+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

North America Immersive Training Market Size, Share & Trends Analysis Report By Component (Hardware, Software, and Services), By Technology, By Industry, By Country and Growth Forecast, 2024 - 2031

  • PDF Icon

    Report

  • 123 Pages
  • February 2025
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6056115
The North America Immersive Training Market is expected to witness market growth of 27.2% CAGR during the forecast period (2024-2031).

The US market dominated the North America Immersive Training Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $24.50 billion by 2031. The Canada market is experiencing a CAGR of 29.8% during 2024-2031. Additionally, the Mexico market is expected to exhibit a CAGR of 28.8% during 2024-2031.



The corporate sector also leverages immersive training to enhance employee onboarding, leadership development, and customer service training. In light of the increasing prevalence of remote and hybrid work models, organizations are progressively adopting virtual reality-based induction programs to familiarize new employees with company policies, organizational culture, and job responsibilities in an engaging and interactive manner.

Additionally, unlike traditional onboarding methods, which often rely on static presentations or pre-recorded videos, immersive training provides an experiential learning approach, allowing employees to explore virtual office spaces, interact with AI-powered mentors, and practice job-related tasks. This accelerates the onboarding process and helps companies ensure consistency in training quality across multiple locations. Additionally, leadership training programs incorporate VR simulations that enable managers to practice conflict resolution, strategic decision-making, and crisis management in simulated real-world scenarios.

Canada’s immersive training market is expanding rapidly, driven by its thriving technology and gaming industry, which provides a strong foundation for VR and AR training solutions. According to the Entertainment Software Association of Canada (ESAC), the video game industry contributed $5.5 billion to Canada’s GDP in 2021, marking a 23% increase since 2019. This industry is crucial in developing advanced simulation technologies in corporate training, emergency response drills, and high-risk industrial sectors. Government-backed programs such as Digital Canada 150 have fostered innovation by expanding high-speed internet access and supporting the growth of immersive technologies, enabling Canadian enterprises to adopt VR-based skill development platforms.

List of Key Companies Profiled

  • Unity Software Inc.
  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Google LLC (Alphabet Inc.)
  • Epic Games, Inc.
  • HCL Technologies Ltd.
  • HTC Corporation
  • Magic Leap, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)

Market Report Segmentation

By Component

  • Hardware
  • Software
  • Services

By Technology

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Other Technology

By Industry

  • Gaming
  • Education
  • Manufacturing
  • Media & Entertainment
  • Healthcare
  • Automotive
  • Aerospace & Defense
  • Retail & E-commerce
  • Other Industry

By Country

  • US
  • Canada
  • Mexico
  • Rest of North America

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Immersive Training Market, by Component
1.4.2 North America Immersive Training Market, by Technology
1.4.3 North America Immersive Training Market, by Industry
1.4.4 North America Immersive Training Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Market Share Analysis, 2023
4.2 Strategies Deployed in Immersive Training Market
4.3 Porter Five Forces Analysis
Chapter 5. North America Immersive Training Market by Component
5.1 North America Hardware Market by Country
5.2 North America Software Market by Country
5.3 North America Services Market by Country
Chapter 6. North America Immersive Training Market by Technology
6.1 North America Virtual Reality (VR) Market by Country
6.2 North America Augmented Reality (AR) Market by Country
6.3 North America Mixed Reality (MR) Market by Country
6.4 North America Other Technology Market by Country
Chapter 7. North America Immersive Training Market by Industry
7.1 North America Gaming Market by Country
7.2 North America Education Market by Country
7.3 North America Manufacturing Market by Country
7.4 North America Media & Entertainment Market by Country
7.5 North America Healthcare Market by Country
7.6 North America Automotive Market by Country
7.7 North America Aerospace & Defense Market by Country
7.8 North America Retail & E-commerce Market by Country
7.9 North America Other Industry Market by Country
Chapter 8. North America Immersive Training Market by Country
8.1 US Immersive Training Market
8.1.1 US Immersive Training Market by Component
8.1.2 US Immersive Training Market by Technology
8.1.3 US Immersive Training Market by Industry
8.2 Canada Immersive Training Market
8.2.1 Canada Immersive Training Market by Component
8.2.2 Canada Immersive Training Market by Technology
8.2.3 Canada Immersive Training Market by Industry
8.3 Mexico Immersive Training Market
8.3.1 Mexico Immersive Training Market by Component
8.3.2 Mexico Immersive Training Market by Technology
8.3.3 Mexico Immersive Training Market by Industry
8.4 Rest of North America Immersive Training Market
8.4.1 Rest of North America Immersive Training Market by Component
8.4.2 Rest of North America Immersive Training Market by Technology
8.4.3 Rest of North America Immersive Training Market by Industry
Chapter 9. Company Profiles
9.1 Unity Software, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent Strategies and Developments
9.1.5.1 Partnerships, Collaborations, and Agreements
9.2 Meta Platforms, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segment and Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent Strategies and Developments
9.2.5.1 Partnerships, Collaborations, and Agreements
9.2.6 SWOT Analysis
9.3 Epic Games, Inc.
9.3.1 Company Overview
9.3.2 Recent Strategies and Developments
9.3.2.1 Partnerships, Collaborations, and Agreements
9.3.3 SWOT Analysis
9.4 Google LLC (Alphabet Inc.)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 SWOT Analysis
9.5 HCL Technologies Ltd. (HCL Enterprises)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 SWOT Analysis
9.6 HTC Corporation
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Research & Development Expenses
9.6.4 SWOT Analysis
9.7 Magic Leap, Inc.
9.7.1 Company Overview
9.7.2 SWOT Analysis
9.8 Microsoft Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Segmental and Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 Recent Strategies and Developments
9.8.5.1 Partnerships, Collaborations, and Agreements
9.8.6 SWOT Analysis
9.9 Samsung Electronics Co., Ltd. (Samsung Group)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expenses
9.9.5 SWOT Analysis
9.10. Sony Corporation
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expenses
9.10.5 SWOT Analysis

Companies Mentioned

  • Unity Software Inc.
  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Google LLC (Alphabet Inc.)
  • Epic Games, Inc.
  • HCL Technologies Ltd.
  • HTC Corporation
  • Magic Leap, Inc.
  • Sony Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)

Methodology

Loading
LOADING...