AR and VR in Training Market (Component: Hardware, Software, Services; Training Type: Product Knowledge Training, Process Training, Leadership Training, Soft Skills Training, Safety Training) - Global Industry Analysis, Size, Share, Growth, Trends, and Fo
Description
AR and VR in Training Market (Component: Hardware, Software, Services; Training Type: Product Knowledge Training, Process Training, Leadership Training, Soft Skills Training, Safety Training) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2022-2031
AR and VR in Training Market – Scope of Report
TMR’s report on the global AR and VR in training market studies the past as well as the current growth trends and opportunities to gain valuable insights of the indicators of the market during the forecast period from 2022 to 2031. The report provides revenue of the global AR and VR in training market for the period 2017–2031, considering 2022 as the base year and 2031 as the forecast year. The report also provides the compound annual growth rate (CAGR %) of the global AR and VR in training market from 2022 to 2031.
The report has been prepared after an extensive research. Primary research involved bulk of the research efforts, wherein analysts carried out interviews with key opinion leaders, industry leaders, and opinion makers. Secondary research involved referring to key players’ product literature, annual reports, press releases, and relevant documents to understand the AR and VR in training market.
Secondary research also included Internet sources, statistical data from government agencies, websites, and trade associations. Analysts employed a combination of top-down and bottom-up approaches to study various attributes of the global AR and VR in training market.
The report includes an elaborate executive summary, along with a snapshot of the growth behavior of various segments included in the scope of the study. Moreover, the report sheds light on the changing competitive dynamics in the global AR and VR in training market. These serve as valuable tools for existing market players as well as for entities interested in participating in the global AR and VR in training market.
The report delves into the competitive landscape of the global AR and VR in training market. Key players operating in the global AR and VR in training market have been identified and each one of these has been profiled, in terms of various attributes. Company overview, financial standings, recent developments, and SWOT are attributes of players in the global AR and VR in training market profiled in this report.
RESEARCH METHODOLOGY
The research methodology will be a combination of exhaustive primary and secondary research to analyze the market AR and VR in training.
Secondary Research
Secondary research includes a search of company literature, technical writing, patent data, Internet sources, and statistical data from government websites, trade associations, and agencies. This has proven to be the most reliable, effective, and successful approach for obtaining precise data, capturing industry participants’ insights, and recognizing business opportunities.
Secondary research sources that we typically refer, but are not limited to:
Company websites, presentations, annual reports, white papers, technical paper, product brochure
Internal and external proprietary databases and relevant patents
National government documents, statistical databases, and market reports
News articles, press releases, and webcasts specific to companies operating in the market
Specific Secondary Sources:
During the course of research, we conduct in-depth interviews and discussions with a wide range of key industry participants and opinion leaders. Primary research represents bulk of research efforts, supplemented by extensive secondary research.
We conduct primary interviews on the ongoing basis with industry participants and commentators to validate data and analysis. A typical research interview fulfills the following functions:
Provides first-hand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
Helps in validating and strengthening secondary research findings
Further develops the analysis team’s expertise and market understanding
Primary research involves e-mail interactions, telephonic interviews, as well as face-to-face interviews for each market, category, segment, and sub-segment across geographies
Participants who typically take part in such a process include, but are not limited to:
Industry participants: Marketing/product managers, market intelligence managers, and regional sales managers
Purchasing/Sourcing managers, technical personnel, distributors
Outside experts: Investment bankers, valuation experts, and research analysts specializing in specific markets
Key opinion leaders specializing in different areas corresponding to different industry verticals
List of primary participants, but not limited to:
Advanced Oncotherapy PLC
Danfysik A/S
Hitachi, Ltd.
IBA Worldwide
Mevion Medical Systems, Inc.
Data Triangulation: Information culled from “Secondary & Primary Sources” is cross-checked with “TMR Knowledge Repository”, which is updated every quarter.
Market Estimation: Market size estimations involved in-depth study of product features, technology updates, geographic presence, product demand, sales data (value or volume), historical year-on-year growth, and others. Other approaches were also utilized to derive market size and forecasts. Where no hard data was available, we employed modeling techniques in order to produce comprehensive datasets. A rigorous methodology has been adopted, wherein the available hard data are cross-referenced with the following data types to produce estimates:
Demographic Data: Healthcare expenditure, inflation rates, and others
Industry Indicators: R&D investment, technology stage, and infrastructure, sector growth, and facilities
Market Forecasting: Market forecasts for various segments are derived taking into account drivers, restraints/challenges, and opportunities prevailing in the market and considering advantages/disadvantages of segments/sub-segments over other segments/sub-segments. Business environment, historical sales pattern, unmet needs, competitive intensity, and country-wise surgery data are some of the other pivotal factors, which are considered to derive market forecasts.
AR and VR in Training Market – Scope of Report
TMR’s report on the global AR and VR in training market studies the past as well as the current growth trends and opportunities to gain valuable insights of the indicators of the market during the forecast period from 2022 to 2031. The report provides revenue of the global AR and VR in training market for the period 2017–2031, considering 2022 as the base year and 2031 as the forecast year. The report also provides the compound annual growth rate (CAGR %) of the global AR and VR in training market from 2022 to 2031.
The report has been prepared after an extensive research. Primary research involved bulk of the research efforts, wherein analysts carried out interviews with key opinion leaders, industry leaders, and opinion makers. Secondary research involved referring to key players’ product literature, annual reports, press releases, and relevant documents to understand the AR and VR in training market.
Secondary research also included Internet sources, statistical data from government agencies, websites, and trade associations. Analysts employed a combination of top-down and bottom-up approaches to study various attributes of the global AR and VR in training market.
The report includes an elaborate executive summary, along with a snapshot of the growth behavior of various segments included in the scope of the study. Moreover, the report sheds light on the changing competitive dynamics in the global AR and VR in training market. These serve as valuable tools for existing market players as well as for entities interested in participating in the global AR and VR in training market.
The report delves into the competitive landscape of the global AR and VR in training market. Key players operating in the global AR and VR in training market have been identified and each one of these has been profiled, in terms of various attributes. Company overview, financial standings, recent developments, and SWOT are attributes of players in the global AR and VR in training market profiled in this report.
RESEARCH METHODOLOGY
The research methodology will be a combination of exhaustive primary and secondary research to analyze the market AR and VR in training.
Secondary Research
Secondary research includes a search of company literature, technical writing, patent data, Internet sources, and statistical data from government websites, trade associations, and agencies. This has proven to be the most reliable, effective, and successful approach for obtaining precise data, capturing industry participants’ insights, and recognizing business opportunities.
Secondary research sources that we typically refer, but are not limited to:
Company websites, presentations, annual reports, white papers, technical paper, product brochure
Internal and external proprietary databases and relevant patents
National government documents, statistical databases, and market reports
News articles, press releases, and webcasts specific to companies operating in the market
Specific Secondary Sources:
- Industry Sources:
- WorldWideScience.org
- Elsevier, Inc.
- National Institutes of Health (NIH)
- PubMed
- NCBI
- Department of Health Care Service
- Trade Data Sources
- Trade Map
- UN Comtrade
- Trade Atlas
- Company Information
- OneSource Business Browser
- Hoover’s
- Factiva
- Bloomberg
- Mergers & Acquisitions
- Thomson Mergers & Acquisitions
- MergerStat
- Profound
During the course of research, we conduct in-depth interviews and discussions with a wide range of key industry participants and opinion leaders. Primary research represents bulk of research efforts, supplemented by extensive secondary research.
We conduct primary interviews on the ongoing basis with industry participants and commentators to validate data and analysis. A typical research interview fulfills the following functions:
Provides first-hand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
Helps in validating and strengthening secondary research findings
Further develops the analysis team’s expertise and market understanding
Primary research involves e-mail interactions, telephonic interviews, as well as face-to-face interviews for each market, category, segment, and sub-segment across geographies
Participants who typically take part in such a process include, but are not limited to:
Industry participants: Marketing/product managers, market intelligence managers, and regional sales managers
Purchasing/Sourcing managers, technical personnel, distributors
Outside experts: Investment bankers, valuation experts, and research analysts specializing in specific markets
Key opinion leaders specializing in different areas corresponding to different industry verticals
List of primary participants, but not limited to:
Advanced Oncotherapy PLC
Danfysik A/S
Hitachi, Ltd.
IBA Worldwide
Mevion Medical Systems, Inc.
Data Triangulation: Information culled from “Secondary & Primary Sources” is cross-checked with “TMR Knowledge Repository”, which is updated every quarter.
Market Estimation: Market size estimations involved in-depth study of product features, technology updates, geographic presence, product demand, sales data (value or volume), historical year-on-year growth, and others. Other approaches were also utilized to derive market size and forecasts. Where no hard data was available, we employed modeling techniques in order to produce comprehensive datasets. A rigorous methodology has been adopted, wherein the available hard data are cross-referenced with the following data types to produce estimates:
Demographic Data: Healthcare expenditure, inflation rates, and others
Industry Indicators: R&D investment, technology stage, and infrastructure, sector growth, and facilities
Market Forecasting: Market forecasts for various segments are derived taking into account drivers, restraints/challenges, and opportunities prevailing in the market and considering advantages/disadvantages of segments/sub-segments over other segments/sub-segments. Business environment, historical sales pattern, unmet needs, competitive intensity, and country-wise surgery data are some of the other pivotal factors, which are considered to derive market forecasts.
Table of Contents
324 Pages
- 1. Preface
- 1.1. Market Introduction
- 1.2. Market Segmentation
- 1.3. Key Research Objectives
- 2. Assumptions and Research Methodology
- 2.1. Research Methodology
- 2.1.1. List of Primary and Secondary Sources
- 2.2. Key Assumptions for Data Modelling
- 3. Executive Summary - Global AR and VR in Training Market
- 4. Market Overview
- 4.1. Market Definition
- 4.2. Technology/Product Roadmap
- 4.3. Market Factor Analysis
- 4.3.1. Forecast Factors
- 4.3.2. Ecosystem/Value Chain Analysis
- 4.3.3. Market Dynamics (Growth Influencers)
- 4.3.3.1. Drivers
- 4.3.3.2. Restraints
- 4.3.3.3. Opportunities
- 4.3.3.4. Impact Analysis of Drivers and Restraints
- 4.4. COVID-19 Impact Analysis
- 4.4.1. Impact of COVID-19 on AR and VR in Training Market
- 4.5. Market Opportunity Assessment – by Region (North America/Europe/Asia Pacific/Middle East & Africa/South America)
- 4.5.1. By Component
- 4.5.2. By Training Type
- 4.5.3. By Enterprise Size
- 4.5.4. By Application
- 4.6. Analysis of Tethered and Non-tethered Devices
- 4.7. Learning and Practicing Instance/Use Cases
- 5. Global AR and VR in Training Market Analysis and Forecast
- 5.1. Market Revenue Analysis (US$ Mn), 2016-2031
- 5.1.1. Historic Growth Trends, 2016-2021
- 5.1.2. Forecast Trends, 2022-2031
- 6. Global AR and VR in Training Market Analysis, by Component
- 6.1. Overview and Definitions
- 6.2. Key Segment Analysis
- 6.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Component, 2018 - 2031
- 6.3.1. Hardware
- 6.3.1.1. Mobile Computing Devices
- 6.3.1.2. Virtual Reality Devices
- 6.3.1.3. Head-mounted Gears
- 6.3.1.4. Gesture-tracking Devices
- 6.3.1.5. Displays & Projectors
- 6.3.1.6. Others
- 6.3.2. Software
- 6.3.3. Services
- 6.3.3.1. Professional Services
- 6.3.3.1.1. Integration & Implementation
- 6.3.3.1.2. Consulting
- 6.3.3.1.3. Support & Maintenance
- 6.3.3.2. Managed Services
- 7. Global AR and VR in Training Market Analysis, by Training Type
- 7.1. Overview and Definitions
- 7.2. Key Segment Analysis
- 7.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Training Type, 2018 - 2031
- 7.3.1. Product Knowledge Training
- 7.3.2. Process Training
- 7.3.3. Leadership Training
- 7.3.4. Soft Skills Training
- 7.3.5. Safety Training
- 8. Global AR and VR in Training Market Analysis, by Enterprise Size
- 8.1. Overview and Definitions
- 8.2. Key Segment Analysis
- 8.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Enterprise Size, 2018 - 2031
- 8.3.1. Large Enterprises
- 8.3.2. Small & Medium-sized Enterprises (SMEs)
- 9. Global AR and VR in Training Market Analysis, by Application
- 9.1. Key Segment Analysis
- 9.2. AR and VR in Training Market Size (US$ Mn) Forecast, by Application, 2018 - 2031
- 9.2.1. Consumer Electronics
- 9.2.2. Aerospace & Defense
- 9.2.3. Automotive
- 9.2.4. Healthcare
- 9.2.5. Manufacturing
- 9.2.6. Transportation & Logistics
- 9.2.7. Education
- 9.2.8. Oil, Gas, & Chemicals
- 9.2.9. Energy & Utilities
- 9.2.10. Building & Construction
- 9.2.11. Others
- 10. Global AR and VR in Training Market Analysis and Forecast, by Region
- 10.1. Key Findings
- 10.2. AR and VR in Training Market Size (US$ Mn) Forecast, by Region, 2018 - 2031
- 10.2.1. North America
- 10.2.2. Europe
- 10.2.3. Asia Pacific
- 10.2.4. Middle East & Africa
- 10.2.5. South America
- 11. North America AR and VR in Training Market Analysis and Forecast
- 11.1. Regional Outlook
- 11.2. AR and VR in Training Market Size (US$ Mn) Analysis and Forecast, 2018 - 2031
- 11.2.1. By Component
- 11.2.2. By Training Type
- 11.2.3. By Enterprise Size
- 11.2.4. By Application
- 11.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Country, 2018 - 2031
- 11.3.1. U.S.
- 11.3.2. Canada
- 11.3.3. Mexico
- 12. Europe AR and VR in Training Market Analysis and Forecast
- 12.1. Regional Outlook
- 12.2. AR and VR in Training Market Size (US$ Mn) Analysis and Forecast, 2018 - 2031
- 12.2.1. By Component
- 12.2.2. By Training Type
- 12.2.3. By Enterprise Size
- 12.2.4. By Application
- 12.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Country, 2018 - 2031
- 12.3.1. Germany
- 12.3.2. UK
- 12.3.3. France
- 12.3.4. Italy
- 12.3.5. Spain
- 12.3.6. Rest of Europe
- 13. Asia Pacific AR and VR in Training Market Analysis and Forecast
- 13.1. Regional Outlook
- 13.2. AR and VR in Training Market Size (US$ Mn) Analysis and Forecast, 2018 - 2031
- 13.2.1. By Component
- 13.2.2. By Training Type
- 13.2.3. By Enterprise Size
- 13.2.4. By Application
- 13.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Country, 2018 - 2031
- 13.3.1. China
- 13.3.2. India
- 13.3.3. Japan
- 13.3.4. ASEAN
- 13.3.5. Rest of Asia Pacific
- 14. Middle East & Africa AR and VR in Training Market Analysis and Forecast
- 14.1. Regional Outlook
- 14.2. AR and VR in Training Market Size (US$ Mn) Analysis and Forecast, 2018 - 2031
- 14.2.1. By Component
- 14.2.2. By Training Type
- 14.2.3. By Enterprise Size
- 14.2.4. By Application
- 14.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Country, 2018 - 2031
- 14.3.1. Saudi Arabia
- 14.3.2. United Arab Emirates
- 14.3.3. South Africa
- 14.3.4. Rest of Middle East & Africa
- 15. South America AR and VR in Training Market Analysis and Forecast
- 15.1. Regional Outlook
- 15.2. AR and VR in Training Market Size (US$ Mn) Analysis and Forecast, 2018 - 2031
- 15.2.1. By Component
- 15.2.2. By Training Type
- 15.2.3. By Enterprise Size
- 15.2.4. By Application
- 15.3. AR and VR in Training Market Size (US$ Mn) Forecast, by Country, 2018 - 2031
- 15.3.1. Brazil
- 15.3.2. Argentina
- 15.3.3. Rest of South America
- 16. Competition Landscape
- 16.1. Market Competition Matrix, by Leading Players
- 16.2. Market Revenue Share Analysis (%), by Leading Players (2021)
- 16.3. Competitive Scenario
- 16.3.1. List of Emerging, Prominent, and Leading Players
- 16.3.2. Major Mergers & Acquisitions, Expansions, Partnerships, Contacts, Deals, etc.
- 17. Company Profiles
- 17.1. Accenture
- 17.1.1. Business Overview
- 17.1.2. Product Portfolio
- 17.1.3. Geographical Footprint
- 17.1.4. Revenue and Strategy
- 17.2. Alphabet (Google, Inc.)
- 17.2.1. Business Overview
- 17.2.2. Product Portfolio
- 17.2.3. Geographical Footprint
- 17.2.4. Revenue and Strategy
- 17.3. Atheer, Inc.
- 17.3.1. Business Overview
- 17.3.2. Product Portfolio
- 17.3.3. Geographical Footprint
- 17.3.4. Revenue and Strategy
- 17.4. Avantis Systems Ltd.
- 17.4.1. Business Overview
- 17.4.2. Product Portfolio
- 17.4.3. Geographical Footprint
- 17.4.4. Revenue and Strategy
- 17.5. EON Reality, Inc.
- 17.5.1. Business Overview
- 17.5.2. Product Portfolio
- 17.5.3. Geographical Footprint
- 17.5.4. Revenue and Strategy
- 17.6. Seiko Epson Corp.
- 17.6.1. Business Overview
- 17.6.2. Product Portfolio
- 17.6.3. Geographical Footprint
- 17.6.4. Revenue and Strategy
- 17.7. Ethosh Digital, Inc.
- 17.7.1. Business Overview
- 17.7.2. Product Portfolio
- 17.7.3. Geographical Footprint
- 17.7.4. Revenue and Strategy
- 17.8. HTC Corporation
- 17.8.1. Business Overview
- 17.8.2. Product Portfolio
- 17.8.3. Geographical Footprint
- 17.8.4. Revenue and Strategy
- 17.9. Hurix Systems Pvt. Ltd.
- 17.9.1. Business Overview
- 17.9.2. Product Portfolio
- 17.9.3. Geographical Footprint
- 17.9.4. Revenue and Strategy
- 17.10. Lenovo
- 17.10.1. Business Overview
- 17.10.2. Product Portfolio
- 17.10.3. Geographical Footprint
- 17.10.4. Revenue and Strategy
- 17.11. Magic Leap, Inc.
- 17.11.1. Business Overview
- 17.11.2. Product Portfolio
- 17.11.3. Geographical Footprint
- 17.11.4. Revenue and Strategy
- 17.12. MAXST Co., Ltd.
- 17.12.1. Business Overview
- 17.12.2. Product Portfolio
- 17.12.3. Geographical Footprint
- 17.12.4. Revenue and Strategy
- 17.13. Microsoft Corporation
- 17.13.1. Business Overview
- 17.13.2. Product Portfolio
- 17.13.3. Geographical Footprint
- 17.13.4. Revenue and Strategy
- 17.14. MPS Interactive Systems Limited
- 17.14.1. Business Overview
- 17.14.2. Product Portfolio
- 17.14.3. Geographical Footprint
- 17.14.4. Revenue and Strategy
- 17.15. PixoVR
- 17.15.1. Business Overview
- 17.15.2. Product Portfolio
- 17.15.3. Geographical Footprint
- 17.15.4. Revenue and Strategy
- 17.16. PTC, Inc.
- 17.16.1. Business Overview
- 17.16.2. Product Portfolio
- 17.16.3. Geographical Footprint
- 17.16.4. Revenue and Strategy
- 17.17. Others
- 17.17.1. Business Overview
- 17.17.2. Product Portfolio
- 17.17.3. Geographical Footprint
- 17.17.4. Revenue and Strategy
- 18. Key Takeaways
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