Global E-Learning Virtual Reality Market size was valued at US$ XX Mn in 2019 and the total revenue is expected to grow at 40.3% through 2020 to 2026, reaching nearly US$ XX Mn. The global E-Learning Virtual Reality market report is a comprehensive analysis of the industry, market, and key players. The report has covered the market by demand and supply-side by segments. The global E-Learning Virtual Reality report also provides trends by market segments, technology, and investment with a competitive landscape.
Virtual Reality (VR) is the use of computer technology to create a three-dimensional interactive environment with which users can interact using a VR headset. By combining 3D graphics with real-world experiences, virtual reality has the potential to significantly improve eLearning and create interactive learning modules. With the rise of smart devices and VR-compatible software, this immersive technology is gaining traction. Virtual reality-enhanced learning experiences are all cumulative. In contrast to traditional eLearning, it allows students to interact with the reading specimen using all five senses.
Growing collaboration between hardware vendors and educational content providers, technological developments, rising demand for remote education, and government initiatives are all contributing to the growth of the e-learning virtual reality market. E-learning is now available on smart handheld devices such as iPads, tablets, MacBooks, and other intelligent gadgets, rather than bringing about heavy computers and projectors. The worldwide e-learning virtual reality market is expected to grow due to the high prevalence of such devices. Electronic learning is a multi-disciplinary student-centered education system that is used in various schools, tertiary institutions, and workforce training. The system provides improved learning programs, collaborative technologies, digital learning resources, and online learning sources. These factors boost the market growth and enhanced learning. Furthermore, factors such as the high prevalence of mobile devices and the growing need by corporations for staff training is predicted to propel the e-learning virtual reality market forward. However, multiple restrictions and policies, as well as storage concerns, are limiting the overall market's growth.
1. Simulations for Training: Companies can provide online training simulations to their students and trainees by completely immersing them in a virtual environment using VR technology. This technology is widely used by training institutes around the world, particularly in the fields of aviation, electronics, and healthcare. 2. Use of gamification: Gamification is a popular trend in the digital world, with practically every industry adopting it, including marketing, IT, companies, and eLearning. Virtual reality (VR) allows game aspects to be effortlessly integrated into eLearning, making learning more dynamic and engaging. To increase learning, industries such as architecture, interior design, civil engineering, and others can use AR and VR technology gaming elements.
E-Learning platforms can also adapt online courses for students using VR and smart devices. It has also enabled institutes to move away from traditional teaching techniques and online courses and toward more sophisticated courses that are more equivalent to a video game in which students are immersed in a virtual world and exposed to real-life scenarios to evaluate their decision-making ability.
1. Preface
1.1. Market Definition and Key Research Objectives
1.2. Research Highlights
2. Assumptions and Research Methodology
2.1. Report Assumptions
2.2. Abbreviations
2.3. Research Methodology
2.3.1. Secondary Research
2.3.1.1. Secondary data
2.3.1.2. Secondary Sources
2.3.2. Primary Research
2.3.2.1. Data from Primary Sources
2.3.2.2. Breakdown of Primary Sources
3. Executive Summary: Global E-Learning Virtual Reality Market Size, by Market Value (US$ Mn)
3.1. Global Market Segmentation
3.2. Global Market Segmentation Share Analysis, 2019
3.2.1. Global
3.2.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa)
3.3. Geographical Snapshot of the E-Learning Virtual Reality Market
3.4. Geographical Snapshot of the E-Learning Virtual Reality Market, By Manufacturer share
4. Global E-Learning Virtual Reality Market Overview, 2019-2026
4.1. Market Dynamics
4.1.1. Drivers
4.1.1.1. Global
4.1.1.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa)
4.1.2. Restraints
4.1.2.1. Global
4.1.2.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa)
4.1.3. Opportunities
4.1.3.1. Global
4.1.3.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa)
4.1.4. Challenges
4.1.4.1. Global
4.1.4.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa)
4.1.5. Industry Trends and Emerging Technologies
4.1.6. Porters Five Forces Analysis
4.1.6.1. Threat of New Entrants
4.1.6.2. Bargaining Power of Buyers/Consumers
4.1.6.3. Bargaining Power of Suppliers
4.1.6.4. Threat of Substitute Products
4.1.6.5. Intensity of Competitive Rivalry
4.1.7. Value Chain Analysis
4.1.8. Technological Roadmap
4.1.9. Regulatory landscape
4.1.10. Impact of the Covid-19 Pandemic on the Global E-Learning Virtual Reality Market
5. Supply Side and Demand Side Indicators
6. Global E-Learning Virtual Reality Market Analysis and Forecast, 2019-2026
6.1. Global E-Learning Virtual Reality Market Size & Y-o-Y Growth Analysis.
7. Global E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
7.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
7.1.1. Devices
7.1.2. Head Mount
7.1.3. Projector
7.1.4. Software
7.1.5. Services
7.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
7.2.1. Academic
7.2.2. Corporate Training
8. Global E-Learning Virtual Reality Market Analysis and Forecasts, By Region
8.1. Market Size (Value) Estimates & Forecast By Region, 2019-2026
8.1.1. North America
8.1.2. Europe
8.1.3. Asia-Pacific
8.1.4. Middle East & Africa
8.1.5. South America
9. North America E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
9.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
9.1.1. Devices
9.1.2. Head Mount
9.1.3. Projector
9.1.4. Software
9.1.5. Services
9.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
9.2.1. Academic
9.2.2. Corporate Training
10. North America E-Learning Virtual Reality Market Analysis and Forecasts, By Country
10.1. Market Size (Value) Estimates & Forecast By Country, 2019-2026
10.1.1. US
10.1.2. Canada
10.1.3. Mexico
11. U.S. E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
11.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
11.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
12. Canada E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
12.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
12.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
13. Mexico E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
13.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
13.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
14. Europe E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
14.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
14.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
15. Europe E-Learning Virtual Reality Market Analysis and Forecasts, By Country
15.1. Market Size (Value) Estimates & Forecast By Country, 2019-2026
15.1.1. U.K
15.1.2. France
15.1.3. Germany
15.1.4. Italy
15.1.5. Spain
15.1.6. Sweden
15.1.7. CIS Countries
15.1.8. Rest of Europe
16. U.K. E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
16.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
16.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
17. France E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
17.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
17.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
18. Germany E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
18.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
18.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
19. Italy E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
19.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
19.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
20. Spain E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
20.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
20.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
21. Sweden E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
21.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
21.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
22. CIS Countries E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
22.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
22.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
23. Rest of Europe E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
23.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
23.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
24. Asia Pacific E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
24.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
24.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
25. Asia Pacific E-Learning Virtual Reality Market Analysis and Forecasts, by Country
25.1. Market Size (Value) Estimates & Forecast By Country, 2019-2026
25.1.1. China
25.1.2. India
25.1.3. Japan
25.1.4. South Korea
25.1.5. Australia
25.1.6. ASEAN
25.1.7. Rest of Asia Pacific
26. China E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
26.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
26.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
27. India E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
27.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
27.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
28. Japan E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
28.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
28.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
29. South Korea E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
29.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
29.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
30. Australia E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
30.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
30.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
31. ASEAN E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
31.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
31.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
32. Rest of Asia Pacific E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
32.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
32.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
33. Middle East Africa E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
33.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
33.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
34. Middle East Africa E-Learning Virtual Reality Market Analysis and Forecasts, by Country
34.1. Market Size (Value) Estimates & Forecast by Country, 2019-2026
34.1.1. South Africa
34.1.2. GCC Countries
34.1.3. Egypt
34.1.4. Nigeria
34.1.5. Rest of ME&A
35. South Africa E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
35.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
35.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
36. GCC Countries E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
36.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
36.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
37. Egypt E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
37.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
37.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
38. Nigeria E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
38.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
38.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
39. Rest of ME&A E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
39.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
39.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
40. South America E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
40.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
40.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
41. South America E-Learning Virtual Reality Market Analysis and Forecasts, by Country
41.1. Market Size (Value) Estimates & Forecast by Country, 2019-2026
41.1.1. Brazil
41.1.2. Argentina
41.1.3. Rest of South America
42. Brazil E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
42.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
42.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
43. Argentina E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
43.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
43.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
44. Rest of South America E-Learning Virtual Reality Market Analysis and Forecasts, 2019-2026
44.1. Market Size (Value) Estimates & Forecast By Component, 2019-2026
44.2. Market Size (Value) Estimates & Forecast By Application, 2019-2026
45. Competitive Landscape
45.1. Geographic Footprint of Major Players in the Global E-Learning Virtual Reality Market
45.2. Competition Matrix
45.2.1. Competitive Benchmarking of Key Players By Price, Presence, Market Share, Applications and R&D Investment
45.2.2. New Product Launches and Product Enhancements
45.2.3. Market Consolidation
45.2.3.1. M&A by Regions, Investment and Verticals
45.2.3.2. M&A, Forward Integration and Backward
Integration
45.2.3.3. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements
45.3. Company Profile : Key Players
45.3.1. LearnBrite
45.3.1.1. Company Overview
45.3.1.2. Financial Overview
45.3.1.3. Geographic Footprint
45.3.1.4. Product Portfolio
45.3.1.5. Business Strategy
45.3.1.6. Recent Developments
45.3.2. Avantis Systems
45.3.3. eLearning Studios
45.3.4. Enlighten
45.3.5. Google
45.3.6. Immerse
45.3.7. Lenovo
45.3.8. MOOC Solutions
45.3.9. Oculus VR
45.3.10. RapidValue Solutions
45.3.11. Sify Technologies
45.3.12. Skills2Learn
45.3.13. SQLearn
45.3.14. Tesseract Learning
45.3.15. ThingLink
45.3.16. VIVED
45.3.17. VR Education Holdings
45.3.18. zSpace
45.3.19. Other Key Players
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