封面
市场调查报告书
商品编码
1880533

教育和模拟训练领域的虚拟实境市场预测至2032年:按组件、部署模式、应用、最终用户和地区分類的全球分析

Virtual Reality in Education & Simulation Training Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Services), Deployment Mode, 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 预测,全球虚拟实境教育和模拟训练市场规模预计将在 2025 年达到 120.3 亿美元,到 2032 年将达到 383 亿美元,预测期内复合年增长率 (CAGR) 为 18%。虚拟实境 (VR) 在教育和模拟训练中的应用是指利用身临其境型电脑生成环境来重现真实世界或概念场景,以达到学习目的。透过调动多种感官,VR 使学习者能够与复杂系统互动,安全地练习技能,并体验在现实中难以、高成本或危险的情境。在教育领域,VR 可以加深对抽象概念的理解,促进体验式学习,并提高学生的参与度。在模拟训练领域,VR 使飞行员、外科医生和工程师等专业人士能够练习操作流程,提高决策能力,增强信心,并最终在最大限度降低现实风险的同时提升工作表现。

增强身临其境型学习体验

VR平台使学习者能够透过互动式3D环境接触复杂概念,进而提高记忆力和理解力。企业培训专案正在利用VR模拟真实场景,降低风险和成本。学术机构正在部署VR实验室,以加强STEM教育和医学培训。 VR能够重现工厂、医院和教室等环境,这正在推动各行各业的需求成长。随着身临其境型技术不断适应不断变化的教育和劳动力需求,这种成长动能将持续为VR的发展奠定基础。

内容取得困难

许多教育机构难以获得与其课程相符的高品质虚拟实境(VR)模组。内容开发需要在设计、软体和专业技术方面投入大量资金。由于资源有限,小规模供应商在与现有供应商竞争时面临挑战。区域课程差异进一步加剧了内容标准化的难度。儘管人们对身临其境型学习表现出浓厚的兴趣,但这些限制阻碍了其广泛应用。

互动式教育的需求日益增长

学习者越来越倾向于能够提升参与度和积极性的实践体验。虚拟实境(VR)模拟为医学、航空和工程领域的技能练习提供了一个安全的环境。与游戏化模组的整合进一步增强了学习者的参与度和学习成果。雇主正在利用VR提供互动式的合规和安全培训。学术机构也在使用VR来打造差异化课程并吸引学生。这一机会开闢了新的收入来源,并巩固了VR在现代教育生态系统中的地位。

来自传统教育者的抵制

许多教师和培训师由于熟悉和可靠而更倾向于传统方法。人们对身临其境型技术的有效性和可靠性有担忧,这削弱了他们采用这些技术的信心。教育工作者缺乏技术专长也构成了推广应用的障碍,而某些地区对传统教学方法的文化偏好则加剧了这种怀疑。教育机构常常面临着如何在创新与既有实践之间取得平衡的挑战,儘管基于虚拟实境的学习具有明显的优势,但这种挑战仍然限制着其长期应用。

新冠疫情的感染疾病

新冠疫情加速了教育培训领域对虚拟实境(VR)的需求,因为学校和职场纷纷转向远距学习。封锁措施凸显了对能够模拟课堂和职场体验的身临其境型平台的需求。 VR模拟技术使得即使在限制下也能继续进行实务训练。企业培训计画也采用VR技术,以确保员工在远距办公期间的持续发展。供应链中断为VR硬体和软体的采购带来了挑战。电子商务平台成为VR解决方案在全球范围内分销的重要管道。

预计在预测期内,企业培训和人力资源发展领域将占据最大的市场份额。

预计在预测期内,企业培训与发展领域将占据最大的市场份额,因为雇主正在加速采用虚拟实境(VR)技术来模拟职场场景并提升员工绩效。身临其境型体验能够增强安全措施、合规性和技术技能等领域的训练效果。 VR透过虚拟复製危险环境来降低风险和成本。体验式学习提高了员工留任率和生产力,使企业从中受益。与人力资源系统的整合进一步强化了人才发展策略。由于其在各行业的广泛适用性,预计该领域将继续保持主导地位。

预计在预测期内,混合动力汽车细分市场将实现最高的复合年增长率。

由于市场对混合式学习模式的需求不断增长,预计混合式学习领域在预测期内将实现最高成长率。教育机构正将虚拟实境(VR)模组与传统课堂教学相结合,以最大限度地提高学习效率。混合式模式既提供了弹性,也保留了结构化的离线互动。学习者可以享受身临其境型体验,并辅以教师主导。雇主正在采用混合式VR培训,以平衡扩充性和个人化需求。云端平台的进步使得混合式学习环境的无缝整合成为可能。

比最大的地区

由于北美地区拥有先进的基础设施和较高的消费者认知度,预计该地区将在预测期内占据最大的市场份额。美国和加拿大凭藉着对身临其境型教育和职业培训的强劲需求,主导着虚拟实境技术的应用。大学和企业正在增加对虚拟实境实验室和模拟平台的投资。创业投资正在加速教育科技(EdTech)和培训Start-Ups的创新。监管政策的明确和强大的市场宣传活动正在增强人们对虚拟实境技术的信心。与电子商务的融合正在强化虚拟实境技术在教育领域的应用。

年复合成长率最高的地区

在预测期内,亚太地区预计将呈现最高的复合年增长率,这主要得益于快速的都市化和不断增长的教育需求。中国、印度、日本和韩国等国家正透过政府主导的数位化教育倡议推动虚拟实境(VR)技术的应用。区域Start-Ups和全球企业正在拓展以行动端为先导、并根据本地需求量身定制的VR解决方案。中产阶级收入的成长和数位化普及率的提高正在加速身临其境型学习的普及。雇主们也日益认识到VR是人才培育的可靠工具。东南亚电子商务的蓬勃发展也为VR技术在教育领域的应用创造了新的机会。

免费客製化服务:

购买此报告的客户可以选择以下免费自订选项之一:

  • 公司概况
    • 对其他市场参与者(最多 3 家公司)进行全面分析
    • 主要参与者(最多3家公司)的SWOT分析
  • 区域细分
    • 根据客户要求,提供主要国家的市场估算和预测以及复合年增长率(註:可行性需确认)。
  • 竞争基准化分析
    • 根据主要参与者的产品系列、地理覆盖范围和策略联盟基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究材料
    • 原始研究资料
    • 次级研究资讯来源
    • 先决条件

第三章 市场趋势分析

  • 介绍
  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 应用分析
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买方的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

5. 全球教育与模拟训练虚拟实境市场(按组件划分)

  • 介绍
  • 硬体
  • 软体
  • 服务

6. 全球虚拟实境教育与模拟训练市场依部署模式划分

  • 介绍
  • 云端基础的
  • 本地部署
  • 杂交种

7. 全球虚拟实境教育与模拟训练市场(按应用领域划分)

  • 介绍
  • K-12教育
  • 高等教育
  • 企业培训与人力资源开发
  • 职业训练
  • 医疗保健和医学模拟
  • 国防与军事模拟
  • 其他的

8. 全球虚拟实境教育和模拟训练市场(按最终用户划分)

  • 介绍
  • 学术机构
  • 公司
  • 政府和国防机构
  • 个别学习者
  • 其他的

9. 全球虚拟实境教育与模拟训练市场(按地区划分)

  • 介绍
  • 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:重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与併购
  • 新产品上市
  • 业务拓展
  • 其他关键策略

第十一章 企业概况

  • Meta Platforms(Quest VR)
  • Microsoft
  • Google
  • Samsung Electronics
  • Sony Interactive Entertainment(PlayStation VR)
  • Lenovo(VR Classroom)
  • zSpace
  • Labster
  • EON Reality
  • ClassVR
  • VictoryXR
  • Immerse Learning
  • VirtaMed
  • Oxford Medical Simulation
Product Code: SMRC32493

According to Stratistics MRC, the Global Virtual Reality in Education & Simulation Training Market is accounted for $12.03 billion in 2025 and is expected to reach $38.3 billion by 2032 growing at a CAGR of 18% during the forecast period. Virtual Reality (VR) in education and simulation training refers to the use of immersive, computer-generated environments that replicate real-world or conceptual scenarios for learning purposes. By engaging multiple senses, VR enables learners to interact with complex systems, practice skills safely, and experience situations that may be difficult, expensive, or hazardous to reproduce in reality. In educational settings, it enhances understanding of abstract concepts, fosters experiential learning, and increases engagement. In simulation training, VR allows professionals such as pilots, surgeons, or engineers-to rehearse procedures, improve decision-making, and build confidence, ultimately improving performance while minimizing real-world risks.

Market Dynamics:

Driver:

Enhanced immersive learning experiences

VR platforms allow learners to engage with complex concepts through interactive 3D environments, improving retention and comprehension. Corporate training programs are leveraging VR to simulate real-world scenarios, reducing risks and costs. Academic institutions are adopting VR labs to enhance STEM education and medical training. The ability to replicate environments such as factories, hospitals, and classrooms is fostering demand across industries. This driver continues to anchor growth by aligning immersive technology with evolving education and workforce needs.

Restraint:

Limited content availability

Many institutions struggle to access high-quality, curriculum-aligned VR modules. Content development requires significant investment in design, software, and subject expertise. Smaller providers face challenges in competing with established players due to resource constraints. Regional differences in curricula further complicate content standardization. This restraint continues to limit widespread adoption despite strong interest in immersive learning.

Opportunity:

Rising demand for interactive education

Learners increasingly prefer hands-on experiences that enhance engagement and motivation. VR simulations provide safe environments for practicing skills in medicine, aviation, and engineering. Integration with gamified modules is reinforcing learner participation and outcomes. Employers are leveraging VR to deliver interactive compliance and safety training. Academic institutions are using VR to differentiate programs and attract students. This opportunity is unlocking new revenue streams and reinforcing VR's role in modern education ecosystems.

Threat:

Resistance from traditional educators

Many teachers and trainers prefer conventional methods due to familiarity and perceived reliability. Concerns over effectiveness and credibility reduce confidence in immersive technologies. Limited technical expertise among educators creates barriers to integration. Cultural preferences for traditional teaching methods intensify skepticism in certain regions. Institutions often face challenges in balancing innovation with established practices. This threat continues to constrain long-term adoption despite proven benefits of VR-based learning.

Covid-19 Impact:

Covid-19 accelerated demand for VR in education and training as schools and workplaces shifted to remote learning. Lockdowns highlighted the need for immersive platforms that replicate classroom and workplace experiences. VR-enabled simulations allowed learners to continue practical training despite restrictions. Corporate training programs adopted VR to maintain workforce development during remote operations. Supply chain disruptions created challenges in sourcing VR hardware and software. E-commerce platforms became critical channels for distributing VR solutions globally.

The corporate training & workforce development segment is expected to be the largest during the forecast period

The corporate training & workforce development segment is expected to account for the largest market share during the forecast period as the employers are increasingly adopting VR to simulate workplace scenarios and improve employee performance. Training in areas such as safety, compliance, and technical skills is enhanced through immersive experiences. VR reduces risks and costs by replicating hazardous environments virtually. Companies benefit from improved retention and productivity through experiential learning. Integration with HR systems strengthens workforce development strategies. This segment continues to dominate due to its broad applicability across industries.

The hybrid segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the hybrid segment is predicted to witness the highest growth rate due to rising demand for blended learning models. Institutions are combining VR modules with traditional classroom instruction to maximize effectiveness. Hybrid formats provide flexibility while maintaining structured offline interaction. Learners benefit from immersive experiences supplemented by teacher-led guidance. Employers are adopting hybrid VR training to balance scalability with personalization. Advances in cloud platforms are enabling seamless integration of hybrid learning environments.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to advanced infrastructure and strong consumer awareness. The U.S. and Canada are leading adoption through high demand for immersive education and workforce training. Universities and corporations are increasingly investing in VR labs and simulation platforms. Venture capital funding is accelerating innovation in edtech and training startups. Regulatory clarity and strong marketing campaigns are fostering confidence in VR adoption. E-commerce integration is strengthening the role of VR in education delivery.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR owing to rapid urbanization and rising education demand. Countries like China, India, Japan, and South Korea are driving adoption of VR through government-led digital education initiatives. Local startups and global players are scaling mobile-first VR solutions tailored to regional needs. Rising middle-class incomes and digital adoption are accelerating participation in immersive learning. Employers are increasingly recognizing VR as a credible tool for workforce development. E-commerce growth in Southeast Asia is creating new opportunities for VR integration in education.

Key players in the market

Some of the key players in Virtual Reality in Education & Simulation Training Market include Meta Platforms (Quest VR), Microsoft, Google, Samsung Electronics, Sony Interactive Entertainment (PlayStation VR), Lenovo (VR Classroom), zSpace, Labster, EON Reality, ClassVR, VictoryXR, Immerse Learning, VirtaMed and Oxford Medical Simulation.

Key Developments:

In July 2025, Microsoft announced it was nixing Mesh mixed-reality efforts, scaling back consumer-facing VR but continuing enterprise support. This expansion strategy pivots toward embedding VR into Azure IoT, digital twins, and enterprise metaverse applications, keeping education and training use cases alive through software rather than hardware.

In March 2024, Meta launched its Meta for Education offering, enabling teachers to bring subjects to life using Quest VR. This product integrates immersive learning modules, making VR accessible for classrooms and simulation-based training

Components Covered:

  • Hardware
  • Software
  • Services

Deployment Modes Covered:

  • Cloud-Based
  • On-Premises
  • Hybrid

Applications Covered:

  • K-12 Education
  • Higher Education
  • Corporate Training & Workforce Development
  • Vocational Training
  • Healthcare & Medical Simulation
  • Defense & Military Simulation
  • Other Applications

End Users Covered:

  • Academic Institutions
  • Enterprises
  • Government & Defense Organizations
  • Individual Learners
  • Other End Users

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 Application Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 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 Virtual Reality in Education & Simulation Training Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

6 Global Virtual Reality in Education & Simulation Training Market, By Deployment Mode

  • 6.1 Introduction
  • 6.2 Cloud-Based
  • 6.3 On-Premises
  • 6.4 Hybrid

7 Global Virtual Reality in Education & Simulation Training Market, By Application

  • 7.1 Introduction
  • 7.2 K-12 Education
  • 7.3 Higher Education
  • 7.4 Corporate Training & Workforce Development
  • 7.5 Vocational Training
  • 7.6 Healthcare & Medical Simulation
  • 7.7 Defense & Military Simulation
  • 7.8 Other Applications

8 Global Virtual Reality in Education & Simulation Training Market, By End User

  • 8.1 Introduction
  • 8.2 Academic Institutions
  • 8.3 Enterprises
  • 8.4 Government & Defense Organizations
  • 8.5 Individual Learners
  • 8.6 Other End Users

9 Global Virtual Reality in Education & Simulation Training 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 (Quest VR)
  • 11.2 Microsoft
  • 11.3 Google
  • 11.4 Samsung Electronics
  • 11.5 Sony Interactive Entertainment (PlayStation VR)
  • 11.6 Lenovo (VR Classroom)
  • 11.7 zSpace
  • 11.8 Labster
  • 11.9 EON Reality
  • 11.10 ClassVR
  • 11.11 VictoryXR
  • 11.12 Immerse Learning
  • 11.13 VirtaMed
  • 11.14 Oxford Medical Simulation

List of Tables

  • Table 1 Global Virtual Reality in Education & Simulation Training Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Reality in Education & Simulation Training Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Virtual Reality in Education & Simulation Training Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Virtual Reality in Education & Simulation Training Market Outlook, By Software (2024-2032) ($MN)
  • Table 5 Global Virtual Reality in Education & Simulation Training Market Outlook, By Services (2024-2032) ($MN)
  • Table 6 Global Virtual Reality in Education & Simulation Training Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 7 Global Virtual Reality in Education & Simulation Training Market Outlook, By Cloud-Based (2024-2032) ($MN)
  • Table 8 Global Virtual Reality in Education & Simulation Training Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 9 Global Virtual Reality in Education & Simulation Training Market Outlook, By Hybrid (2024-2032) ($MN)
  • Table 10 Global Virtual Reality in Education & Simulation Training Market Outlook, By Application (2024-2032) ($MN)
  • Table 11 Global Virtual Reality in Education & Simulation Training Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 12 Global Virtual Reality in Education & Simulation Training Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 13 Global Virtual Reality in Education & Simulation Training Market Outlook, By Corporate Training & Workforce Development (2024-2032) ($MN)
  • Table 14 Global Virtual Reality in Education & Simulation Training Market Outlook, By Vocational Training (2024-2032) ($MN)
  • Table 15 Global Virtual Reality in Education & Simulation Training Market Outlook, By Healthcare & Medical Simulation (2024-2032) ($MN)
  • Table 16 Global Virtual Reality in Education & Simulation Training Market Outlook, By Defense & Military Simulation (2024-2032) ($MN)
  • Table 17 Global Virtual Reality in Education & Simulation Training Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 18 Global Virtual Reality in Education & Simulation Training Market Outlook, By End User (2024-2032) ($MN)
  • Table 19 Global Virtual Reality in Education & Simulation Training Market Outlook, By Academic Institutions (2024-2032) ($MN)
  • Table 20 Global Virtual Reality in Education & Simulation Training Market Outlook, By Enterprises (2024-2032) ($MN)
  • Table 21 Global Virtual Reality in Education & Simulation Training Market Outlook, By Government & Defense Organizations (2024-2032) ($MN)
  • Table 22 Global Virtual Reality in Education & Simulation Training Market Outlook, By Individual Learners (2024-2032) ($MN)
  • Table 23 Global Virtual Reality in Education & Simulation Training Market Outlook, By Other End Users (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.