The global market for E-Learning VR is estimated to increase from US$ million in 2021 to reach US$ million by 2028, exhibiting a CAGR of % during 2022-2028. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
The APAC E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.
The United States E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.
The Europe E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.
The China E-Learning VR market is expected at value of US$ million in 2022 and grow at approximately % CAGR during 2022 and 2028.
Global key E-Learning VR players cover Avantis Systems, ELearning Studios, Totrain, Google and Immerse, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.
Report Coverage
This latest report provides a deep insight into the global E-Learning VR market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, value chain analysis, etc.
This report aims to provide a comprehensive picture of the global E-Learning VR market, with both quantitative and qualitative data, to help readers understand how the E-Learning VR market scenario changed across the globe during the pandemic and Russia-Ukraine War.
The base year considered for analyses is 2021, while the market estimates and forecasts are given from 2022 to 2028. The market estimates are provided in terms of revenue in USD millions.
Market Segmentation:
The study segments the E-Learning VR market and forecasts the market size by Type (Devices, Software and Services), by Application (VR Academic Research, Corporate Training, School Education and Other), and region (APAC, Americas, Europe, and Middle East & Africa).
Segmentation by type
Devices
Software
Services
Segmentation by application
VR Academic Research
Corporate Training
School Education
Other
Segmentation by region
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
Major companies covered
Avantis Systems
ELearning Studios
Totrain
Google
Immerse
LearnBrite
Lenovo
Meta
Babcock
SQLearn
Tesseract Learning
ThingLink
VIVED
ENGAGE XR Holdings
ZSpace
Chapter Introduction
Chapter 1: Scope of E-Learning VR, Research Methodology, etc.
Chapter 2: Executive Summary, global E-Learning VR market size and CAGR, E-Learning VR market size by region, by type, by application, historical data from 2017 to 2022, and forecast to 2028.
Chapter 3: E-Learning VR revenue, global market share, and industry ranking by company, 2017-2022
Chapter 4: Global E-Learning VR revenue by region and by country. Country specific data and market value analysis for the U.S., Canada, Europe, China, Japan, South Korea, Southeast Asia, India, Latin America and Middle East & Africa.
Chapter 5, 6, 7, 8: Americas, APAC, Europe, Middle East & Africa, revenue segment by country, by type, and application.
Chapter 9: Analysis of the current market trends, market forecast, opportunities and economic trends that are affecting the future marketplace
Chapter 10: Manufacturing cost structure analysis
Chapter 11: Sales channel, distributors, and customers
Chapter 12: Global E-Learning VR market size forecast by region, by country, by type, and application
Chapter 13: Comprehensive company profiles of the leading players, including Avantis Systems, ELearning Studios, Totrain, Google, Immerse, LearnBrite, Lenovo, Meta and Babcock, etc.
Chapter 14: Research Findings and Conclusion
Summary:
Get latest Market Research Reports on E-Learning VR. Industry analysis & Market Report on E-Learning VR is a syndicated market report, published as Global E-Learning VR Market Growth (Status and Outlook) 2022-2028. It is complete Research Study and Industry Analysis of E-Learning VR market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.