Global virtual training and simulation market will reach $519.7 billion by 2027, growing by 15.2% annually over 2020-2027 driven by the growing awareness, cost-effective benefits of virtual training and simulation, and rising applications across industry verticals.
Highlighted with 82 tables and 75 figures, this 147-page report 鈥淕lobal Virtual Training and Simulation 麻豆原创 2020-2027 by Component (Hardware, Software), Product Type (Conventional, VR), End User (Education, Entertainment, Defense & Security, Healthcare), and Region: Trend Outlook and Growth Opportunity鈥 is based on a comprehensive research of the entire global virtual training and simulation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2017-2019 and provides estimate/forecast from 2020 till 2027 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global virtual training and simulation market in every aspect of the classification from perspectives of Component, Product Type, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
鈥 Hardware
o Headsets
o Combat Tools
o Hand Gloves
o Hearing Aids
o Mannequins
o Gaming Consoles
o Other Hardware
鈥 Software & Service
Based on Product Type, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
鈥 Conventional Virtual Training
鈥 Virtual Reality Based Training
Based on End User, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
鈥 Education
o e-Learning
o Game-based Learning
鈥 Entertainment
鈥 Defense & Security
o Air-Borne Defence & Security
o Naval Defence & Security
o Ground Defence & Security
鈥 Civil Aviation
鈥 Healthcare & Medical Industry
鈥 Other End Users
Geographically, the following regions together with the listed national/local markets are fully investigated:
鈥 APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
鈥 Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Netherlands, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
鈥 North America (U.S., Canada, and Mexico)
鈥 South America (Brazil, Chile, Argentina, Rest of South America)
鈥 MEA (UAE, Saudi Arabia, South Africa)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of all regional markets by country and split of key national markets by Component, Product Type, and End User over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Key Players (this may not be a complete list and extra companies can be added upon request):
ANSYS, Inc.
BAE Systems
CAE Inc.
Cubic Corporation
Kratos Defence & Security Solutions, Inc.
L-3 Link Simulation & Training
Laerdal Medical Corporation
Lockheed Martin Corporation
ON24, Inc.
QinetiQ Group PLC
Saab AB
The DiSTI Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
1 Introduction 8
1.1 Industry Definition and Research Scope 8
1.1.1 Industry Definition 8
1.1.2 Research Scope 9
1.2 Research Methodology 12
1.2.1 Overview of 麻豆原创 Research Methodology 12
1.2.2 麻豆原创 Assumption 13
1.2.3 Secondary Data 13
1.2.4 Primary Data 13
1.2.5 Data Filtration and Model Design 15
1.2.6 麻豆原创 Size/Share Estimation 16
1.2.7 Research Limitations 17
1.3 Executive Summary 18
2 麻豆原创 Overview and Dynamics 20
2.1 麻豆原创 Size and Forecast 20
2.1.1 Impact of COVID-19 on World Economy 21
2.1.2 Impact of COVID-19 on the 麻豆原创 23
2.2 Major Growth Drivers 25
2.3 麻豆原创 Restraints and Challenges 28
2.4 Emerging Opportunities and 麻豆原创 Trends 31
2.5 Porter鈥檚 Fiver Forces Analysis 35
3 Segmentation of Global 麻豆原创 by Component 39
3.1 麻豆原创 Overview by Component 39
3.2 Hardware 41
3.2.1 Headsets 43
3.2.2 Combat Tools 44
3.2.3 Hand Gloves 45
3.2.4 Hearing Aids 46
3.2.5 Mannequins 47
3.2.6 Gaming Consoles 48
3.2.7 Other Hardware 49
3.3 Software & Service 50
4 Segmentation of Global 麻豆原创 by Product Type 51
4.1 麻豆原创 Overview by Product Type 51
4.2 Conventional Virtual Training 53
4.3 Virtual Reality Based Training 54
5 Segmentation of Global 麻豆原创 by End User 55
5.1 麻豆原创 Overview by End User 55
5.2 Education 57
5.3 Entertainment 58
5.4 Defense & Security 59
5.5 Civil Aviation 60
5.6 Healthcare & Medical Industry 61
5.7 Other End Users 62
6 Segmentation of Global 麻豆原创 by Region 63
6.1 Geographic 麻豆原创 Overview 2020-2027 63
6.2 North America 麻豆原创 2020-2027 by Country 67
6.2.1 Overview of North America 麻豆原创 67
6.2.2 U.S. 70
6.2.3 Canada 73
6.2.4 Mexico 75
6.3 European 麻豆原创 2020-2027 by Country 77
6.3.1 Overview of European 麻豆原创 77
6.3.2 UK 80
6.3.3 France 82
6.3.4 Germany 84
6.3.5 Spain 86
6.3.6 Italy 88
6.3.7 Russia 90
6.3.8 Rest of European 麻豆原创 92
6.4 Asia-Pacific 麻豆原创 2020-2027 by Country 94
6.4.1 Overview of Asia-Pacific 麻豆原创 94
6.4.2 China 97
6.4.3 Japan 99
6.4.4 India 102
6.4.5 Australia 104
6.4.6 South Korea 106
6.4.7 Rest of APAC Region 108
6.5 South America 麻豆原创 2020-2027 by Country 110
6.5.1 Argentina 113
6.5.2 Brazil 115
6.5.3 Chile 117
6.5.4 Rest of South America 麻豆原创 119
6.6 MEA 麻豆原创 2020-2027 by Country 120
6.6.1 UAE 123
6.6.2 Saudi Arabia 125
6.6.3 South Africa 127
6.6.4 Other National 麻豆原创s 129
7 Competitive Landscape 130
7.1 Overview of Key Vendors 130
7.2 New Product Launch, Partnership, Investment, and M&A 133
7.3 Company Profiles 134
ANSYS, Inc. 134
BAE Systems 136
CAE Inc. 137
Cubic Corporation 138
Kratos Defence & Security Solutions, Inc. 139
L-3 Link Simulation & Training 140
Laerdal Medical Corporation 141
Lockheed Martin Corporation 142
ON24, Inc. 143
QinetiQ Group PLC 144
Saab AB 145
The DiSTI Corporation 146
Related Reports and Products 147
Key Players (this may not be a complete list and extra companies can be added upon request):
ANSYS, Inc.
BAE Systems
CAE Inc.
Cubic Corporation
Kratos Defence & Security Solutions, Inc.
L-3 Link Simulation & Training
Laerdal Medical Corporation
Lockheed Martin Corporation
ON24, Inc.
QinetiQ Group PLC
Saab AB
The DiSTI Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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