Report Detail

Service & Software Global E-Learning VR Market Growth (Status and Outlook) 2022-2028

  • RnM4475020
  • |
  • 02 August, 2022
  • |
  • Global
  • |
  • 114 Pages
  • |
  • LPI(LP Information)
  • |
  • Service & Software

The global market for E-Learning VR is estimated to increase from US$ million in 2021 to reach US$ million by 2028, exhibiting a CAGR of % during 2022-2028. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.

The APAC E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The United States E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The Europe E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

The China E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.

Global key E-Learning VR players cover Avantis Systems, ELearning Studios, Totrain, Google and Immerse, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.

Report Coverage
This latest report provides a deep insight into the global E-Learning VR market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, value chain analysis, etc.

This report aims to provide a comprehensive picture of the global E-Learning VR market, with both quantitative and qualitative data, to help readers understand how the E-Learning VR market scenario changed across the globe during the pandemic and Russia-Ukraine War.

The base year considered for analyses is 2021, while the market estimates and forecasts are given from 2022 to 2028. The market estimates are provided in terms of revenue in USD millions.

Market Segmentation:
The study segments the E-Learning VR market and forecasts the market size by Type (Devices, Software and Services), by Application (VR Academic Research, Corporate Training, School Education and Other), and region (APAC, Americas, Europe, and Middle East & Africa).

Segmentation by type
Devices
Software
Services

Segmentation by application
VR Academic Research
Corporate Training
School Education
Other

Segmentation by region
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

Major companies covered
Avantis Systems
ELearning Studios
Totrain
Google
Immerse
LearnBrite
Lenovo
Meta
Babcock
SQLearn
Tesseract Learning
ThingLink
VIVED
ENGAGE XR Holdings
ZSpace

Chapter Introduction
Chapter 1: Scope of E-Learning VR, Research Methodology, etc.
Chapter 2: Executive Summary, global E-Learning VR market size and CAGR, E-Learning VR market size by region, by type, by application, historical data from 2017 to 2022, and forecast to 2028.
Chapter 3: E-Learning VR revenue, global market share, and industry ranking by company, 2017-2022
Chapter 4: Global E-Learning VR revenue by region and by country. Country specific data and market value analysis for the U.S., Canada, Europe, China, Japan, South Korea, Southeast Asia, India, Latin America and Middle East & Africa.
Chapter 5, 6, 7, 8: Americas, APAC, Europe, Middle East & Africa, revenue segment by country, by type, and application.
Chapter 9: Analysis of the current market trends, market forecast, opportunities and economic trends that are affecting the future marketplace
Chapter 10: Manufacturing cost structure analysis
Chapter 11: Sales channel, distributors, and customers
Chapter 12: Global E-Learning VR market size forecast by region, by country, by type, and application
Chapter 13: Comprehensive company profiles of the leading players, including Avantis Systems, ELearning Studios, Totrain, Google, Immerse, LearnBrite, Lenovo, Meta and Babcock, etc.
Chapter 14: Research Findings and Conclusion


1 Scope of the Report

  • 1.1 Market Introduction
  • 1.2 Years Considered
  • 1.3 Research Objectives
  • 1.4 Market Research Methodology
  • 1.5 Research Process and Data Source
  • 1.6 Economic Indicators
  • 1.7 Currency Considered

2 Executive Summary

  • 2.1 World Market Overview
    • 2.1.1 Global E-Learning VR Market Size 2017-2028
    • 2.1.2 E-Learning VR Market Size CAGR by Region 2017 VS 2022 VS 2028
  • 2.2 E-Learning VR Segment by Type
    • 2.2.1 Devices
    • 2.2.2 Software
    • 2.2.3 Services
  • 2.3 E-Learning VR Market Size by Type
    • 2.3.1 E-Learning VR Market Size CAGR by Type (2017 VS 2022 VS 2028)
    • 2.3.2 Global E-Learning VR Market Size Market Share by Type (2017-2022)
  • 2.4 E-Learning VR Segment by Application
    • 2.4.1 VR Academic Research
    • 2.4.2 Corporate Training
    • 2.4.3 School Education
    • 2.4.4 Other
  • 2.5 E-Learning VR Market Size by Application
    • 2.5.1 E-Learning VR Market Size CAGR by Application (2017 VS 2022 VS 2028)
    • 2.5.2 Global E-Learning VR Market Size Market Share by Application (2017-2022)

3 E-Learning VR Market Size by Player

  • 3.1 E-Learning VR Market Size Market Share by Players
    • 3.1.1 Global E-Learning VR Revenue by Players (2020-2022)
    • 3.1.2 Global E-Learning VR Revenue Market Share by Players (2020-2022)
  • 3.2 Global E-Learning VR Key Players Head office and Products Offered
  • 3.3 Market Concentration Rate Analysis
    • 3.3.1 Competition Landscape Analysis
    • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2020-2022)
  • 3.4 New Products and Potential Entrants
  • 3.5 Mergers & Acquisitions, Expansion

4 E-Learning VR by Regions

  • 4.1 E-Learning VR Market Size by Regions (2017-2022)
  • 4.2 Americas E-Learning VR Market Size Growth (2017-2022)
  • 4.3 APAC E-Learning VR Market Size Growth (2017-2022)
  • 4.4 Europe E-Learning VR Market Size Growth (2017-2022)
  • 4.5 Middle East & Africa E-Learning VR Market Size Growth (2017-2022)

5 Americas

  • 5.1 Americas E-Learning VR Market Size by Country (2017-2022)
  • 5.2 Americas E-Learning VR Market Size by Type (2017-2022)
  • 5.3 Americas E-Learning VR Market Size by Application (2017-2022)
  • 5.4 United States
  • 5.5 Canada
  • 5.6 Mexico
  • 5.7 Brazil

6 APAC

  • 6.1 APAC E-Learning VR Market Size by Region (2017-2022)
  • 6.2 APAC E-Learning VR Market Size by Type (2017-2022)
  • 6.3 APAC E-Learning VR Market Size by Application (2017-2022)
  • 6.4 China
  • 6.5 Japan
  • 6.6 Korea
  • 6.7 Southeast Asia
  • 6.8 India
  • 6.9 Australia

7 Europe

  • 7.1 Europe E-Learning VR by Country (2017-2022)
  • 7.2 Europe E-Learning VR Market Size by Type (2017-2022)
  • 7.3 Europe E-Learning VR Market Size by Application (2017-2022)
  • 7.4 Germany
  • 7.5 France
  • 7.6 UK
  • 7.7 Italy
  • 7.8 Russia

8 Middle East & Africa

  • 8.1 Middle East & Africa E-Learning VR by Region (2017-2022)
  • 8.2 Middle East & Africa E-Learning VR Market Size by Type (2017-2022)
  • 8.3 Middle East & Africa E-Learning VR Market Size by Application (2017-2022)
  • 8.4 Egypt
  • 8.5 South Africa
  • 8.6 Israel
  • 8.7 Turkey
  • 8.8 GCC Countries

9 Market Drivers, Challenges and Trends

  • 9.1 Market Drivers & Growth Opportunities
  • 9.2 Market Challenges & Risks
  • 9.3 Industry Trends

10 Global E-Learning VR Market Forecast

  • 10.1 Global E-Learning VR Forecast by Regions (2023-2028)
    • 10.1.1 Global E-Learning VR Forecast by Regions (2023-2028)
    • 10.1.2 Americas E-Learning VR Forecast
    • 10.1.3 APAC E-Learning VR Forecast
    • 10.1.4 Europe E-Learning VR Forecast
    • 10.1.5 Middle East & Africa E-Learning VR Forecast
  • 10.2 Americas E-Learning VR Forecast by Country (2023-2028)
    • 10.2.1 United States E-Learning VR Market Forecast
    • 10.2.2 Canada E-Learning VR Market Forecast
    • 10.2.3 Mexico E-Learning VR Market Forecast
    • 10.2.4 Brazil E-Learning VR Market Forecast
  • 10.3 APAC E-Learning VR Forecast by Region (2023-2028)
    • 10.3.1 China E-Learning VR Market Forecast
    • 10.3.2 Japan E-Learning VR Market Forecast
    • 10.3.3 Korea E-Learning VR Market Forecast
    • 10.3.4 Southeast Asia E-Learning VR Market Forecast
    • 10.3.5 India E-Learning VR Market Forecast
    • 10.3.6 Australia E-Learning VR Market Forecast
  • 10.4 Europe E-Learning VR Forecast by Country (2023-2028)
    • 10.4.1 Germany E-Learning VR Market Forecast
    • 10.4.2 France E-Learning VR Market Forecast
    • 10.4.3 UK E-Learning VR Market Forecast
    • 10.4.4 Italy E-Learning VR Market Forecast
    • 10.4.5 Russia E-Learning VR Market Forecast
  • 10.5 Middle East & Africa E-Learning VR Forecast by Region (2023-2028)
    • 10.5.1 Egypt E-Learning VR Market Forecast
    • 10.5.2 South Africa E-Learning VR Market Forecast
    • 10.5.3 Israel E-Learning VR Market Forecast
    • 10.5.4 Turkey E-Learning VR Market Forecast
    • 10.5.5 GCC Countries E-Learning VR Market Forecast
  • 10.6 Global E-Learning VR Forecast by Type (2023-2028)
  • 10.7 Global E-Learning VR Forecast by Application (2023-2028)

11 Key Players Analysis

  • 11.1 Avantis Systems
    • 11.1.1 Avantis Systems Company Information
    • 11.1.2 Avantis Systems E-Learning VR Product Offered
    • 11.1.3 Avantis Systems E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.1.4 Avantis Systems Main Business Overview
    • 11.1.5 Avantis Systems Latest Developments
  • 11.2 ELearning Studios
    • 11.2.1 ELearning Studios Company Information
    • 11.2.2 ELearning Studios E-Learning VR Product Offered
    • 11.2.3 ELearning Studios E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.2.4 ELearning Studios Main Business Overview
    • 11.2.5 ELearning Studios Latest Developments
  • 11.3 Totrain
    • 11.3.1 Totrain Company Information
    • 11.3.2 Totrain E-Learning VR Product Offered
    • 11.3.3 Totrain E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.3.4 Totrain Main Business Overview
    • 11.3.5 Totrain Latest Developments
  • 11.4 Google
    • 11.4.1 Google Company Information
    • 11.4.2 Google E-Learning VR Product Offered
    • 11.4.3 Google E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.4.4 Google Main Business Overview
    • 11.4.5 Google Latest Developments
  • 11.5 Immerse
    • 11.5.1 Immerse Company Information
    • 11.5.2 Immerse E-Learning VR Product Offered
    • 11.5.3 Immerse E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.5.4 Immerse Main Business Overview
    • 11.5.5 Immerse Latest Developments
  • 11.6 LearnBrite
    • 11.6.1 LearnBrite Company Information
    • 11.6.2 LearnBrite E-Learning VR Product Offered
    • 11.6.3 LearnBrite E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.6.4 LearnBrite Main Business Overview
    • 11.6.5 LearnBrite Latest Developments
  • 11.7 Lenovo
    • 11.7.1 Lenovo Company Information
    • 11.7.2 Lenovo E-Learning VR Product Offered
    • 11.7.3 Lenovo E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.7.4 Lenovo Main Business Overview
    • 11.7.5 Lenovo Latest Developments
  • 11.8 Meta
    • 11.8.1 Meta Company Information
    • 11.8.2 Meta E-Learning VR Product Offered
    • 11.8.3 Meta E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.8.4 Meta Main Business Overview
    • 11.8.5 Meta Latest Developments
  • 11.9 Babcock
    • 11.9.1 Babcock Company Information
    • 11.9.2 Babcock E-Learning VR Product Offered
    • 11.9.3 Babcock E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.9.4 Babcock Main Business Overview
    • 11.9.5 Babcock Latest Developments
  • 11.10 SQLearn
    • 11.10.1 SQLearn Company Information
    • 11.10.2 SQLearn E-Learning VR Product Offered
    • 11.10.3 SQLearn E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.10.4 SQLearn Main Business Overview
    • 11.10.5 SQLearn Latest Developments
  • 11.11 Tesseract Learning
    • 11.11.1 Tesseract Learning Company Information
    • 11.11.2 Tesseract Learning E-Learning VR Product Offered
    • 11.11.3 Tesseract Learning E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.11.4 Tesseract Learning Main Business Overview
    • 11.11.5 Tesseract Learning Latest Developments
  • 11.12 ThingLink
    • 11.12.1 ThingLink Company Information
    • 11.12.2 ThingLink E-Learning VR Product Offered
    • 11.12.3 ThingLink E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.12.4 ThingLink Main Business Overview
    • 11.12.5 ThingLink Latest Developments
  • 11.13 VIVED
    • 11.13.1 VIVED Company Information
    • 11.13.2 VIVED E-Learning VR Product Offered
    • 11.13.3 VIVED E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.13.4 VIVED Main Business Overview
    • 11.13.5 VIVED Latest Developments
  • 11.14 ENGAGE XR Holdings
    • 11.14.1 ENGAGE XR Holdings Company Information
    • 11.14.2 ENGAGE XR Holdings E-Learning VR Product Offered
    • 11.14.3 ENGAGE XR Holdings E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.14.4 ENGAGE XR Holdings Main Business Overview
    • 11.14.5 ENGAGE XR Holdings Latest Developments
  • 11.15 ZSpace
    • 11.15.1 ZSpace Company Information
    • 11.15.2 ZSpace E-Learning VR Product Offered
    • 11.15.3 ZSpace E-Learning VR Revenue, Gross Margin and Market Share (2020-2022)
    • 11.15.4 ZSpace Main Business Overview
    • 11.15.5 ZSpace Latest Developments

12 Research Findings and Conclusion

Summary:
Get latest Market Research Reports on E-Learning VR. Industry analysis & Market Report on E-Learning VR is a syndicated market report, published as Global E-Learning VR Market Growth (Status and Outlook) 2022-2028. It is complete Research Study and Industry Analysis of E-Learning VR market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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