E-Learning Virtual Reality Market Size, Share, Trends, Growth 2032

E-Learning Virtual Reality Market

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, 2024-2032

Category: Technology & Media Report Format : PDF Pages: 270 Report Code: ZMR-4251 Published Date: Sep-2024 Status : Published
Market Size in 2023 Market Forecast in 2032 CAGR (in %) Base Year
USD 273.85 Million USD 15201.64 Million 56.3% 2023

E-Learning Virtual Reality Market

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

Table Of Figures

List of Figures

1. Market Research Process
2. Market Research Methodology
3. Global E-Learning Virtual Reality Market, 2013–2027 (USD Million)
4. Porter’s Five Forces Analysis 
5. Global E-Learning Virtual Reality Market Attractiveness, by Component
6. Global E-Learning Virtual Reality Market Attractiveness, by Application
7. Global E-Learning Virtual Reality Market Attractiveness, by Region
8. Global E-Learning Virtual Reality Market: Company Market Share, 2018
9. Global E-Learning Virtual Reality Market Revenue Share, by Component, 2018 and 2027
10. Global E-Learning Virtual Reality Market by Devices, 2013–2027 (USD Million)
11. Global E-Learning Virtual Reality Market by Software, 2013–2027 (USD Million)
12. Global E-Learning Virtual Reality Market by Services, 2013–2027 (USD Million)
13. Global E-Learning Virtual Reality Market Revenue Share, by Application, 2018 and 2027
14. Global E-Learning Virtual Reality Market by Academic, 2013–2027 (USD Million)
15. Global E-Learning Virtual Reality Market by Corporate Training, 2013–2027 (USD Million)
16. Global E-Learning Virtual Reality Market Revenue Share, by Region, 2018 and 2027
17. North America E-Learning Virtual Reality Market, 2013–2027 (USD Million)
18. Europe E-Learning Virtual Reality Market, 2013–2027 (USD Million)
19. Asia Pacific E-Learning Virtual Reality Market, 2013-2027(USD Million)
20. Latin America E-Learning Virtual Reality Market, 2013–2027 (USD Million)
21. The Middle East and Africa E-Learning Virtual Reality Market, 2013–2027 (USD Million)


Table Of Tables

List of Tables

1. E-Learning Virtual Reality: Market Snapshot
2. Drivers of the Global E-Learning Virtual Reality Market: Impact Analysis 
3. Restraints of the Global E-Learning Virtual Reality Market: Impact Analysis  
4. North America E-Learning Virtual Reality Market Revenue, by Component, 2013-2027(USD Million)
5. North America E-Learning Virtual Reality Market Revenue, by Application, 2013-2027(USD Million)
6. The U.S. E-Learning Virtual Reality Market Revenue, by Component, 2013-2027(USD Million)
7. The U.S. E-Learning Virtual Reality Market Revenue, by Application, 2013-2027(USD Million)
8.  Canada E-Learning Virtual Reality Market Revenue, by Component, 2013–2027 (USD Million)
9. Canada E-Learning Virtual Reality Market Revenue, by Application, 2013-2027(USD Million)
10. Europe E-Learning Virtual Reality Market Revenue, by Component, 2013–2027 (USD Million)
11. Europe E-Learning Virtual Reality Market Revenue, by Application, 2013–2027 (USD Million)
12. UK E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
13. UK E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
14. France E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
15. France E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
16. Germany E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
17. Germany E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
18. Rest of Europe E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
19. Rest of Europe E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
20. Asia Pacific E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
21. Asia Pacific E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
22. China E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
23. China E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
24. Japan E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
25. Japan E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
26. India E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
27. India E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
28. Rest of Asia Pacific E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
29. Rest of Asia Pacific E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
30. Latin America E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
31. Latin America E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
32. Brazil E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
33. Brazil E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
34. Rest of Latin America E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
35. Rest of Latin America E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)
36. The Middle East and Africa E-Learning Virtual Reality Market Revenue, By Component, 2013–2027 (USD Million)
37. The Middle East and Africa E-Learning Virtual Reality Market Revenue, By Application, 2013–2027 (USD Million)

Methodology

FrequentlyAsked Questions

E-learning virtual reality (VR) is the term used to describe the integration of virtual reality technology into educational and training environments to generate interactive and immersive learning experiences. VR in e-learning enables students to interact with educational content in a simulated, three-dimensional environment, thereby improving the learning process through immersive and experiential methods.

The quality and accessibility of e-learning experiences are improved by advancements in VR hardware (e.g., headsets, controllers) and software (e.g., more realistic simulations, better imagery). In disciplines that necessitate complex visualisations or hands-on experience, there is a growing preference for interactive and immersive learning methods that VR can offer.

According to Zion Market Research, the global E-Learning Virtual Reality Market was worth USD 273.85 Million in 2023. The market is forecast to reach USD 15201.64 Million by 2032.

According to Zion Market Research, the global E-Learning Virtual Reality Market a compound annual growth rate (CAGR) of 56.3% during the forecast period 2024-2032.

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.

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