education
  • Higher Education
  • Corporate Training & Learning & Development (L&D)
  • Vocational and Technical Training

End Users Covered:

  • Academic (Schools and Universities)
  • Corporate
  • Government and Public Sector
  • Healthcare Institutions

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global AR/VR-Based Immersive Learning Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays
    • 5.2.2 Handheld Devices
    • 5.2.3 Projectors and Display Walls
    • 5.2.4 Sensors and Input Devices
  • 5.3 Software
    • 5.3.1 Content Creation and Development Platforms
    • 5.3.2 Learning Management System (LMS) Integration Platforms
    • 5.3.3 Software Development Kits (SDKs) and Engines
  • 5.4 Services
    • 5.4.1 Implementation and Integration
    • 5.4.2 Consulting and Advisory
    • 5.4.3 Support and Maintenance
    • 5.4.4 Content Development Services

6 Global AR/VR-Based Immersive Learning Market, By Technology

  • 6.1 Introduction
  • 6.2 Augmented Reality (AR)
    • 6.2.1 Marker-based AR
    • 6.2.2 Markerless AR
  • 6.3 Virtual Reality (VR)
    • 6.3.1 Non-Immersive VR
    • 6.3.2 Semi- and Fully-Immersive VR

7 Global AR/VR-Based Immersive Learning Market, By Application

  • 7.1 Introduction
  • 7.2 K-12 Education
  • 7.3 Higher Education
  • 7.4 Corporate Training & Learning & Development (L&D)
    • 7.4.1 Technical and Safety Skills Training
    • 7.4.2 Soft Skills and Leadership Training
    • 7.4.3 Onboarding and Induction
  • 7.5 Vocational and Technical Training

8 Global AR/VR-Based Immersive Learning Market, By End User

  • 8.1 Introduction
  • 8.2 Academic (Schools and Universities)
  • 8.3 Corporate
    • 8.3.1 Healthcare and Life Sciences
    • 8.3.2 Manufacturing and Automotive
    • 8.3.3 Retail and E-commerce
    • 8.3.4 Aerospace and Defense
    • 8.3.5 Energy and Utilities
    • 8.3.6 Other Corporates
  • 8.4 Government and Public Sector
  • 8.5 Healthcare Institutions

9 Global AR/VR-Based Immersive Learning Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Meta Platforms, Inc.
  • 11.2 Microsoft Corporation
  • 11.3 Google LLC
  • 11.4 Apple Inc.
  • 11.5 Unity Software Inc.
  • 11.6 Epic Games, Inc.
  • 11.7 PTC Inc.
  • 11.8 EON Reality, Inc.
  • 11.9 Varjo Oy
  • 11.10 Magic Leap, Inc.
  • 11.11 HTC Corporation
  • 11.12 Lenovo Group Limited
  • 11.13 HP Inc.
  • 11.14 Qualcomm Incorporated
  • 11.15 Strivr Labs, Inc.
  • 11.16 Labster A/S
  • 11.17 zSpace, Inc.
  • 11.18 Nearpod LLC
  • 11.19 Immerse Ltd.
  • 11.20 Cornerstone OnDemand, Inc.

List of Tables

  • Table 1 Global AR/VR-Based Immersive Learning Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global AR/VR-Based Immersive Learning Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global AR/VR-Based Immersive Learning Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global AR/VR-Based Immersive Learning Market Outlook, By Head-Mounted Displays (2024-2032) ($MN)
  • Table 5 Global AR/VR-Based Immersive Learning Market Outlook, By Handheld Devices (2024-2032) ($MN)
  • Table 6 Global AR/VR-Based Immersive Learning Market Outlook, By Projectors and Display Walls (2024-2032) ($MN)
  • Table 7 Global AR/VR-Based Immersive Learning Market Outlook, By Sensors and Input Devices (2024-2032) ($MN)
  • Table 8 Global AR/VR-Based Immersive Learning Market Outlook, By Software (2024-2032) ($MN)
  • Table 9 Global AR/VR-Based Immersive Learning Market Outlook, By Content Creation and Development Platforms (2024-2032) ($MN)
  • Table 10 Global AR/VR-Based Immersive Learning Market Outlook, By Learning Management System (LMS) Integration Platforms (2024-2032) ($MN)
  • Table 11 Global AR/VR-Based Immersive Learning Market Outlook, By Software Development Kits (SDKs) and Engines (2024-2032) ($MN)
  • Table 12 Global AR/VR-Based Immersive Learning Market Outlook, By Services (2024-2032) ($MN)
  • Table 13 Global AR/VR-Based Immersive Learning Market Outlook, By Implementation and Integration (2024-2032) ($MN)
  • Table 14 Global AR/VR-Based Immersive Learning Market Outlook, By Consulting and Advisory (2024-2032) ($MN)
  • Table 15 Global AR/VR-Based Immersive Learning Market Outlook, By Support and Maintenance (2024-2032) ($MN)
  • Table 16 Global AR/VR-Based Immersive Learning Market Outlook, By Content Development Services (2024-2032) ($MN)
  • Table 17 Global AR/VR-Based Immersive Learning Market Outlook, By Technology (2024-2032) ($MN)
  • Table 18 Global AR/VR-Based Immersive Learning Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 19 Global AR/VR-Based Immersive Learning Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 20 Global AR/VR-Based Immersive Learning Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 21 Global AR/VR-Based Immersive Learning Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 22 Global AR/VR-Based Immersive Learning Market Outlook, By Non-Immersive VR (2024-2032) ($MN)
  • Table 23 Global AR/VR-Based Immersive Learning Market Outlook, By Semi- and Fully-Immersive VR (2024-2032) ($MN)
  • Table 24 Global AR/VR-Based Immersive Learning Market Outlook, By Application (2024-2032) ($MN)
  • Table 25 Global AR/VR-Based Immersive Learning Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 26 Global AR/VR-Based Immersive Learning Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 27 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate Training & Learning & Development (L&D) (2024-2032) ($MN)
  • Table 28 Global AR/VR-Based Immersive Learning Market Outlook, By Technical and Safety Skills Training (2024-2032) ($MN)
  • Table 29 Global AR/VR-Based Immersive Learning Market Outlook, By Soft Skills and Leadership Training (2024-2032) ($MN)
  • Table 30 Global AR/VR-Based Immersive Learning Market Outlook, By Onboarding and Induction (2024-2032) ($MN)
  • Table 31 Global AR/VR-Based Immersive Learning Market Outlook, By Vocational and Technical Training (2024-2032) ($MN)
  • Table 32 Global AR/VR-Based Immersive Learning Market Outlook, By End User (2024-2032) ($MN)
  • Table 33 Global AR/VR-Based Immersive Learning Market Outlook, By Academic (Schools and Universities) (2024-2032) ($MN)
  • Table 34 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate (2024-2032) ($MN)
  • Table 35 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare and Life Sciences (2024-2032) ($MN)
  • Table 36 Global AR/VR-Based Immersive Learning Market Outlook, By Manufacturing and Automotive (2024-2032) ($MN)
  • Table 37 Global AR/VR-Based Immersive Learning Market Outlook, By Retail and E-commerce (2024-2032) ($MN)
  • Table 38 Global AR/VR-Based Immersive Learning Market Outlook, By Aerospace and Defense (2024-2032) ($MN)
  • Table 39 Global AR/VR-Based Immersive Learning Market Outlook, By Energy and Utilities (2024-2032) ($MN)
  • Table 40 Global AR/VR-Based Immersive Learning Market Outlook, By Other Corporates (2024-2032) ($MN)
  • Table 41 Global AR/VR-Based Immersive Learning Market Outlook, By Government and Public Sector (2024-2032) ($MN)
  • Table 42 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare Institutions (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.