Global E-Learning Virtual Reality Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered
- 1.4 Market Analysis by Type
- 1.4.1 Global E-Learning Virtual Reality Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Devices
- 1.4.3 Software
- 1.4.4 Services
- 1.5 Market by Application
- 1.5.1 Global E-Learning Virtual Reality Market Share by Application (2019-2025)
- 1.5.2 Academic
- 1.5.3 Corporate Training
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 E-Learning Virtual Reality Market Size
- 2.2 E-Learning Virtual Reality Growth Trends by Regions
- 2.2.1 E-Learning Virtual Reality Market Size by Regions (2019-2025)
- 2.2.2 E-Learning Virtual Reality Market Share by Regions (2014-2019)
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
3 Market Share by Key Players
- 3.1 E-Learning Virtual Reality Market Size by by Players
- 3.1.1 Global E-Learning Virtual Reality Revenue by by Players (2014-2019)
- 3.1.2 Global E-Learning Virtual Reality Revenue Market Share by by Players (2014-2019)
- 3.1.3 Global E-Learning Virtual Reality Market Concentration Ratio (CR5 and HHI)
- 3.2 E-Learning Virtual Reality Key Players Head office and Area Served
- 3.3 Key Players E-Learning Virtual Reality Product/Solution/Service
- 3.4 Date of Enter into E-Learning Virtual Reality Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global E-Learning Virtual Reality Market Size by Type (2014-2019)
- 4.2 Global E-Learning Virtual Reality Market Size by Application (2014-2019)
5 North America
- 5.1 North America E-Learning Virtual Reality Market Size (2014-2019)
- 5.2 E-Learning Virtual Reality Key Players in North America
- 5.3 North America E-Learning Virtual Reality Market Size by Type
- 5.4 North America E-Learning Virtual Reality Market Size by Application
6 Europe
- 6.1 Europe E-Learning Virtual Reality Market Size (2014-2019)
- 6.2 E-Learning Virtual Reality Key Players in Europe
- 6.3 Europe E-Learning Virtual Reality Market Size by Type
- 6.4 Europe E-Learning Virtual Reality Market Size by Application
7 China
- 7.1 China E-Learning Virtual Reality Market Size (2014-2019)
- 7.2 E-Learning Virtual Reality Key Players in China
- 7.3 China E-Learning Virtual Reality Market Size by Type
- 7.4 China E-Learning Virtual Reality Market Size by Application
8 Japan
- 8.1 Japan E-Learning Virtual Reality Market Size (2014-2019)
- 8.2 E-Learning Virtual Reality Key Players in Japan
- 8.3 Japan E-Learning Virtual Reality Market Size by Type
- 8.4 Japan E-Learning Virtual Reality Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia E-Learning Virtual Reality Market Size (2014-2019)
- 9.2 E-Learning Virtual Reality Key Players in Southeast Asia
- 9.3 Southeast Asia E-Learning Virtual Reality Market Size by Type
- 9.4 Southeast Asia E-Learning Virtual Reality Market Size by Application
10 India
- 10.1 India E-Learning Virtual Reality Market Size (2014-2019)
- 10.2 E-Learning Virtual Reality Key Players in India
- 10.3 India E-Learning Virtual Reality Market Size by Type
- 10.4 India E-Learning Virtual Reality Market Size by Application
11 Central & South America
- 11.1 Central & South America E-Learning Virtual Reality Market Size (2014-2019)
- 11.2 E-Learning Virtual Reality Key Players in Central & South America
- 11.3 Central & South America E-Learning Virtual Reality Market Size by Type
- 11.4 Central & South America E-Learning Virtual Reality Market Size by Application
12 International Players Profiles
- 12.1 Avantis Systems
- 12.1.1 Avantis Systems Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 E-Learning Virtual Reality Introduction
- 12.1.4 Avantis Systems Revenue in E-Learning Virtual Reality Business (2014-2019))
- 12.1.5 Avantis Systems Recent Development
- 12.2 eLearning Studios
- 12.2.1 eLearning Studios Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 E-Learning Virtual Reality Introduction
- 12.2.4 eLearning Studios Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.2.5 eLearning Studios Recent Development
- 12.3 Enlighten
- 12.3.1 Enlighten Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 E-Learning Virtual Reality Introduction
- 12.3.4 Enlighten Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.3.5 Enlighten Recent Development
- 12.4 Google
- 12.4.1 Google Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 E-Learning Virtual Reality Introduction
- 12.4.4 Google Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.4.5 Google Recent Development
- 12.5 Immerse
- 12.5.1 Immerse Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 E-Learning Virtual Reality Introduction
- 12.5.4 Immerse Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.5.5 Immerse Recent Development
- 12.6 LearnBrite
- 12.6.1 LearnBrite Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 E-Learning Virtual Reality Introduction
- 12.6.4 LearnBrite Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.6.5 LearnBrite Recent Development
- 12.7 Lenovo
- 12.7.1 Lenovo Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 E-Learning Virtual Reality Introduction
- 12.7.4 Lenovo Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.7.5 Lenovo Recent Development
- 12.8 MOOC Solutions
- 12.8.1 MOOC Solutions Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 E-Learning Virtual Reality Introduction
- 12.8.4 MOOC Solutions Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.8.5 MOOC Solutions Recent Development
- 12.9 Oculus VR
- 12.9.1 Oculus VR Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 E-Learning Virtual Reality Introduction
- 12.9.4 Oculus VR Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.9.5 Oculus VR Recent Development
- 12.10 RapidValue Solutions
- 12.10.1 RapidValue Solutions Company Details
- 12.10.2 Company Description and Business Overview
- 12.10.3 E-Learning Virtual Reality Introduction
- 12.10.4 RapidValue Solutions Revenue in E-Learning Virtual Reality Business (2014-2019)
- 12.10.5 RapidValue Solutions Recent Development
- 12.11 Sify Technologies
- 12.12 Skills2Learn
- 12.13 SQLearn
- 12.14 Tesseract Learning
- 12.15 ThingLink
- 12.16 VIVED
- 12.17 VR Education Holdings
- 12.18 zSpace
13 Market Forecast 2019-2025
- 13.1 Market Size Forecast by Product (2019-2025)
- 13.2 Market Size Forecast by Application (2019-2025)
- 13.3 Market Size Forecast by Regions
- 13.4 North America
- 13.5 Europe
- 13.6 China
- 13.7 Japan
- 13.8 Southeast Asia
- 13.9 India
- 13.10 Central & South America
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.1.1 Research Programs/Design
- 15.1.1.2 Market Size Estimation
- 15.1.1.3 Market Breakdown and Data Triangulation
- 15.1.2 Data Source
- 15.1.2.1 Secondary Sources
- 15.1.2.2 Primary Sources
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
Virtual reality is a growing trend in eLearning as more and more use cases appear daily.
In 2018, the global E-Learning Virtual Reality market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global E-Learning Virtual Reality status, future forecast, growth opportunity, key market and key players. The study objectives are to present the E-Learning Virtual Reality development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
Avantis Systems
eLearning Studios
Enlighten
Google
Immerse
LearnBrite
Lenovo
MOOC Solutions
Oculus VR
RapidValue Solutions
Sify Technologies
Skills2Learn
SQLearn
Tesseract Learning
ThingLink
VIVED
VR Education Holdings
zSpace
Market segment by Type, the product can be split into
Devices
Software
Services
Market segment by Application, split into
Academic
Corporate Training
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global E-Learning Virtual Reality status, future forecast, growth opportunity, key market and key players.
To present the E-Learning Virtual Reality development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of E-Learning Virtual Reality are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.