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Virtual Reality in eLearning Market by Technology, Component, Application - Global Forecast 2025-2030

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    Report

  • 180 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5146245
UP TO OFF until Dec 31st 2024
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The Virtual Reality in eLearning Market grew from USD 309.35 million in 2023 to USD 446.33 million in 2024. It is expected to continue growing at a CAGR of 44.37%, reaching USD 4.04 billion by 2030.

The virtual reality (VR) in eLearning market is increasingly significant as VR technology redefines educational methodologies through immersive experiences. As a defined scope, VR in eLearning encompasses the use of simulated environments via VR headsets and software to enhance instructional delivery, primarily in settings like K-12 institutions, universities, corporate training, and online education platforms. Its necessity is underscored by the demand for interactive and engaging learning experiences that improve knowledge retention and practical skill application. This technology is extensively applied in STEM education, language learning, medical training, complex procedural training like safety drills, and vocational training. The end-use scope extends to educational institutions, corporate sectors, and specialized training centers.

Market insights reveal a rapid growth trajectory driven by factors such as technological advancements in VR hardware (like improved headsets), increased internet penetration, and the need for personalized and flexible learning solutions. Key growth influencers are the expanding adoption of digitalization in education, rising investments in EdTech, and government initiatives promoting immersive learning. Potential opportunities lie in addressing the growing demand in untapped markets, enhancing VR accessibility, and developing content-rich VR educational modules. Recommendations for capturing these opportunities include investing in affordable yet powerful VR devices, partnering with educational content creators, and focusing on VR integration with other emerging technologies like artificial intelligence and machine learning to personalize learning experiences.

However, challenges such as high initial costs, lack of standardized content, limited awareness and acceptance in traditional educational settings, and technical limitations like motion sickness can impede market growth. Innovation should focus on improving VR software and hardware integration, enhancing user comfort, and reducing costs. Further research into cross-disciplinary VR applications and data analytics for learning behavior insights can drive business growth. The market remains dynamic with evolving technological capabilities and involves stakeholders ranging from VR manufacturers to educators and content developers, emphasizing the need for strategic collaborations and continuous innovation.

Understanding Market Dynamics in the Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Increased investment in virtual reality classrooms
    • Enhanced online training simulations and gamification in eLearning courses
    • Wide acceptance of AR/VR for corporate training & development programs
  • Market Restraints
    • Loosely defined interoperability standards
  • Market Opportunities
    • Technological advancements in VR eLearning
    • Deployment of customized learning options for web-based courses
  • Market Challenges
    • Privacy and cyber security threats

Exploring Porter’s Five Forces for the Virtual Reality in eLearning Market

Porter’s Five Forces framework further strengthens the insights of the Virtual Reality in eLearning Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the Virtual Reality in eLearning Market

External macro-environmental factors deeply influence the performance of the Virtual Reality in eLearning Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality in eLearning Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Ltd., E-learning Studios, Enlighten Media Pvt. Ltd., Google LLC, Immerse Learning Limited, LearnBrite by ExitReality Inc., Lenovo Group Limited, Meta Platforms, Inc., Sify Technologies Ltd., SQLearn SA, Tesseract Learning Pvt Ltd., ThingLink Oy, Unimersiv, VIVED Learning, and zSpace, Inc..

Market Segmentation & Coverage

This research report categorizes the Virtual Reality in eLearning Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Technology
    • Gesture Control
    • Head Mount
    • Projectors
  • Component
    • Hardware
    • Services
    • Software
  • Application
    • Academic
    • Corporate
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increased investment in virtual reality classrooms
5.1.1.2. Enhanced online training simulations and gamification in eLearning courses
5.1.1.3. Wide acceptance of AR/VR for corporate training & development programs
5.1.2. Restraints
5.1.2.1. Loosely defined interoperability standards
5.1.3. Opportunities
5.1.3.1. Technological advancements in VR eLearning
5.1.3.2. Deployment of customized learning options for web-based courses
5.1.4. Challenges
5.1.4.1. Privacy and cyber security threats
5.2. Market Segmentation Analysis
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. Virtual Reality in eLearning Market, by Technology
6.1. Introduction
6.2. Gesture Control
6.3. Head Mount
6.4. Projectors
7. Virtual Reality in eLearning Market, by Component
7.1. Introduction
7.2. Hardware
7.3. Services
7.4. Software
8. Virtual Reality in eLearning Market, by Application
8.1. Introduction
8.2. Academic
8.3. Corporate
9. Americas Virtual Reality in eLearning Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Virtual Reality in eLearning Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Virtual Reality in eLearning Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. VIRTUAL REALITY IN ELEARNING MARKET RESEARCH PROCESS
FIGURE 2. VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
FIGURE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
FIGURE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
FIGURE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 13. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 15. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 20. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 21. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. VIRTUAL REALITY IN ELEARNING MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. VIRTUAL REALITY IN ELEARNING MARKET DYNAMICS
TABLE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY GESTURE CONTROL, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HEAD MOUNT, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY ACADEMIC, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY CORPORATE, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 19. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 20. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 21. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 22. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 23. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 24. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 25. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 26. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 27. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 28. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 29. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 30. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 31. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 32. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 33. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 34. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 35. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 36. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 37. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 38. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 39. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 40. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 41. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 42. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 43. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 44. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 45. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 46. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 47. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 48. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 49. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 50. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 51. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 52. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 53. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 54. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 55. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 56. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 57. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 58. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 59. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 60. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 61. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 62. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 63. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 64. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 65. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 66. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 67. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 68. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 69. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 70. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 71. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 72. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 73. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 74. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 75. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 76. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 77. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 78. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 80. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 81. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 82. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 83. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 84. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 85. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 86. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 87. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 88. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 89. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 90. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 91. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 92. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 93. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 94. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 95. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 96. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 97. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 98. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 99. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 100. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 101. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 102. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 103. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 104. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 105. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 106. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 107. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 108. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 109. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 110. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 111. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 112. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 113. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 114. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 115. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 116. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 117. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 118. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 119. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 120. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 121. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 122. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 123. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 124. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 125. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 126. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 127. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 128. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 129. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 130. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 131. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 132. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 133. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 134. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 135. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 136. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 137. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 138. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 139. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 140. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 141. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 142. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
TABLE 143. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
TABLE 144. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
TABLE 145. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
TABLE 146. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the Virtual Reality in eLearning Market, which are profiled in this report, include:
  • Avantis Systems Ltd.
  • E-learning Studios
  • Enlighten Media Pvt. Ltd.
  • Google LLC
  • Immerse Learning Limited
  • LearnBrite by ExitReality Inc.
  • Lenovo Group Limited
  • Meta Platforms, Inc.
  • Sify Technologies Ltd.
  • SQLearn SA
  • Tesseract Learning Pvt Ltd.
  • ThingLink Oy
  • Unimersiv
  • VIVED Learning
  • zSpace, Inc.

Methodology

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Table Information