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Europe 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

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    Report

  • 134 Pages
  • February 2025
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6056214
The Europe Immersive Training Market is expected to witness market growth of 27.5% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe 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 $5.31 billion by 2031. The UK market is exhibiting a CAGR of 26.4% during 2024-2031. Additionally, the France market is expected to experience a CAGR of 28.5% during 2024-2031.



One of the primary reasons for the growing adoption of immersive training is its ability to bridge the gap between theory and practice. In industries such as healthcare, aviation, defense, and manufacturing, hands-on experience is critical for ensuring employees can perform complex tasks precisely. However, providing real-world training in these fields is often expensive, time-consuming, and sometimes dangerous. Immersive training eliminates these barriers by allowing professionals to practice in safe, controlled virtual environments.

Moreover, medical students can perform virtual surgeries, pilots can train using VR flight simulators, and military personnel can engage in combat simulations without real-world risks. These applications improve learning outcomes and enhance safety measures by preparing individuals for high-pressure situations before they encounter them.

In the United Kingdom, immersive training is gaining traction in retail, corporate learning, and customer service sectors. With the UK retail industry generating £403 billion in sales in 2020, businesses increasingly turn to VR-based training modules to enhance employee onboarding, customer engagement, and sales training. Retailers utilize immersive simulations to train employees in customer interaction strategies, virtual merchandising, and inventory management, helping them adapt to the rapidly evolving e-commerce landscape. Additionally, gamified VR training programs are implemented in the corporate sector to improve leadership skills, teamwork, and behavioral training, ensuring employees develop the necessary competencies to thrive in a competitive market. The UK’s commitment to digital transformation is fueling demand for advanced immersive learning solutions, driving the market forward.

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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Immersive Training Market, by Component
1.4.2 Europe Immersive Training Market, by Technology
1.4.3 Europe Immersive Training Market, by Industry
1.4.4 Europe 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. Europe Immersive Training Market by Component
5.1 Europe Hardware Market by Country
5.2 Europe Software Market by Country
5.3 Europe Services Market by Country
Chapter 6. Europe Immersive Training Market by Technology
6.1 Europe Virtual Reality (VR) Market by Country
6.2 Europe Augmented Reality (AR) Market by Country
6.3 Europe Mixed Reality (MR) Market by Country
6.4 Europe Other Technology Market by Country
Chapter 7. Europe Immersive Training Market by Industry
7.1 Europe Gaming Market by Country
7.2 Europe Education Market by Country
7.3 Europe Manufacturing Market by Country
7.4 Europe Media & Entertainment Market by Country
7.5 Europe Healthcare Market by Country
7.6 Europe Automotive Market by Country
7.7 Europe Aerospace & Defense Market by Country
7.8 Europe Retail & E-commerce Market by Country
7.9 Europe Other Industry Market by Country
Chapter 8. Europe Immersive Training Market by Country
8.1 Germany Immersive Training Market
8.1.1 Germany Immersive Training Market by Component
8.1.2 Germany Immersive Training Market by Technology
8.1.3 Germany Immersive Training Market by Industry
8.2 UK Immersive Training Market
8.2.1 UK Immersive Training Market by Component
8.2.2 UK Immersive Training Market by Technology
8.2.3 UK Immersive Training Market by Industry
8.3 France Immersive Training Market
8.3.1 France Immersive Training Market by Component
8.3.2 France Immersive Training Market by Technology
8.3.3 France Immersive Training Market by Industry
8.4 Russia Immersive Training Market
8.4.1 Russia Immersive Training Market by Component
8.4.2 Russia Immersive Training Market by Technology
8.4.3 Russia Immersive Training Market by Industry
8.5 Spain Immersive Training Market
8.5.1 Spain Immersive Training Market by Component
8.5.2 Spain Immersive Training Market by Technology
8.5.3 Spain Immersive Training Market by Industry
8.6 Italy Immersive Training Market
8.6.1 Italy Immersive Training Market by Component
8.6.2 Italy Immersive Training Market by Technology
8.6.3 Italy Immersive Training Market by Industry
8.7 Rest of Europe Immersive Training Market
8.7.1 Rest of Europe Immersive Training Market by Component
8.7.2 Rest of Europe Immersive Training Market by Technology
8.7.3 Rest of Europe 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

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