E-Learning Virtual Reality refers to an immersive E-Learning experience in a computer-generated environment for better learning outcomes
Highlights
The global E-Learning Virtual Reality market was valued at US$ 83 million in 2022 and is anticipated to reach US$ 300.3 million by 2029, witnessing a CAGR of 23.8% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for E-Learning Virtual Reality is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for E-Learning Virtual Reality is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for E-Learning Virtual Reality in VR Academic Research is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of E-Learning Virtual Reality include Avantis Systems, ELearning Studios, Enlighten, Google, Immerse, LearnBrite, Lenovo, Oculus VR (Facebook) and Skills2Learn, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for E-Learning Virtual Reality, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding E-Learning Virtual Reality.
The E-Learning Virtual Reality market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global E-Learning Virtual Reality market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the E-Learning Virtual Reality companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Avantis Systems
ELearning Studios
Enlighten
Google
Immerse
LearnBrite
Lenovo
Oculus VR (Facebook)
Skills2Learn
SQLearn
Tesseract Learning
ThingLink
VIVED
VR Education Holdings
ZSpace
Segment by Type
Devices
Software
Services
Segment by Application
VR Academic Research
Corporate Training
School Education
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of E-Learning Virtual Reality companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global E-Learning Virtual Reality Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Devices
1.2.3 Software
1.2.4 Services
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global E-Learning Virtual Reality Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 VR Academic Research
1.3.3 Corporate Training
1.3.4 School Education
1.3.5 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global E-Learning Virtual Reality Âé¶¹Ô´´ Perspective (2018-2029)
2.2 E-Learning Virtual Reality Growth Trends by Region
2.2.1 Global E-Learning Virtual Reality Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 E-Learning Virtual Reality Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 E-Learning Virtual Reality Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 E-Learning Virtual Reality Âé¶¹Ô´´ Dynamics
2.3.1 E-Learning Virtual Reality Industry Trends
2.3.2 E-Learning Virtual Reality Âé¶¹Ô´´ Drivers
2.3.3 E-Learning Virtual Reality Âé¶¹Ô´´ Challenges
2.3.4 E-Learning Virtual Reality Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Learning Virtual Reality Players by Revenue
3.1.1 Global Top E-Learning Virtual Reality Players by Revenue (2018-2023)
3.1.2 Global E-Learning Virtual Reality Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global E-Learning Virtual Reality Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by E-Learning Virtual Reality Revenue
3.4 Global E-Learning Virtual Reality Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global E-Learning Virtual Reality Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Learning Virtual Reality Revenue in 2022
3.5 E-Learning Virtual Reality Key Players Head office and Area Served
3.6 Key Players E-Learning Virtual Reality Product Solution and Service
3.7 Date of Enter into E-Learning Virtual Reality Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Learning Virtual Reality Breakdown Data by Type
4.1 Global E-Learning Virtual Reality Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global E-Learning Virtual Reality Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 E-Learning Virtual Reality Breakdown Data by Application
5.1 Global E-Learning Virtual Reality Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global E-Learning Virtual Reality Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America E-Learning Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
6.2 North America E-Learning Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe E-Learning Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe E-Learning Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific E-Learning Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific E-Learning Virtual Reality Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific E-Learning Virtual Reality Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific E-Learning Virtual Reality Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America E-Learning Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America E-Learning Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Learning Virtual Reality Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa E-Learning Virtual Reality Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa E-Learning Virtual Reality Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Avantis Systems
11.1.1 Avantis Systems Company Detail
11.1.2 Avantis Systems Business Overview
11.1.3 Avantis Systems E-Learning Virtual Reality Introduction
11.1.4 Avantis Systems Revenue in E-Learning Virtual Reality Business (2018-2023)
11.1.5 Avantis Systems Recent Development
11.2 ELearning Studios
11.2.1 ELearning Studios Company Detail
11.2.2 ELearning Studios Business Overview
11.2.3 ELearning Studios E-Learning Virtual Reality Introduction
11.2.4 ELearning Studios Revenue in E-Learning Virtual Reality Business (2018-2023)
11.2.5 ELearning Studios Recent Development
11.3 Enlighten
11.3.1 Enlighten Company Detail
11.3.2 Enlighten Business Overview
11.3.3 Enlighten E-Learning Virtual Reality Introduction
11.3.4 Enlighten Revenue in E-Learning Virtual Reality Business (2018-2023)
11.3.5 Enlighten Recent Development
11.4 Google
11.4.1 Google Company Detail
11.4.2 Google Business Overview
11.4.3 Google E-Learning Virtual Reality Introduction
11.4.4 Google Revenue in E-Learning Virtual Reality Business (2018-2023)
11.4.5 Google Recent Development
11.5 Immerse
11.5.1 Immerse Company Detail
11.5.2 Immerse Business Overview
11.5.3 Immerse E-Learning Virtual Reality Introduction
11.5.4 Immerse Revenue in E-Learning Virtual Reality Business (2018-2023)
11.5.5 Immerse Recent Development
11.6 LearnBrite
11.6.1 LearnBrite Company Detail
11.6.2 LearnBrite Business Overview
11.6.3 LearnBrite E-Learning Virtual Reality Introduction
11.6.4 LearnBrite Revenue in E-Learning Virtual Reality Business (2018-2023)
11.6.5 LearnBrite Recent Development
11.7 Lenovo
11.7.1 Lenovo Company Detail
11.7.2 Lenovo Business Overview
11.7.3 Lenovo E-Learning Virtual Reality Introduction
11.7.4 Lenovo Revenue in E-Learning Virtual Reality Business (2018-2023)
11.7.5 Lenovo Recent Development
11.8 Oculus VR (Facebook)
11.8.1 Oculus VR (Facebook) Company Detail
11.8.2 Oculus VR (Facebook) Business Overview
11.8.3 Oculus VR (Facebook) E-Learning Virtual Reality Introduction
11.8.4 Oculus VR (Facebook) Revenue in E-Learning Virtual Reality Business (2018-2023)
11.8.5 Oculus VR (Facebook) Recent Development
11.9 Skills2Learn
11.9.1 Skills2Learn Company Detail
11.9.2 Skills2Learn Business Overview
11.9.3 Skills2Learn E-Learning Virtual Reality Introduction
11.9.4 Skills2Learn Revenue in E-Learning Virtual Reality Business (2018-2023)
11.9.5 Skills2Learn Recent Development
11.10 SQLearn
11.10.1 SQLearn Company Detail
11.10.2 SQLearn Business Overview
11.10.3 SQLearn E-Learning Virtual Reality Introduction
11.10.4 SQLearn Revenue in E-Learning Virtual Reality Business (2018-2023)
11.10.5 SQLearn Recent Development
11.11 Tesseract Learning
11.11.1 Tesseract Learning Company Detail
11.11.2 Tesseract Learning Business Overview
11.11.3 Tesseract Learning E-Learning Virtual Reality Introduction
11.11.4 Tesseract Learning Revenue in E-Learning Virtual Reality Business (2018-2023)
11.11.5 Tesseract Learning Recent Development
11.12 ThingLink
11.12.1 ThingLink Company Detail
11.12.2 ThingLink Business Overview
11.12.3 ThingLink E-Learning Virtual Reality Introduction
11.12.4 ThingLink Revenue in E-Learning Virtual Reality Business (2018-2023)
11.12.5 ThingLink Recent Development
11.13 VIVED
11.13.1 VIVED Company Detail
11.13.2 VIVED Business Overview
11.13.3 VIVED E-Learning Virtual Reality Introduction
11.13.4 VIVED Revenue in E-Learning Virtual Reality Business (2018-2023)
11.13.5 VIVED Recent Development
11.14 VR Education Holdings
11.14.1 VR Education Holdings Company Detail
11.14.2 VR Education Holdings Business Overview
11.14.3 VR Education Holdings E-Learning Virtual Reality Introduction
11.14.4 VR Education Holdings Revenue in E-Learning Virtual Reality Business (2018-2023)
11.14.5 VR Education Holdings Recent Development
11.15 ZSpace
11.15.1 ZSpace Company Detail
11.15.2 ZSpace Business Overview
11.15.3 ZSpace E-Learning Virtual Reality Introduction
11.15.4 ZSpace Revenue in E-Learning Virtual Reality Business (2018-2023)
11.15.5 ZSpace Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Avantis Systems
ELearning Studios
Enlighten
Google
Immerse
LearnBrite
Lenovo
Oculus VR (Facebook)
Skills2Learn
SQLearn
Tesseract Learning
ThingLink
VIVED
VR Education Holdings
ZSpace
Ìý
Ìý
*If Applicable.