封面
市场调查报告书
商品编码
1896258

虚拟实境(VR)技能培训市场预测至2032年:按组件、培训类型、最终用户和地区分類的全球分析

Virtual Reality (VR) Skill Training Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software & Content, and Services), Training Type (Hard Skills Training, and Soft Skills Training), End User, and By Geography

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

价格

根据 Stratistics MRC 的一项研究,全球虚拟实境 (VR) 技能培训市场预计到 2025 年将价值 58 亿美元,到 2032 年将达到 331 亿美元。

预计在预测期内,VR技能培训市场将以28.0%的复合年增长率成长。 VR技能培训市场提供身临其境型的电脑生成环境,用于传授技术、商业和软性技能。它被应用于製造业、医疗保健、国防、航空和教育等行业。其优点包括:提供安全逼真的实务环境,避免物理危险;加快技能习得速度;降低训练成本;确保学习成果的一致性;以及能够重现传统实务训练难以模拟的复杂或危险场景。

普华永道的研究表明,VR学习者完成培训的速度比课堂学习者快四倍,并且在培训后运用技能的信心提高了275%。

对扩充性且一致的远距培训解决方案的需求

对扩充性且一致的远距培训日益增长的需求是虚拟实境技能培训市场的关键驱动力。无论身处何地,标准化的培训体验都至关重要,这在医疗保健、製造业、国防和企业培训等领域尤其重要。虚拟实境技术能够实现身临其境型模拟,在减少对实体基础架构依赖的同时,确保可重复且可衡量的训练成果。此外,分散式办公室和全球化企业发展也促使企业更加依赖远距学习工具来维持培训品质。这种需求推动了对虚拟实境平台的持续投资,并促进了其在全球企业层面的应用。

技术限制

技术限制仍然是VR技能培训市场发展的一大障碍,尤其是在硬体效能、延迟和使用者舒适度方面。高品质的VR培训需要先进的头戴式设备、强大的计算系统和稳定的连接,这增加了部署的复杂性。此外,动晕症、电池续航力有限和硬体相容性等问题也会降低使用者的接受度并延长训练时间。另外,与现有学习管理系统整合方面的挑战也减缓了一些公司采用VR技术的步伐。即使培训需求强劲,这些技术障碍也可能延缓大规模部署。

触觉技术和人工智慧在自适应和真实训练中的应用进展

触觉技术和人工智慧的进步为虚拟实境(VR)技能培训市场带来了强劲的成长机会。增强型触觉技术透过提供触觉回馈来提升真实感,这对于外科手术、机器操作和安全培训至关重要。此外,人工智慧驱动的分析和自适应学习引擎能够根据使用者表现调整模拟难度,从而提高培训效率、减少错误并支援个人化技能发展。更重要的是,这些创新能够提高企业的投资报酬率(ROI),并推动VR技术在风险高、精度要求高的工业领域中广泛应用。

训练模拟中的资料隐私和安全问题

随着平台越来越多地收集行为、生物识别和绩效数据,数据隐私和安​​全问题对虚拟实境(VR)技能培训市场构成日益严重的威胁。训练模拟通常会收集与员工能力、决策和生理反应相关的敏感资讯。此类资料的外洩或滥用可能导致监管处罚和声誉损害。此外,企业客户要求遵守资料保护条例并采用安全的云端架构。网路安全风险应对不力可能会削弱信任并减缓VR技术的普及,尤其是在受监管的行业。

新冠疫情的感染疾病:

新冠疫情导致全球线下培训机构关闭,加速了虚拟实境(VR)技能培训的普及。各组织纷纷转向身临其境型虚拟仿真,以在保障员工健康安全的同时维持营运能力。疫情期间,VR作为可行的替代方案,在医疗保健、国防和工业运作等领域展现效用。然而,供应链中断和预算调整暂时限制了硬体采购。整体而言,疫情强化了全球各行各业对具有弹性、远端且扩充性的培训解决方案的长期需求。

预计在预测期内,硬体领域将占据最大的市场份额。

预计在预测期内,硬体部分将占据最大的市场份额,因为它是虚拟实境(VR)培训应用中最昂贵的组成部分。与软体订阅不同,硬体采购涉及资本支出和更新週期。此外,大规模培训计画需要多台设备来支援并髮用户。另外,用于工业和医疗模拟的专用硬体将进一步增加支出。由于对实体设备的需求持续存在,预计硬体将继续在整体市场收入贡献方面占据主导地位。

预计在预测期内,软性技能培训领域将实现最高的复合年增长率。

由于其跨行业的适用性,软性技能培训领域预计将在预测期内实现最高成长率。与技术培训不同,软性技能发展适用于包括管理、销售、医疗保健和服务等在内的众多职业。此外,基于虚拟实境(VR)的模拟能够提供传统训练无法实现的、可衡量的行为洞察。随着混合办公模式的普及,企业越来越依赖身临其境型工具来培养协作和领导技能。这种广泛的适用性将推动该领域的快速成长。

占比最大的地区:

由于北美地区较早采用虚拟实境技术且企业支出强劲,预计该地区将在整个预测期内保持最大的市场份额。该地区受益于先进的数位基础设施、对身临其境型技术的高度认知以及强大的虚拟实境开发商和硬体製造商生态系统。此外,在企业培训、国防和医疗模拟领域的巨额投资也巩固了其市场领先地位。良好的创新环境和充足的专业人才进一步强化了该地区的优势。

年复合成长率最高的地区:

亚太地区预计将在预测期内实现最高的复合年增长率,这主要得益于快速的工业化和劳动力扩张。各国政府和企业正在投资先进的培训技术,以弥合製造业、医疗保健和工程领域的技能缺口。此外,数位化普及率的提高和经济高效的虚拟实境(VR)解决方案正在提昇技术的可及性。大规模的密集型产业和政府的支持性政策正在加速VR技术的普及,使亚太地区成为成长最快的区域市场。

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    • 基于产品系列、地域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

  • 摘要
  • 相关利益者
  • 调查范围
  • 调查方法
  • 研究材料

第三章 市场趋势分析

  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 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. 全球虚拟实境(VR)技能培训市场(按组件划分)

  • 硬体
    • 头戴式显示器(HMD)
    • 触觉回馈套装和手套
    • 运动追踪感测器和控制器
  • 软体和内容
    • VR训练模拟软体
    • 内容创作工具
    • 与学习管理系统(LMS)集成
  • 服务
    • 客製化内容开发
    • 咨询和培训策略
    • 支援与维护

6. 全球虚拟实境(VR)技能培训市场(依培训类型划分)

  • 硬技能训练
    • 技术/机械操作
    • 维护/修理
    • 安全与合规(OSHA)
  • 软性技能培训
    • 领导与管理
    • 多元化、公平性和包容性 (DEI)
    • 客户服务与销售模拟

7. 全球虚拟实境(VR)技能培训市场(依最终用户划分)

  • 医疗保健
  • 製造业和汽车业
  • 航太/国防
  • 能源与公共产业
  • 零售和酒店
  • 学术机构

8. 全球虚拟实境(VR)技能培训市场(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
    • 其他南美国家
  • 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

第九章:重大发展

  • 协议、伙伴关係、合作和合资企业
  • 併购
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第十章:企业概况

  • Strivr
  • Talespin Reality Labs, Inc.
  • Osso VR
  • Virti
  • VirtualSpeech
  • EON Reality
  • Mursion
  • Immerse
  • Oxford Medical Simulation
  • CAE Inc.
  • Taqtile
  • Kognito
  • Pixaera
  • XRHealth
  • Kognitiv Spark
Product Code: SMRC32946

According to Stratistics MRC, the Global Virtual Reality (VR) Skill Training Market is accounted for $5.8 billion in 2025 and is expected to reach $33.1 billion by 2032, growing at a CAGR of 28.0% during the forecast period. The VR skill training market offers immersive, computer-generated environments used to train individuals in technical, operational, and soft skills. It serves sectors such as manufacturing, healthcare, defense, aviation, and education. The advantages include safe, realistic practice without physical danger; faster skill acquisition; reduced training costs; consistent learning outcomes; and the ability to recreate complex or hazardous scenarios that are challenging to simulate in real-life training.

According to PwC, VR learners complete training up to 4X faster than classroom learners and are 275% more confident applying skills after training.

Market Dynamics:

Driver:

Demand for scalable, consistent remote training solutions

The growing need for scalable and consistent remote training is a key driver of the virtual reality skill training market. Standardized training experiences, uniformly delivered across locations, are essential for organizations in healthcare, manufacturing, defense, and corporate learning. VR enables immersive simulations that reduce dependence on physical infrastructure while ensuring repeatability and measurable outcomes. Furthermore, distributed workforces and global operations have increased reliance on remote learning tools that maintain training quality. This demand supports sustained investment in VR platforms and enterprise-level deployments globally.

Restraint:

Technical limitations

Technical limitations continue to be a major barrier for the VR skill training market, especially when it comes to hardware performance, latency, and user comfort. High-quality VR training requires advanced headsets, powerful computing systems, and stable connectivity, which increases implementation complexity. Additionally, issues such as motion sickness, limited battery life, and hardware compatibility can reduce user acceptance and training duration. Moreover, integration challenges with existing learning management systems slow adoption for some enterprises. These technical barriers can delay large-scale rollouts despite strong training demand.

Opportunity:

Advancement in haptics and AI for adaptive, realistic training

Advancements in haptic technologies and artificial intelligence present a strong growth opportunity for the VR skill training market. Enhanced haptics improve realism by enabling tactile feedback, which is critical for surgical, mechanical, and safety training. Additionally, AI-driven analytics and adaptive learning engines allow simulations to adjust difficulty based on user performance. This improves training effectiveness, reduces errors, and supports personalized skill development. Moreover, these innovations increase return on investment for enterprises, encouraging broader adoption across high-risk and precision-driven industries.

Threat:

Data privacy and security concerns in training simulations

Data privacy and security concerns pose a growing threat to the VR skill training market as platforms increasingly collect behavioral, biometric, and performance data. Training simulations often capture sensitive information related to employee competencies, decision-making, and physical responses. Any breach or misuse of this data can lead to regulatory penalties and reputational damage. Furthermore, enterprise customers demand compliance with data protection regulations and secure cloud architectures. Failure to address cybersecurity risks can limit trust and slow adoption, particularly in regulated industries.

Covid-19 Impact:

The global shutdown of in-person training facilities due to the COVID-19 pandemic accelerated the adoption of VR skill training. Organizations turned to immersive virtual simulations to maintain workforce readiness while ensuring health and safety. This period validated VR as a viable alternative for hands-on training in healthcare, defense, and industrial operations. However, supply chain disruptions and budget reallocations temporarily constrained hardware procurement. Overall, the pandemic reinforced long-term demand for resilient, remote, and scalable training solutions across sectors worldwide.

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, as it represents the highest cost component of VR training implementations. Unlike software subscriptions, hardware purchases involve capital expenditure and replacement cycles. Additionally, large-scale training programs require multiple devices to support concurrent users. Moreover, specialized hardware for industrial and medical simulations further increases spending. This sustained requirement for physical equipment ensures hardware continues to dominate overall revenue contributions within the market.

The soft skills training segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the soft skills training segment is predicted to witness the highest growth rate due to its applicability across industries. Unlike technical training, soft skills development is relevant for management, sales, healthcare, and service roles. Moreover, VR-based simulations provide measurable behavioral insights that traditional training lacks. As hybrid work models expand, companies increasingly rely on immersive tools to build collaboration and leadership skills. This broad applicability supports rapid segment expansion.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to early technology adoption and strong enterprise spending. The region benefits from advanced digital infrastructure, high awareness of immersive technologies, and a robust ecosystem of VR developers and hardware manufacturers. Additionally, significant investments in corporate training, defense, and healthcare simulations support market leadership. Favorable innovation environments and availability of skilled talent further strengthen regional dominance.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR, driven by rapid industrialization and workforce expansion. Governments and enterprises are investing in advanced training technologies to address skill gaps in manufacturing, healthcare, and engineering. Additionally, rising digital penetration and cost-effective VR solutions increase accessibility. The presence of large labor-intensive industries and supportive government initiatives accelerates VR adoption, positioning Asia Pacific as the fastest-growing regional market.

Key players in the market

Some of the key players in Virtual Reality (VR) Skill Training Market include Strivr, Talespin Reality Labs, Inc., Osso VR, Virti, VirtualSpeech, EON Reality, Mursion, Immerse, Oxford Medical Simulation, CAE Inc., Taqtile, Kognito, Pixaera, XRHealth, and Kognitiv Spark.

Key Developments:

In June 2025, Oxford Medical Simulation updated its Annual Competency VR Training Program for nurses, aligning with healthcare standards and accreditation requirements. The program allows nurses to practice emergency scenarios, patient assessments, and decision-making in VR, ensuring consistent competency across healthcare teams.

In December 2024, Mursion introduced the new GenAI Immersive Practice Sessions on its Intelligence Platform. These sessions simulate workplace challenges such as customer complaints or leadership dilemmas, enabling learners to practice responses in a safe VR environment. AI-driven avatars provide realistic interactions and adaptive feedback.

In November 2024, Strivr introduced the new Content Studio, an AI-powered platform that allows enterprises to design, deploy, and measure immersive VR training modules. It includes off the shelf simulations for workplace safety, customer service, and leadership, while also enabling custom scenario creation.

Components Covered:

  • Hardware
  • Software & Content
  • Services

Training Types Covered:

  • Hard Skills Training
  • Soft Skills Training

End Users Covered:

  • Healthcare
  • Manufacturing & Automotive
  • Aerospace & Defense
  • Energy & Utilities
  • Retail & Hospitality
  • Academic 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 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 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 (VR) Skill Training Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays (HMDs)
    • 5.2.2 Haptic Feedback Suits & Gloves
    • 5.2.3 Motion Tracking Sensors & Controllers
  • 5.3 Software & Content
    • 5.3.1 VR Training Simulation Software
    • 5.3.2 Content Authoring Tools
    • 5.3.3 Learning Management System (LMS) Integration
  • 5.4 Services
    • 5.4.1 Custom Content Development
    • 5.4.2 Consulting & Training Strategy
    • 5.4.3 Support & Maintenance

6 Global Virtual Reality (VR) Skill Training Market, By Training Type

  • 6.1 Introduction
  • 6.2 Hard Skills Training
    • 6.2.1 Technical/Machine Operation
    • 6.2.2 Maintenance & Repair
    • 6.2.3 Safety & Compliance (OSHA)
  • 6.3 Soft Skills Training
    • 6.3.1 Leadership & Management
    • 6.3.2 Diversity, Equity, and Inclusion (DEI)
    • 6.3.3 Customer Service & Sales Simulations

7 Global Virtual Reality (VR) Skill Training Market, By End User

  • 7.1 Introduction
  • 7.2 Healthcare
  • 7.3 Manufacturing & Automotive
  • 7.4 Aerospace & Defense
  • 7.5 Energy & Utilities
  • 7.6 Retail & Hospitality
  • 7.7 Academic Institutions

8 Global Virtual Reality (VR) Skill Training Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Strivr
  • 10.2 Talespin Reality Labs, Inc.
  • 10.3 Osso VR
  • 10.4 Virti
  • 10.5 VirtualSpeech
  • 10.6 EON Reality
  • 10.7 Mursion
  • 10.8 Immerse
  • 10.9 Oxford Medical Simulation
  • 10.10 CAE Inc.
  • 10.11 Taqtile
  • 10.12 Kognito
  • 10.13 Pixaera
  • 10.14 XRHealth
  • 10.15 Kognitiv Spark

List of Tables

  • Table 1 Global Virtual Reality (VR) Skill Training Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Reality (VR) Skill Training Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Virtual Reality (VR) Skill Training Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Virtual Reality (VR) Skill Training Market Outlook, By Head-Mounted Displays (HMDs) (2024-2032) ($MN)
  • Table 5 Global Virtual Reality (VR) Skill Training Market Outlook, By Haptic Feedback Suits & Gloves (2024-2032) ($MN)
  • Table 6 Global Virtual Reality (VR) Skill Training Market Outlook, By Motion Tracking Sensors & Controllers (2024-2032) ($MN)
  • Table 7 Global Virtual Reality (VR) Skill Training Market Outlook, By Software & Content (2024-2032) ($MN)
  • Table 8 Global Virtual Reality (VR) Skill Training Market Outlook, By VR Training Simulation Software (2024-2032) ($MN)
  • Table 9 Global Virtual Reality (VR) Skill Training Market Outlook, By Content Authoring Tools (2024-2032) ($MN)
  • Table 10 Global Virtual Reality (VR) Skill Training Market Outlook, By LMS Integration (2024-2032) ($MN)
  • Table 11 Global Virtual Reality (VR) Skill Training Market Outlook, By Services (2024-2032) ($MN)
  • Table 12 Global Virtual Reality (VR) Skill Training Market Outlook, By Custom Content Development (2024-2032) ($MN)
  • Table 13 Global Virtual Reality (VR) Skill Training Market Outlook, By Consulting & Training Strategy (2024-2032) ($MN)
  • Table 14 Global Virtual Reality (VR) Skill Training Market Outlook, By Support & Maintenance (2024-2032) ($MN)
  • Table 15 Global Virtual Reality (VR) Skill Training Market Outlook, By Training Type (2024-2032) ($MN)
  • Table 16 Global Virtual Reality (VR) Skill Training Market Outlook, By Hard Skills Training (2024-2032) ($MN)
  • Table 17 Global Virtual Reality (VR) Skill Training Market Outlook, By Technical / Machine Operation (2024-2032) ($MN)
  • Table 18 Global Virtual Reality (VR) Skill Training Market Outlook, By Maintenance & Repair (2024-2032) ($MN)
  • Table 19 Global Virtual Reality (VR) Skill Training Market Outlook, By Safety & Compliance (OSHA) (2024-2032) ($MN)
  • Table 20 Global Virtual Reality (VR) Skill Training Market Outlook, By Soft Skills Training (2024-2032) ($MN)
  • Table 21 Global Virtual Reality (VR) Skill Training Market Outlook, By Leadership & Management (2024-2032) ($MN)
  • Table 22 Global Virtual Reality (VR) Skill Training Market Outlook, By DEI Training (2024-2032) ($MN)
  • Table 23 Global Virtual Reality (VR) Skill Training Market Outlook, By Customer Service & Sales Simulations (2024-2032) ($MN)
  • Table 24 Global Virtual Reality (VR) Skill Training Market Outlook, By End User (2024-2032) ($MN)
  • Table 25 Global Virtual Reality (VR) Skill Training Market Outlook, By Healthcare (2024-2032) ($MN)
  • Table 26 Global Virtual Reality (VR) Skill Training Market Outlook, By Manufacturing & Automotive (2024-2032) ($MN)
  • Table 27 Global Virtual Reality (VR) Skill Training Market Outlook, By Aerospace & Defense (2024-2032) ($MN)
  • Table 28 Global Virtual Reality (VR) Skill Training Market Outlook, By Energy & Utilities (2024-2032) ($MN)
  • Table 29 Global Virtual Reality (VR) Skill Training Market Outlook, By Retail & Hospitality (2024-2032) ($MN)
  • Table 30 Global Virtual Reality (VR) Skill Training Market Outlook, By Academic Institutions (2024-2032) ($MN)

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