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E-Learning Virtual Reality Market - Global Industry Analysis

E-Learning Virtual Reality Market by Component (Devices, Software, and Services) and By Application (Academic and Corporate Training): Global Industry Perspective, Comprehensive Analysis, and Forecast, 2018–2027

Published Date: 25-Jun-2019 Category: Technology & Media Report Format : PDF Pages: 270 Report Code: ZMR-4251 Status : Published

Global e-learning virtual reality market expected to reach approximately USD 1,478 million by 2027, at a CAGR of around 42.9% between 2019 and 2027. Virtual reality is a realistic simulation in a three-dimensional environment, which is produced using interactive hardware and software. The e-learning virtual reality market is flourishing worldwide at a rapid pace.

Description

The report covers a forecast and an analysis of the e-learning virtual reality market on a global and regional level. The study provides historical data from 2013 to 2018 along with a forecast from 2019 to 2027based on revenue (USD Million). The study includes the drivers and restraints of the e-learning virtual reality market along with their impact on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the e-learning virtual reality market on a global level.

In order to give the users of this report a comprehensive view of the e-learning virtual reality market, we have included a detailed competitive scenario and product portfolio of the key vendors. To understand the competitive landscape in the market, an analysis of Porter’s Five Forces Model for the market has also been included. The study encompasses a market attractiveness analysis, wherein all the segments are benchmarked based on their market size, growth rate, and general attractiveness.

Global E-Learning Virtual Reality Market

The global e-learning virtual reality market is segmented based on component, application, and region. The regional segment includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa with its further classification into major countries like the U.S., Canada, Mexico, UK, France, Germany, Italy, Spain, China, Japan, India, Australia, South Korea, Brazil, Argentina, the UAE, Saudi Arabia, and South Africa.

Some key participants operating in the global e-learning virtual reality market are 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, and zSpace.

This report segments the global e-learning virtual reality market into:

Global E-Learning Virtual Reality Market: Component Analysis

  • Devices
  • Head Mount
  • Projector
  • Software
  • Services

Global E-Learning Virtual Reality Market: Application Analysis

  • Academic
  • Corporate Training

Global E-Learning Virtual Reality Market: Regional Analysis

  • North America
    • The U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • Middle East and Africa

Table Of Content

  • Chapter 1. Introduction
    • 1.1. Report Description
      • 1.1.1. Objective
      • 1.1.2. Target Audience
      • 1.1.3. Unique Selling Proposition (USP) & Offerings
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Process
      • 1.3.2. Market Research Methodology
      • 1.3.3. Level 1: Primary Research
      • 1.3.4. Level 2: Secondary Research
      • 1.3.5. Level 3: Data Business Application and Expert Panel Assessment Report Description and Scope
  •  
  • Chapter 2. Executive Summary
    • 2.1. Global E-Learning Virtual Reality Market, 2013-2027 (USD Million)
    • 2.2. Global E-Learning Virtual Reality Market: Snapshot
  •  
  • Chapter 3. E-Learning Virtual Reality Market - Industry Dynamics
    • 3.1. Introduction
    • 3.2. Industrial Ecosystem Analysis
    • 3.3. Technology Landscape
    • 3.4. Market Drivers
      • 3.4.1. North America
  •  
  • Chapter 4. Early adoption of virtual reality technology
    • 4.1. Europe
      • 4.1.1. A substantial shift from VR to AR technology
      • 4.1.2. Asia Pacific
      • 4.1.3. Latin America
      • 4.1.4. MEA
    • 4.2. Market Restraints
      • 4.2.1. Hardware requirement, physical limitations, and physiological issues
    • 4.3. Opportunities
      • 4.3.1. New innovations and integration of the latest technology
    • 4.4. Innovation and Sustainability
    • 4.5. Regulatory Landscape
    • 4.6. Porter's Five Forces Analysis
    • 4.7. PESTLE Analysis
    • 4.8. Market Attractiveness Analysis
      • 4.8.1. Market Attractiveness Analysis, by Component
      • 4.8.2. Market Attractiveness Analysis, by Application
      • 4.8.3. Market Attractiveness Analysis, by Region
  •  
  • Chapter 5. Global E-Learning Virtual Reality Market - Competitive Landscape
    • 5.1. Company Market Share Analysis
      • 5.1.1. Global E-Learning Virtual Reality Market: Company Market Share, 2018
    • 5.2. Strategic Development
      • 5.2.1. Acquisitions & Mergers
      • 5.2.2. New Product Launch
      • 5.2.3. Agreements, Partnerships, Collaborations, and Joint Ventures
      • 5.2.4. Research and Development and Regional Expansion
  •  
  • Chapter 6. Global E-Learning Virtual Reality Market - Component Analysis
    • 6.1. Global E-Learning Virtual Reality Market: Component Overview
      • 6.1.1. Global E-Learning Virtual Reality Market Revenue Share, by Component, 2018 and 2027
    • 6.2. Devices
      • 6.2.1. Global E-Learning Virtual Reality Market by Devices, 2013-2027 (USD Million)
    • 6.3. Software
      • 6.3.1. Global E-Learning Virtual Reality Market by Software, 2013-2027 (USD Million)
    • 6.4. Services
      • 6.4.1. Global E-Learning Virtual Reality Market by Services, 2013-2027 (USD Million)
  •  
  • Chapter 7. Global E-Learning Virtual Reality Market - Application Analysis
    • 7.1. Global E-Learning Virtual Reality Market: Application Overview
      • 7.1.1. Global E-Learning Virtual Reality Market Revenue Share, by Application, 2018 and 2027
      • 7.1.2. Global E-Learning Virtual Reality Market by Academic, 2013-2027 (USD Million)
      • 7.1.3. Global E-Learning Virtual Reality Market by Corporate Training, 2013-2027 (USD Million)
  •  
  • Chapter 8. Global E-Learning Virtual Reality Market - Regional Analysis
    • 8.1. Global E-Learning Virtual Reality Market: Regional Overview
      • 8.1.1. Global E-Learning Virtual Reality Market Revenue Share, by Region, 2018 and 2027
    • 8.2. North America
      • 8.2.1. North America E-Learning Virtual Reality Market, 2013-2027 (USD Million)
      • 8.2.2. North America E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
      • 8.2.3. North America E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.2.4. The U.S.
        • 8.2.4.1. The U.S. E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.2.4.2. The U.S. E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.2.5. Canada
        • 8.2.5.1. Canada E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.2.5.2. Canada E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
    • 8.3. Europe
      • 8.3.1. Europe E-Learning Virtual Reality Market, 2013-2027 (USD Million)
      • 8.3.2. Europe E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
      • 8.3.3. Europe E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.3.4. UK
        • 8.3.4.1. (USD Million)
        • 8.3.4.2. UK E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.3.5. France
        • 8.3.5.1. France E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.3.5.2. France E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.3.6. Germany
        • 8.3.6.1. Germany E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.3.6.2. Germany E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.3.7. Rest of Europe
        • 8.3.7.1. Rest of Europe E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.3.7.2. Rest of Europe E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
    • 8.4. Asia Pacific
      • 8.4.1. Asia Pacific E-Learning Virtual Reality Market, 2013-2027 (USD Million)
      • 8.4.2. Asia Pacific E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
      • 8.4.3. Asia Pacific E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.4.4. China
        • 8.4.4.1. China E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.4.4.2. China E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.4.5. Japan
        • 8.4.5.1. Japan E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.4.5.2. Japan E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.4.6. India
        • 8.4.6.1. India E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.4.6.2. India E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.4.7. Rest of Asia Pacific
        • 8.4.7.1. Rest of Asia Pacific E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.4.7.2. Rest of Asia Pacific E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
    • 8.5. Latin America
      • 8.5.1. Latin America E-Learning Virtual Reality Market, 2013-2027 (USD Million)
      • 8.5.2. Latin America E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
      • 8.5.3. Latin America E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.5.4. Brazil
        • 8.5.4.1. Brazil E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.5.4.2. Brazil E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
      • 8.5.5. Rest of Latin America
        • 8.5.5.1. Rest of Latin America E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
        • 8.5.5.2. Rest of Latin America E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
    • 8.6. The Middle East and Africa
      • 8.6.1. The Middle East and Africa E-Learning Virtual Reality Market, 2013-2027 (USD Million)
      • 8.6.2. The Middle East and Africa E-Learning Virtual Reality Market Revenue, by Component, 2013-2027 (USD Million)
      • 8.6.3. The Middle East and Africa E-Learning Virtual Reality Market Revenue, by Application, 2013-2027 (USD Million)
  •  
  • Chapter 9. Company Profile
    • 9.1. Avantis Systems
      • 9.1.1. Overview
      • 9.1.2. Financials
      • 9.1.3. Product Portfolio
      • 9.1.4. Business Strategy
      • 9.1.5. Recent Development
    • 9.2. eLearning Studios
      • 9.2.1. Overview
      • 9.2.2. Financials
      • 9.2.3. Product Portfolio
      • 9.2.4. Business Strategy
      • 9.2.5. Recent Development
    • 9.3. Enlighten
      • 9.3.1. Overview
      • 9.3.2. Financials
      • 9.3.3. Product Portfolio
      • 9.3.4. Business Strategy
      • 9.3.5. Recent Development
    • 9.4. Google
      • 9.4.1. Overview
      • 9.4.2. Financial
      • 9.4.3. Product Portfolio
      • 9.4.4. Business Strategy
      • 9.4.5. Recent Development
    • 9.5. Immerse
      • 9.5.1. Overview
      • 9.5.2. Financial
      • 9.5.3. Product portfolio
      • 9.5.4. Business Strategy
      • 9.5.5. Recent Development
    • 9.6. LearnBrite
      • 9.6.1. Overview
      • 9.6.2. Financial
      • 9.6.3. Product portfolio
      • 9.6.4. Business Strategy
      • 9.6.5. Recent Development
    • 9.7. Lenovo
      • 9.7.1. Overview
      • 9.7.2. Financial
      • 9.7.3. Product Portfolio
      • 9.7.4. Business Strategy
      • 9.7.5. R`ecent Development
    • 9.8. MOOC SOLUTIONS
      • 9.8.1. Overview
      • 9.8.2. Financial
      • 9.8.3. Product Portfolio
      • 9.8.4. Business Strategy
      • 9.8.5. Recent Development
    • 9.9. Oculus VR
      • 9.9.1. Overview
      • 9.9.2. Financial
      • 9.9.3. Product Portfolio
      • 9.9.4. Business Strategy
      • 9.9.5. Recent Development
    • 9.10. RapidValue Solutions
      • 9.10.1. Overview
      • 9.10.2. Financial
      • 9.10.3. Product Portfolio
      • 9.10.4. Business Strategy
      • 9.10.5. Recent Development
    • 9.11. Sify Technologies
      • 9.11.1. Overview
      • 9.11.2. Financial
      • 9.11.3. Product Portfolio
      • 9.11.4. Business Strategy
      • 9.11.5. Recent Development
    • 9.12. Skills2Learn
      • 9.12.1. Overview
      • 9.12.2. Financial
      • 9.12.3. Product Portfolio
      • 9.12.4. Business Strategy
      • 9.12.5. Recent Development
    • 9.13. SQLearn
      • 9.13.1. Overview
      • 9.13.2. Financial
      • 9.13.3. Product Portfolio
      • 9.13.4. Business Strategy
      • 9.13.5. Recent Development
    • 9.14. Tesseract Learning
      • 9.14.1. Overview
      • 9.14.2. Financial
      • 9.14.3. Product Portfolio
      • 9.14.4. Business Strategy
      • 9.14.5. Recent Development
    • 9.15. ThingLink
      • 9.15.1. Overview
      • 9.15.2. Financial
      • 9.15.3. Product Portfolio
      • 9.15.4. Business Strategy
      • 9.15.5. Recent Development
    • 9.16. VIVED
      • 9.16.1. Overview
      • 9.16.2. Financial
      • 9.16.3. Product Portfolio
      • 9.16.4. Business Strategy
      • 9.16.5. Recent Development
    • 9.17. VR Education Holdings
      • 9.17.1. Overview
      • 9.17.2. Financial
      • 9.17.3. Product Portfolio
      • 9.17.4. Business Strategy
      • 9.17.5. Recent Development
    • 9.18. zSpace
      • 9.18.1. Overview
      • 9.18.2. Financial
      • 9.18.3. Product Portfolio
      • 9.18.4. Business Strategy
      • 9.18.5. Recent Development

Methodology

Free Analysis

E-learning is rapidly growing with its easy accessibility with virtual reality (VR) as a learning and development technology. E-learning studios are creating more effective and innovative VR training and simulations solutions/programs, which are used for both academic purposes and in various industries for conducting software and hardware programs.

Virtual reality in e-learning is beneficial in many ways. For instance, VR helps to block distractions, such as phones, TV ads, social networks, and other noises, enabling the learners to solely concentrate on their learning. This technique helps to submerge an interesting three-dimensional simulation consisting of various potent stimuli, which helps to naturally improve the brain’s ability to process and think new information leading to an unprecedented level of knowledge comprehension. Furthermore, the personalized learning environment is one of the most important factors demanded by learners and trainers. Designers of e-learning virtual reality programs can create an environment that is comfortable for learners, enabling them to enjoy the realistic simulation of the environment. However, hefty investments for hardware may limit the e-learning virtual reality market globally to some extent. Though the use of VR in e-learning is not a new concept, the growing e-learning virtual reality market is yet to find its foothold globally.

Global E-Learning Virtual Reality Market

The global e-learning virtual reality market is fragmented based on component and application. On the basis of component, the global e-learning virtual reality market includes devices, software, and services. The devices segment is further classified into head mount and projector. Head-mounted devices are observed to hold the largest market share in the years ahead. Virtual reality implementations use high-quality and high-speed 3-D graphics and audio coupling hardware, such as head-mounted displays and wired clothing to achieve believability and realism. To immerse into an authentic virtual reality experience, a special head-mounted display or VR headset is essential. The application segment of this market includes academic and corporate training. The corporate training segment is expected to register the highest CAGR in the upcoming years. An increasing number of businesses are shifting toward e-learning virtual reality for training their employees. VR is implemented in places or situations where it can be hazardous or risky. Moreover, insurance companies can benefit from e-learning virtual reality by accurately assessing property damages caused by hailstorms, tornados, or floods.

The regional segment of the global e-learning virtual reality market includes North America, Europe, Latin America, Asia Pacific, and the Middle East and Africa. North America is projected to hold the largest share of the e-Learning virtual reality market globally in the years ahead, owing to the presence of leading market players across the region.

Some key participants operating in the global e-learning virtual reality market are 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, and zSpace.

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