Virtual Reality in eLearning Market by Technology (Gesture Control, Head Mount, Projectors), Component (Hardware, Services, Software), Application - Global Forecast 2024-2030

Virtual Reality in eLearning Market by Technology (Gesture Control, Head Mount, Projectors), Component (Hardware, Services, Software), Application - Global Forecast 2024-2030


The Virtual Reality in eLearning Market size was estimated at USD 309.35 million in 2023 and expected to reach USD 446.33 million in 2024, at a CAGR 44.37% to reach USD 4,044.40 million by 2030.

Global Virtual Reality in eLearning Market

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Virtual Reality in eLearning Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Virtual Reality in eLearning Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality in eLearning Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Ltd., E-learning Studios, Enlighten Media Pvt. Ltd., Google LLC, Immerse Learning Limited, LearnBrite by ExitReality Inc., Lenovo Group Limited, Meta Platforms, Inc., Sify Technologies Ltd., SQLearn SA, Tesseract Learning Pvt Ltd., ThingLink Oy, Unimersiv, VIVED Learning, and zSpace, Inc..

Market Segmentation & Coverage

This research report categorizes the Virtual Reality in eLearning Market to forecast the revenues and analyze trends in each of the following sub-markets:

Technology
Gesture Control
Head Mount
Projectors
Component
Hardware
Services
Software
Application
Academic
Corporate
Region
Americas
Argentina

Brazil

Canada

Mexico

United States
California

Florida

Illinois

New York

Ohio

Pennsylvania

Texas
Asia-Pacific
Australia

China

India

Indonesia

Japan

Malaysia

Philippines

Singapore

South Korea

Taiwan

Thailand

Vietnam
Europe, Middle East & Africa
Denmark

Egypt

Finland

France

Germany

Israel

Italy

Netherlands

Nigeria

Norway

Poland

Qatar

Russia

Saudi Arabia

South Africa

Spain

Sweden

Switzerland

Turkey

United Arab Emirates

United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the Virtual Reality in eLearning Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Virtual Reality in eLearning Market?
3. What are the technology trends and regulatory frameworks in the Virtual Reality in eLearning Market?
4. What is the market share of the leading vendors in the Virtual Reality in eLearning Market?
5. Which modes and strategic moves are suitable for entering the Virtual Reality in eLearning Market?

Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Virtual Reality in eLearning Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increased investment in virtual reality classrooms
5.1.1.2. Enhanced online training simulations and gamification in eLearning courses
5.1.1.3. Wide acceptance of AR/VR for corporate training & development programs
5.1.2. Restraints
5.1.2.1. Loosely defined interoperability standards
5.1.3. Opportunities
5.1.3.1. Technological advancements in VR eLearning
5.1.3.2. Deployment of customized learning options for web-based courses
5.1.4. Challenges
5.1.4.1. Privacy and cyber security threats
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Virtual Reality in eLearning Market, by Technology
6.1. Introduction
6.2. Gesture Control
6.3. Head Mount
6.4. Projectors
7. Virtual Reality in eLearning Market, by Component
7.1. Introduction
7.2. Hardware
7.3. Services
7.4. Software
8. Virtual Reality in eLearning Market, by Application
8.1. Introduction
8.2. Academic
8.3. Corporate
9. Americas Virtual Reality in eLearning Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Virtual Reality in eLearning Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Virtual Reality in eLearning Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. Avantis Systems Ltd.
13.1.2. E-learning Studios
13.1.3. Enlighten Media Pvt. Ltd.
13.1.4. Google LLC
13.1.5. Immerse Learning Limited
13.1.6. LearnBrite by ExitReality Inc.
13.1.7. Lenovo Group Limited
13.1.8. Meta Platforms, Inc.
13.1.9. Sify Technologies Ltd.
13.1.10. SQLearn SA
13.1.11. Tesseract Learning Pvt Ltd.
13.1.12. ThingLink Oy
13.1.13. Unimersiv
13.1.14. VIVED Learning
13.1.15. zSpace, Inc.
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
FIGURE 1. VIRTUAL REALITY IN ELEARNING MARKET RESEARCH PROCESS
FIGURE 2. VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2023 VS 2030
FIGURE 3. VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. VIRTUAL REALITY IN ELEARNING MARKET DYNAMICS
FIGURE 7. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
FIGURE 8. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 10. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
FIGURE 12. VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 14. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 16. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 22. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023

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