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

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:

  • 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
Primary Research

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.


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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