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市场调查报告书
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1750986

2025年电子学习与虚拟实境全球市场报告

E-Learning Virtual Reality Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

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简介目录

预计未来几年,电子学习虚拟实境市场规模将呈指数级增长。至2029年,该市场规模将成长至176亿美元,复合年增长率为22.4%。预测期内的成长归因于多种因素,例如人工智慧在虚拟实境学习中的日益融合、远端教育趋势的兴起、对教育科技新兴企业的投资增加、5G技术的采用以及对体验式学习的需求不断增长。预测期内的主要趋势包括虚拟实境内容创作工具的发展、高级游戏化技术在学习中的应用、互动式学习模组的创新、生物识别反馈在虚拟实境培训中的整合以及云端基础实境平台的开发。

协作学习和远端教育的日益普及预计将推动电子学习虚拟实境市场的成长。协作学习涉及促进团队合作和知识共用的互动式小组教育,而远端教育则允许学生无论身在何处都能存取学习资源。协作学习和远距学习日益普及的原因是网路连结性的改善和对灵活教育解决方案日益增长的需求。电子学习虚拟实境透过创建身临其境型互动式环境来促进即时参与和协作,从而增强了这些学习模式,使数位学习更加有效和互联互通。例如,2024 年 6 月,美国线上学习平台 Coursera 报告称,到 2023 年,其拥有 1.48 亿学习者和 7,000 所附属机构,其 GenAI 课程的註册人数惊人地增长了 1,060%。此外,每分钟都有新学习者加入平台。因此,协作学习和远距学习的兴起正在推动电子学习虚拟实境市场的成长。

电子学习和虚拟实境市场的主要企业正专注于下一代骁龙 XR2 Gen 2 晶片组等创新,以增强身临其境型学习体验。这些晶片组提供更高的处理能力、更好的图形处理能力和先进的 AI 功能。骁龙 XR2 Gen 2 是一款高效能 XR 处理器,可提供双倍的 GPU 能力和先进的 AI,从而实现身临其境型和互动式数位学习体验。例如,美国科技公司 Meta 于 2023 年 9 月推出了其 Quest 3 VR头戴装置,具有增强的清晰影像、空间音讯和先进的手部侦测功能。这项创新使学生能够与 3D 模型互动,进行逼真的模拟,并参与协作学习活动。这些进步提高了学生在虚拟学习环境中的参与度、知识保留率和可近性。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情景,包括利率、通膨、地缘政治、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球电子学习和虚拟实境 PESTEL 分析(政治、社会、技术、环境、法律因素、驱动因素和限制因素)
  • 最终用途产业分析
  • 全球电子学习与虚拟实境市场:成长率分析
  • 全球电子学习与虚拟实境市场表现:规模与成长,2019-2024
  • 全球电子学习与虚拟实境市场预测:规模与成长,2024-2029 年,2034 年
  • 全球电子学习与虚拟实境总目标市场(TAM)

第六章市场区隔

  • 全球电子学习与虚拟实境市场:按组件、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 硬体
  • 软体
  • 全球电子学习与虚拟实境市场:依技术、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 非身临其境型
  • 完全身临其境型
  • 全球电子学习与虚拟实境市场:依部署模式、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 本地
  • 全球电子学习与虚拟实境市场:按最终用户、绩效和预测,2019-2024 年、2024-2029 年、2034 年
  • 学术机构
  • 企业培训
  • 政府和国防
  • 其他最终用户
  • 全球电子学习和虚拟实境市场,按硬体类型、效能和预测细分,2019-2024 年、2024-2029 年、2034 年
  • VR头戴装置
  • VR手套
  • 运动追踪设备
  • 触觉设备
  • 输入装置
  • 音讯设备
  • 全球电子学习和虚拟实境市场按软体类型、实际和预测细分,2019-2024 年、2024-2029 年、2034 年
  • VR内容创作软体
  • VR学习管理系统(LMS)
  • 模拟软体
  • 身临其境型课件平台
  • 编写工具
  • 游戏化软体

第七章 区域和国家分析

  • 全球电子学习与虚拟实境市场:按地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球电子学习与虚拟实境市场:依国家/地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 电子学习与虚拟实境市场:竞争格局
  • 电子学习与虚拟实境市场:公司简介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Axon Enterprise Inc.(AXON)Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Labster ApS
  • Nearpod Inc.
  • EON Reality Inc.
  • zSpace Inc.
  • Strivr Labs Inc.
  • Interplay Learning Inc.
  • Talespin Reality Labs Inc.
  • SQLearn SA
  • Immerse Learning Limited
  • Prisms of Reality Inc.
  • ThingLink Oy
  • VictoryXR Inc.
  • Lifeliqe Inc.
  • Unimersiv

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029 年电子学习与虚拟实境市场:提供新机会的国家
  • 2029 年电子学习与虚拟实境市场:细分领域将带来新机会
  • 2029 年电子学习与虚拟实境市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r34839

E-learning virtual reality (VR) involves the integration of 3D graphics and real-world experiences within eLearning platforms to create immersive and interactive learning environments. Unlike traditional eLearning, it engages all five senses, making the learning process more interactive and hands-on.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The main components of e-learning virtual reality include hardware and software. Hardware in e-learning VR refers to physical devices such as VR headsets, motion trackers, haptic devices, and input controllers, which facilitate immersive and interactive learning experiences in a virtual environment. It encompasses various technologies, including both non-immersive and fully immersive systems, and can be deployed either on-premise or through cloud-based platforms. Key end-users of e-learning VR include academic institutions, corporate training programs, government and defense sectors, and other organizations.

The e-learning virtual reality market research report is one of a series of new reports from The Business Research Company that provides e-learning virtual reality market statistics, including the e-learning virtual reality industry global market size, regional shares, competitors with the e-learning virtual reality market share, detailed e-learning virtual reality market segments, market trends, and opportunities, and any further data you may need to thrive in the e-learning virtual reality industry. This e-learning virtual reality market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The e-learning virtual reality market size has grown exponentially in recent years. It will grow from $6.38 billion in 2024 to $7.83 billion in 2025 at a compound annual growth rate (CAGR) of 22.7%. The growth observed in the historic period can be attributed to several factors, including the increasing penetration of the internet, the rise of digital education platforms, a growing demand for immersive learning experiences, the adoption of advanced learning technologies, and a greater focus on personalized education.

The e-learning virtual reality market size is expected to see exponential growth in the next few years. It will grow to $17.60 billion in 2029 at a compound annual growth rate (CAGR) of 22.4%. The growth projected for the forecast period can be attributed to several factors, including the increasing integration of AI in VR learning, the rise of remote education trends, growing investment in edtech startups, the adoption of 5G technology, and a rising demand for experiential learning. Key trends expected in the forecast period include advancements in VR content creation tools, the use of advanced gamification techniques in learning, innovation in interactive learning modules, the integration of biometric feedback in VR training, and the development of cloud-based VR platforms.

The growing adoption of collaborative learning and remote education is expected to drive the growth of the e-learning virtual reality market. Collaborative learning involves interactive, group-based education that promotes teamwork and knowledge sharing, while remote education allows students to access learning resources from any location. The increasing popularity of both collaborative and remote learning is driven by improved internet connectivity and a rising demand for flexible educational solutions. E-learning virtual reality enhances these learning models by creating immersive, interactive environments that foster real-time engagement and collaboration, making digital learning more effective and connected. For example, in June 2024, Coursera, a U.S.-based online learning platform, reported that in 2023, it had 148 million learners and 7,000 partner institutions, with enrollments in GenAI courses rising by an impressive 1,060%. Additionally, a new learner joined the platform every minute. As a result, the rise of collaborative and remote learning is fueling the growth of the e-learning virtual reality market.

Leading companies in the e-learning virtual reality market are focusing on innovations such as the next-gen Snapdragon XR2 Gen 2 chipsets to improve immersive learning experiences. These chipsets offer higher processing power, better graphics, and advanced AI capabilities. The Snapdragon XR2 Gen 2 is a high-performance XR processor that delivers 2x GPU power and advanced AI, enabling immersive and interactive e-learning experiences. For instance, in September 2023, Meta, a U.S.-based technology company, launched its Quest 3 VR headset with enhanced visual clarity, spatial audio, and advanced hand-tracking features. This innovation allows students to interact with 3D models, engage in realistic simulations, and participate in collaborative learning activities. These advancements enhance student engagement, knowledge retention, and accessibility in virtual learning environments.

In May 2022, eLearning Brothers, a U.S.-based company specializing in e-learning solutions, acquired CoreAxis for an undisclosed amount. The acquisition aims to strengthen eLearning Brothers' learning services and technology by integrating CoreAxis' expertise in custom corporate training, leadership development, and scalable content solutions. CoreAxis is a U.S.-based company that provides custom learning solutions, including e-learning, virtual reality training, and corporate training services.

Major players in the e-learning virtual reality market are Google LLC, Lenovo Group Limited, Accenture plc, Cisco Systems Inc., Axon Enterprise Inc. (AXON), Labster ApS, Nearpod Inc., EON Reality Inc., zSpace Inc., Strivr Labs Inc., Interplay Learning Inc., Talespin Reality Labs Inc., SQLearn S.A., Immerse Learning Limited, Prisms of Reality Inc., ThingLink Oy, VictoryXR Inc., Lifeliqe Inc., Unimersiv, 360 Immersive LLC, GIGXR Inc., VirtualSpeech Ltd, and Warp VR B.V.

North America was the largest region in the e-learning virtual reality market in 2024. The regions covered in e-learning virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the e-learning virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The e-learning virtual reality market includes revenues earned by entities by providing services such as VR content development, platform integration, technical support and maintenance, training and consulting, user experience design, customization of VR modules, virtual classroom setup, and post-deployment support. The market value includes the value of related goods sold by the service provider or included within the service offering. The e-learning virtual reality market consists of sales of products such as VR headsets, VR-compatible devices, simulation software, VR accessories, haptic devices, immersive projectors, and interactive whiteboards. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Learning Virtual Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-learning virtual reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for e-learning virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-learning virtual reality market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software
  • 2) By Technology: Non- Immersive; Fully Immersive
  • 3) By Deployment Mode: On-Premises; Cloud
  • 4) By End-User: Academic Institutions; Corporate Training; Government and Defense; Other End-Users
  • Subsegments:
  • 1) By Hardware: VR Headsets; VR Gloves; Motion Tracking Devices; Haptic Devices; Input Devices; Audio Devices
  • 2) By Software: VR Content Creation Software; VR Learning Management Systems (LMS); Simulation Software; Immersive Courseware Platforms; Authoring Tools; Gamification Software
  • Companies Mentioned: Google LLC; Lenovo Group Limited; Accenture plc; Cisco Systems Inc.; Axon Enterprise Inc. (AXON)
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Learning Virtual Reality Market Characteristics

3. E-Learning Virtual Reality Market Trends And Strategies

4. E-Learning Virtual Reality Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global E-Learning Virtual Reality Growth Analysis And Strategic Analysis Framework

  • 5.1. Global E-Learning Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global E-Learning Virtual Reality Market Growth Rate Analysis
  • 5.4. Global E-Learning Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global E-Learning Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global E-Learning Virtual Reality Total Addressable Market (TAM)

6. E-Learning Virtual Reality Market Segmentation

  • 6.1. Global E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • 6.2. Global E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non- Immersive
  • Fully Immersive
  • 6.3. Global E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premises
  • Cloud
  • 6.4. Global E-Learning Virtual Reality Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Academic Institutions
  • Corporate Training
  • Government and Defense
  • Other End-Users
  • 6.5. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • VR Gloves
  • Motion Tracking Devices
  • Haptic Devices
  • Input Devices
  • Audio Devices
  • 6.6. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Software
  • VR Learning Management Systems (LMS)
  • Simulation Software
  • Immersive Courseware Platforms
  • Authoring Tools
  • Gamification Software

7. E-Learning Virtual Reality Market Regional And Country Analysis

  • 7.1. Global E-Learning Virtual Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global E-Learning Virtual Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Learning Virtual Reality Market

  • 8.1. Asia-Pacific E-Learning Virtual Reality Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China E-Learning Virtual Reality Market

  • 9.1. China E-Learning Virtual Reality Market Overview
  • 9.2. China E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Learning Virtual Reality Market

  • 10.1. India E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan E-Learning Virtual Reality Market

  • 11.1. Japan E-Learning Virtual Reality Market Overview
  • 11.2. Japan E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Learning Virtual Reality Market

  • 12.1. Australia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Learning Virtual Reality Market

  • 13.1. Indonesia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea E-Learning Virtual Reality Market

  • 14.1. South Korea E-Learning Virtual Reality Market Overview
  • 14.2. South Korea E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe E-Learning Virtual Reality Market

  • 15.1. Western Europe E-Learning Virtual Reality Market Overview
  • 15.2. Western Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Learning Virtual Reality Market

  • 16.1. UK E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Learning Virtual Reality Market

  • 17.1. Germany E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Learning Virtual Reality Market

  • 18.1. France E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Learning Virtual Reality Market

  • 19.1. Italy E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Learning Virtual Reality Market

  • 20.1. Spain E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe E-Learning Virtual Reality Market

  • 21.1. Eastern Europe E-Learning Virtual Reality Market Overview
  • 21.2. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Learning Virtual Reality Market

  • 22.1. Russia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America E-Learning Virtual Reality Market

  • 23.1. North America E-Learning Virtual Reality Market Overview
  • 23.2. North America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA E-Learning Virtual Reality Market

  • 24.1. USA E-Learning Virtual Reality Market Overview
  • 24.2. USA E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada E-Learning Virtual Reality Market

  • 25.1. Canada E-Learning Virtual Reality Market Overview
  • 25.2. Canada E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America E-Learning Virtual Reality Market

  • 26.1. South America E-Learning Virtual Reality Market Overview
  • 26.2. South America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Learning Virtual Reality Market

  • 27.1. Brazil E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East E-Learning Virtual Reality Market

  • 28.1. Middle East E-Learning Virtual Reality Market Overview
  • 28.2. Middle East E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa E-Learning Virtual Reality Market

  • 29.1. Africa E-Learning Virtual Reality Market Overview
  • 29.2. Africa E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. E-Learning Virtual Reality Market Competitive Landscape And Company Profiles

  • 30.1. E-Learning Virtual Reality Market Competitive Landscape
  • 30.2. E-Learning Virtual Reality Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Axon Enterprise Inc. (AXON) Overview, Products and Services, Strategy and Financial Analysis

31. E-Learning Virtual Reality Market Other Major And Innovative Companies

  • 31.1. Labster ApS
  • 31.2. Nearpod Inc.
  • 31.3. EON Reality Inc.
  • 31.4. zSpace Inc.
  • 31.5. Strivr Labs Inc.
  • 31.6. Interplay Learning Inc.
  • 31.7. Talespin Reality Labs Inc.
  • 31.8. SQLearn S.A.
  • 31.9. Immerse Learning Limited
  • 31.10. Prisms of Reality Inc.
  • 31.11. ThingLink Oy
  • 31.12. VictoryXR Inc.
  • 31.13. Lifeliqe Inc.
  • 31.14. Unimersiv
    • 31.15. 360 Immersive LLC

32. Global E-Learning Virtual Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The E-Learning Virtual Reality Market

34. Recent Developments In The E-Learning Virtual Reality Market

35. E-Learning Virtual Reality Market High Potential Countries, Segments and Strategies

  • 35.1 E-Learning Virtual Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 E-Learning Virtual Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 E-Learning Virtual Reality Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34839_E_Learning_Virtual_Reality_GMR_2025