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

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    Report

  • 275 Pages
  • February 2025
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6056181
The Global Immersive Training Market size is expected to reach $87.40 billion by 2031, rising at a market growth of 27.8% CAGR during the forecast period.

The increasing adoption of VR, AR, and MR-based gaming experiences drives the gaming segment, offering players highly immersive and interactive environments. Advances in motion tracking, AI-driven gameplay, and high-resolution VR headsets have significantly enhanced the realism and engagement of VR gaming. The rise of cloud gaming platforms, multiplayer VR experiences, and augmented reality mobile games have further fueled demand. Additionally, introducing affordable consumer VR devices and the growing popularity of e-sports and social VR gaming continue to drive market expansion. Thus, the gaming segment witnessed 21% revenue share in the market in 2023.



The rapid advancement of augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) is transforming the immersive training market by creating highly interactive and realistic learning environments. Unlike traditional training methods, which often rely on static materials or instructor-led sessions, AR and VR enable hands-on experiential learning where trainees can interact with simulated scenarios safely, controlled, and risk-freely. Hence, as these technologies continue to advance, immersive training is set to become an essential tool for workforce development, upskilling, and professional training across various industries.

However, with companies operating across multiple locations, traditional in-person training sessions are becoming less feasible, leading businesses to adopt immersive training solutions. Virtual reality (VR) and augmented reality (AR) provide new employees with interactive onboarding experiences, helping them become familiar with company policies, workplace culture, and job responsibilities in a highly engaging manner. Thus, as businesses adapt to remote and hybrid work environments, immersive corporate training solutions are becoming indispensable tools for enhancing employee engagement.



The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Acquisitions, and Partnerships & Collaborations.

Driving and Restraining Factors

Drivers

  • Advancements in AR, VR, and AI Technologies
  • Growing Remote Workforce and Corporate Training Needs
  • Rapid Consumer & Entertainment Industry Growth

Restraints

  • Substantially High Initial Costs
  • Limited Awareness and Adoption

Opportunities

  • Increasing Government & Institutional Investments
  • Expanding Use in Soft Skills & Leadership Training

Challenges

  • Technical Complexity and Integration Issues
  • Shortage of Skilled Professionals

Component Outlook

Based on component, the market is classified into hardware, software, and services. The software segment procured 36% revenue share in the market in 2023. Organizations increasingly integrate immersive training software with Learning Management Systems (LMS), real-time analytics, and AI-driven adaptive learning to improve training outcomes. The shift towards remote learning and digital workforce training solutions has also fueled demand for web-based and mobile-compatible immersive training applications.

Technology Outlook

On the basis of technology, the market is divided into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment acquired 45% revenue share in the market in 2023. VR enables organizations to simulate real-world scenarios where employees can practice complex tasks, emergency responses, and high-risk operations in a safe digital setting. The advancements in VR headsets, AI-powered simulations, and motion-tracking technology have significantly improved training realism and interactivity, making VR-based learning more effective.



Industry Outlook

By industry, the market is segmented into aerospace & defense, manufacturing, automotive, education, media & entertainment, gaming, healthcare, retail & e-commerce, and others. The automotive segment acquired 8% revenue share in the market in 2023. VR-powered simulations allow engineers to test automobile aerodynamics, safety features, and assembly processes without physical prototypes, reducing costs and time-to-market. AR-based training solutions assist automotive technicians and mechanics in diagnosing and repairing vehicles with real-time, interactive guidance.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment witnessed 25% revenue share in the market in 2023. The Asia Pacific segment is driven by rapid industrialization, increasing smartphone penetration, and strong government initiatives supporting AR/VR adoption. Countries like China, Japan, South Korea, and India are heavily investing in smart factories, digital learning, and AI-driven workforce training programs.

Recent Strategies Deployed in the Market

  • Nov-2024: Meta Platforms, Inc. partnered with Cornerstone OnDemand to enhance workforce training through AI-powered extended reality (XR). The collaboration aims to democratize immersive learning, leveraging Meta’s AI and XR innovations to provide personalized, scalable, and transformative training experiences for enterprises.
  • Aug-2024: Microsoft Corporation and ANZ came into partnership to launch an AI Immersion Centre, training 3,000 leaders in generative AI adoption. The initiative includes Copilot for Microsoft 365, GitHub Copilot, and Z-GPT, enhancing productivity, innovation, and secure AI integration across banking operations.
  • Feb-2024: Unity Software Inc. and D2L partner to enhance education with immersive real-time 3D, VR, and AR technologies. Through D2L Brightspace, educators gain access to Unity’s tools and training, enabling interactive learning experiences such as virtual labs and medical simulations, transforming traditional education methods.
  • Jul-2023: Meta Platforms, Inc. partnered with Microsoft to launch Llama 2, an open-source AI model for research and commercial use. Microsoft is the preferred partner, integrating Llama 2 into Azure AI, while expanding AI accessibility through multiple cloud providers and collaborations.
  • Oct-2022: Microsoft partnered with Meta to enhance immersive experiences for work and play. Mesh for Teams, Microsoft 365 apps, and Xbox Cloud Gaming will integrate with Meta Quest devices, enabling virtual collaboration, productivity, and gaming, advancing the metaverse for business and entertainment.
  • Sep-2022: Epic Games, Inc. came into partnership with Autodesk to integrate Twinmotion with Autodesk Revit, enhancing real-time visualization for AEC professionals. This collaboration aims to streamline workflows, improve immersive design experiences, and extend real-time content creation to manufacturing and media industries.

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 Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 Global Immersive Training Market, by Component
1.4.2 Global Immersive Training Market, by Technology
1.4.3 Global Immersive Training Market, by Industry
1.4.4 Global Immersive Training Market, by Geography
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. Global Immersive Training Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
5.3 Global Services Market by Region
Chapter 6. Global Immersive Training Market by Technology
6.1 Global Virtual Reality (VR) Market by Region
6.2 Global Augmented Reality (AR) Market by Region
6.3 Global Mixed Reality (MR) Market by Region
6.4 Global Other Technology Market by Region
Chapter 7. Global Immersive Training Market by Industry
7.1 Global Gaming Market by Region
7.2 Global Education Market by Region
7.3 Global Manufacturing Market by Region
7.4 Global Media & Entertainment Market by Region
7.5 Global Healthcare Market by Region
7.6 Global Automotive Market by Region
7.7 Global Aerospace & Defense Market by Region
7.8 Global Retail & E-commerce Market by Region
7.9 Global Other Industry Market by Region
Chapter 8. Global Immersive Training Market by Region
8.1 North America Immersive Training Market
8.1.1 North America Immersive Training Market by Component
8.1.1.1 North America Hardware Market by Country
8.1.1.2 North America Software Market by Country
8.1.1.3 North America Services Market by Country
8.1.2 North America Immersive Training Market by Technology
8.1.2.1 North America Virtual Reality (VR) Market by Country
8.1.2.2 North America Augmented Reality (AR) Market by Country
8.1.2.3 North America Mixed Reality (MR) Market by Country
8.1.2.4 North America Other Technology Market by Country
8.1.3 North America Immersive Training Market by Industry
8.1.3.1 North America Gaming Market by Country
8.1.3.2 North America Education Market by Country
8.1.3.3 North America Manufacturing Market by Country
8.1.3.4 North America Media & Entertainment Market by Country
8.1.3.5 North America Healthcare Market by Country
8.1.3.6 North America Automotive Market by Country
8.1.3.7 North America Aerospace & Defense Market by Country
8.1.3.8 North America Retail & E-commerce Market by Country
8.1.3.9 North America Other Industry Market by Country
8.1.4 North America Immersive Training Market by Country
8.1.4.1 US Immersive Training Market
8.1.4.1.1 US Immersive Training Market by Component
8.1.4.1.2 US Immersive Training Market by Technology
8.1.4.1.3 US Immersive Training Market by Industry
8.1.4.2 Canada Immersive Training Market
8.1.4.2.1 Canada Immersive Training Market by Component
8.1.4.2.2 Canada Immersive Training Market by Technology
8.1.4.2.3 Canada Immersive Training Market by Industry
8.1.4.3 Mexico Immersive Training Market
8.1.4.3.1 Mexico Immersive Training Market by Component
8.1.4.3.2 Mexico Immersive Training Market by Technology
8.1.4.3.3 Mexico Immersive Training Market by Industry
8.1.4.4 Rest of North America Immersive Training Market
8.1.4.4.1 Rest of North America Immersive Training Market by Component
8.1.4.4.2 Rest of North America Immersive Training Market by Technology
8.1.4.4.3 Rest of North America Immersive Training Market by Industry
8.2 Europe Immersive Training Market
8.2.1 Europe Immersive Training Market by Component
8.2.1.1 Europe Hardware Market by Country
8.2.1.2 Europe Software Market by Country
8.2.1.3 Europe Services Market by Country
8.2.2 Europe Immersive Training Market by Technology
8.2.2.1 Europe Virtual Reality (VR) Market by Country
8.2.2.2 Europe Augmented Reality (AR) Market by Country
8.2.2.3 Europe Mixed Reality (MR) Market by Country
8.2.2.4 Europe Other Technology Market by Country
8.2.3 Europe Immersive Training Market by Industry
8.2.3.1 Europe Gaming Market by Country
8.2.3.2 Europe Education Market by Country
8.2.3.3 Europe Manufacturing Market by Country
8.2.3.4 Europe Media & Entertainment Market by Country
8.2.3.5 Europe Healthcare Market by Country
8.2.3.6 Europe Automotive Market by Country
8.2.3.7 Europe Aerospace & Defense Market by Country
8.2.3.8 Europe Retail & E-commerce Market by Country
8.2.3.9 Europe Other Industry Market by Country
8.2.4 Europe Immersive Training Market by Country
8.2.4.1 Germany Immersive Training Market
8.2.4.1.1 Germany Immersive Training Market by Component
8.2.4.1.2 Germany Immersive Training Market by Technology
8.2.4.1.3 Germany Immersive Training Market by Industry
8.2.4.2 UK Immersive Training Market
8.2.4.2.1 UK Immersive Training Market by Component
8.2.4.2.2 UK Immersive Training Market by Technology
8.2.4.2.3 UK Immersive Training Market by Industry
8.2.4.3 France Immersive Training Market
8.2.4.3.1 France Immersive Training Market by Component
8.2.4.3.2 France Immersive Training Market by Technology
8.2.4.3.3 France Immersive Training Market by Industry
8.2.4.4 Russia Immersive Training Market
8.2.4.4.1 Russia Immersive Training Market by Component
8.2.4.4.2 Russia Immersive Training Market by Technology
8.2.4.4.3 Russia Immersive Training Market by Industry
8.2.4.5 Spain Immersive Training Market
8.2.4.5.1 Spain Immersive Training Market by Component
8.2.4.5.2 Spain Immersive Training Market by Technology
8.2.4.5.3 Spain Immersive Training Market by Industry
8.2.4.6 Italy Immersive Training Market
8.2.4.6.1 Italy Immersive Training Market by Component
8.2.4.6.2 Italy Immersive Training Market by Technology
8.2.4.6.3 Italy Immersive Training Market by Industry
8.2.4.7 Rest of Europe Immersive Training Market
8.2.4.7.1 Rest of Europe Immersive Training Market by Component
8.2.4.7.2 Rest of Europe Immersive Training Market by Technology
8.2.4.7.3 Rest of Europe Immersive Training Market by Industry
8.3 Asia Pacific Immersive Training Market
8.3.1 Asia Pacific Immersive Training Market by Component
8.3.1.1 Asia Pacific Hardware Market by Country
8.3.1.2 Asia Pacific Software Market by Country
8.3.1.3 Asia Pacific Services Market by Country
8.3.2 Asia Pacific Immersive Training Market by Technology
8.3.2.1 Asia Pacific Virtual Reality (VR) Market by Country
8.3.2.2 Asia Pacific Augmented Reality (AR) Market by Country
8.3.2.3 Asia Pacific Mixed Reality (MR) Market by Country
8.3.2.4 Asia Pacific Other Technology Market by Country
8.3.3 Asia Pacific Immersive Training Market by Industry
8.3.3.1 Asia Pacific Gaming Market by Country
8.3.3.2 Asia Pacific Education Market by Country
8.3.3.3 Asia Pacific Manufacturing Market by Country
8.3.3.4 Asia Pacific Media & Entertainment Market by Country
8.3.3.5 Asia Pacific Healthcare Market by Country
8.3.3.6 Asia Pacific Automotive Market by Country
8.3.3.7 Asia Pacific Aerospace & Defense Market by Country
8.3.3.8 Asia Pacific Retail & E-commerce Market by Country
8.3.3.9 Asia Pacific Other Industry Market by Country
8.3.4 Asia Pacific Immersive Training Market by Country
8.3.4.1 China Immersive Training Market
8.3.4.1.1 China Immersive Training Market by Component
8.3.4.1.2 China Immersive Training Market by Technology
8.3.4.1.3 China Immersive Training Market by Industry
8.3.4.2 Japan Immersive Training Market
8.3.4.2.1 Japan Immersive Training Market by Component
8.3.4.2.2 Japan Immersive Training Market by Technology
8.3.4.2.3 Japan Immersive Training Market by Industry
8.3.4.3 India Immersive Training Market
8.3.4.3.1 India Immersive Training Market by Component
8.3.4.3.2 India Immersive Training Market by Technology
8.3.4.3.3 India Immersive Training Market by Industry
8.3.4.4 South Korea Immersive Training Market
8.3.4.4.1 South Korea Immersive Training Market by Component
8.3.4.4.2 South Korea Immersive Training Market by Technology
8.3.4.4.3 South Korea Immersive Training Market by Industry
8.3.4.5 Singapore Immersive Training Market
8.3.4.5.1 Singapore Immersive Training Market by Component
8.3.4.5.2 Singapore Immersive Training Market by Technology
8.3.4.5.3 Singapore Immersive Training Market by Industry
8.3.4.6 Malaysia Immersive Training Market
8.3.4.6.1 Malaysia Immersive Training Market by Component
8.3.4.6.2 Malaysia Immersive Training Market by Technology
8.3.4.6.3 Malaysia Immersive Training Market by Industry
8.3.4.7 Rest of Asia Pacific Immersive Training Market
8.3.4.7.1 Rest of Asia Pacific Immersive Training Market by Component
8.3.4.7.2 Rest of Asia Pacific Immersive Training Market by Technology
8.3.4.7.3 Rest of Asia Pacific Immersive Training Market by Industry
8.4 LAMEA Immersive Training Market
8.4.1 LAMEA Immersive Training Market by Component
8.4.1.1 LAMEA Hardware Market by Country
8.4.1.2 LAMEA Software Market by Country
8.4.1.3 LAMEA Services Market by Country
8.4.2 LAMEA Immersive Training Market by Technology
8.4.2.1 LAMEA Virtual Reality (VR) Market by Country
8.4.2.2 LAMEA Augmented Reality (AR) Market by Country
8.4.2.3 LAMEA Mixed Reality (MR) Market by Country
8.4.2.4 LAMEA Other Technology Market by Country
8.4.3 LAMEA Immersive Training Market by Industry
8.4.3.1 LAMEA Gaming Market by Country
8.4.3.2 LAMEA Education Market by Country
8.4.3.3 LAMEA Manufacturing Market by Country
8.4.3.4 LAMEA Media & Entertainment Market by Country
8.4.3.5 LAMEA Healthcare Market by Country
8.4.3.6 LAMEA Automotive Market by Country
8.4.3.7 LAMEA Aerospace & Defense Market by Country
8.4.3.8 LAMEA Retail & E-commerce Market by Country
8.4.3.9 LAMEA Other Industry Market by Country
8.4.4 LAMEA Immersive Training Market by Country
8.4.4.1 Brazil Immersive Training Market
8.4.4.1.1 Brazil Immersive Training Market by Component
8.4.4.1.2 Brazil Immersive Training Market by Technology
8.4.4.1.3 Brazil Immersive Training Market by Industry
8.4.4.2 Argentina Immersive Training Market
8.4.4.2.1 Argentina Immersive Training Market by Component
8.4.4.2.2 Argentina Immersive Training Market by Technology
8.4.4.2.3 Argentina Immersive Training Market by Industry
8.4.4.3 UAE Immersive Training Market
8.4.4.3.1 UAE Immersive Training Market by Component
8.4.4.3.2 UAE Immersive Training Market by Technology
8.4.4.3.3 UAE Immersive Training Market by Industry
8.4.4.4 Saudi Arabia Immersive Training Market
8.4.4.4.1 Saudi Arabia Immersive Training Market by Component
8.4.4.4.2 Saudi Arabia Immersive Training Market by Technology
8.4.4.4.3 Saudi Arabia Immersive Training Market by Industry
8.4.4.5 South Africa Immersive Training Market
8.4.4.5.1 South Africa Immersive Training Market by Component
8.4.4.5.2 South Africa Immersive Training Market by Technology
8.4.4.5.3 South Africa Immersive Training Market by Industry
8.4.4.6 Nigeria Immersive Training Market
8.4.4.6.1 Nigeria Immersive Training Market by Component
8.4.4.6.2 Nigeria Immersive Training Market by Technology
8.4.4.6.3 Nigeria Immersive Training Market by Industry
8.4.4.7 Rest of LAMEA Immersive Training Market
8.4.4.7.1 Rest of LAMEA Immersive Training Market by Component
8.4.4.7.2 Rest of LAMEA Immersive Training Market by Technology
8.4.4.7.3 Rest of LAMEA 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
Chapter 10. Winning Imperatives of Immersive Training Market

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

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