E-Learning Virtual Reality Market is segmented By Component (Devices, Software, and Services) and By application (Academic and Corporate Training) and Region (United States, Canada, Mexico, South America, France, Germany, Italy, Spain, United Kingdom, Russia, China, India, Philippines, Malaysia, Australia, Austria, South Korea, Middle East, Japan, South Africa, Rest of World)
E-Learning Virtual Reality Market size was estimated at $XX billion in 2020 and is expected to reach $1,478 million by 2028, growing at a CAGR of 42.9% during the forecast period of 2021 to 2028.
Virtual reality is a three-dimensional simulation created with interactive gear and software. Globally, the e-learning virtual reality sector is booming. Simulations in gaming and some job sectors may need precise movement sequences, such as selecting the appropriate tool, accessing the toolbar, cutting the required wire, shutting off a valve, and pulling the correct switch, among others. Virtual reality in e-learning is advantageous in a variety of ways. For example, virtual reality helps to eliminate distractions such as phones, television advertisements, social media, and other background noise, allowing learners to focus exclusively on their studies.
Classrooms are increasingly taking on a virtual shape as a result of digitalization. In the age of e-learning, virtual classrooms have become a reality. Technological advancements are fueling the worldwide e-learning virtual reality markets growth. The market is likely to expand at a breakneck pace during the next several years.
The Covid-19 outbreak harmed the operations of several businesses due to the temporary suspension of certain enterprises and the imposition of lockdowns in several locations. However, VR technology has increased demand during the epidemic, as businesses have been forced to continue operations digitally. Companies have switched to virtual platforms to have meetings to develop various plans and strategies for their continuing operations. Additionally, it is an up-and-coming tool for virtual events since it helps in event preparation. By organizing the event on a virtual platform and presenting it as a VR experience, event organizers may provide engaging and abundant event experiences to individual guests. As a result, the growing use of virtual events is boosting the markets growth.
E-Learning Virtual Reality Market Growth and Trend
With the introduction of virtual and augmented reality, traditional online education is no longer limited to tedious theoretical lectures. Virtual reality enhances the learning experience through simulation, adding an entirely new dimension to the e-learning platform. This enhances the impact and engagement of corporate training programs. It is beneficial for aviation, military, firefighting, and various other sensitive industries, paving the way for the worldwide learning virtual reality market to expand throughout the projection period.
Additionally, the growing use of VR applications in the architecture and planning sectors is likely to benefit the market. It aids in decision-making and visualizes the effects of proposed architectural plans and urban designs. Virtual reality technology in architecture enables the identification and correction of faults at the early phases of design, therefore saving time and money. Additionally, several real estate agencies have begun utilizing virtual reality technology to conduct virtual tours of homes, enhancing the likelihood of a purchase, further accelerating the industrys growth.
Everything is becoming more intelligent these days, and this includes e-learning. Rather than lugging about cumbersome computers and projectors, e-learning is now accessible through intelligent handheld devices such as iPads, tablets, MacBooks, and other smart gadgets. The widespread adoption of such devices contributes to the growth of the worldwide e-learning virtual reality industry. However, changing rules and policies may restrain the global e-learning virtual reality markets growth over the projection period. Nonetheless, rapid technical breakthroughs are projected to drive the global e-learning virtual reality market to new heights in the future.
E-Learning Virtual Reality Market Segmentation
The e-learning virtual reality market is segmented by component and application. Based on component, the market consists of devices, software, and services. Based on application, the market is divided into academic and corporate training.
E-Learning Virtual Reality Market Country Analysis
North America is likely to account for a sizable portion of the global e-learning virtual reality industry in the future years. This regions growth is due to the availability of innovative technology, major players, and the rising amount of research and development in this industry. The industry is likely to be bolstered further by Google and Facebooks involvement and their ambitions to develop educational games utilizing virtual reality technologies, such as 360 Degree Educational Video Content and other learning. Additionally, the regions market expansion is likely to be aided by the growing need for enhanced education systems. Further, the Latin American e-learning virtual reality market is predicted to be fueled by introducing new software applications such as learning management systems (LMSs) and the growing adoption of portable and mobile devices.
E-Learning Virtual Reality Market Share and Competition
The major players 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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• Estimation/projections/forecast for revenue and unit sales (2021 – 2028)
• Data breakdown for every market segment (2021 – 2028)
• Gross margin and profitability analysis of companies
• Price analysis of each product type
• Business trend and expansion analysis
• Import and export analysis
• Competition analysis/market share
• Supply chain analysis
• Client list and case studies
• Market entry strategy
Industry Segmentation and Revenue Breakdown
Component Type Analysis (Revenue, USD Million, 2021 - 2028)
o Head Mount
Application Analysis (Revenue, USD Million, 2021 - 2028)
• Corporate Training
Region Analysis (Revenue, USD Million, 2021 – 2028)
• North America
o United States
• South America
o United Kingdom
• Asia Pacific
o South Korea
• Middle East
o GCC C ountries
o South Korea
• South Africa
• Rest of World
E-Learning Virtual Reality Market Companies
• Dassault Systèmes
• Avantis Systems
• eLearning Studios
• MOOC Solutions
• Oculus VR
• RapidValue Solutions
• Sify Technologies
• Tesseract Learning
• VR Education Holdings
• United States E-Learning Virtual Reality Industry Research Report
• Europe E-Learning Virtual Reality Industry Research Report
• Asia Pacific E-Learning Virtual Reality Industry Research Report
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