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市場調查報告書
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1859797

全球基於AR/VR的身臨其境型學習市場:預測至2032年-按組件、技術、應用、最終用戶和地區分類的分析

AR/VR-Based Immersive Learning Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software, and Services), Technology (Augmented Reality, and Virtual Reality), Application, End User, and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,全球基於 AR/VR 的身臨其境型學習市場預計到 2025 年將達到 153 億美元,到 2032 年將達到 546 億美元,預測期內複合年成長率為 19.9%。

基於擴增實境/虛擬實境(AR/VR)的身臨其境型學習提供模擬環境、虛擬實驗室和擴增實境疊加層,從而在企業和學術培訓中實現體驗式技能習得、真實場景練習和遠端協作。這些模式降低了實踐學習的風險,普及了專業場景的學習,並透過績效分析實現了基於能力的評估。市場成長得益於硬體成本的下降、內容創作工具的改進以及機構對身臨其境型專案和課程的投入。

據聯合國教科文組織稱,身臨其境型擴增實境和虛擬實境技術正在世界各地的教育機構中得到應用,從而顯著提高了學生在 STEM 科目的參與度和留存率。

提高參與度和知識保留率

身臨其境型擴增實境(AR)和虛擬實境(VR)體驗透過創造模擬真實世界任務和環境的互動式多感官場景,提升學習者的參與度。這些模擬鼓勵積極嘗試、即時回饋和間隔練習,與被動式講授相比,能夠更好地理解知識並提高長期記憶效果。教育者可以設計基於場景的模組,用於練習程序性技能和軟性技能。此外,身臨其境型練習還能降低高風險訓練中的風險,並加快職業和專業領域技能的掌握速度。

前期實施成本高

內容創建、學習管理系統 (LMS) 整合和員工培訓都會增加初始成本,導致許多教育機構和小型培訓機構面臨採購週期長、預算緊張的困境。設備生命週期、維護和更換成本進一步推高了整體擁有成本。因此,在資源有限的環境中,部署工作往往會被推遲,直到成本下降或訂閱或租賃模式更加普及,從而降低財務門檻。

整合人工智慧和數據分析

將人工智慧和高級分析技術與擴增實境/虛擬實境平台結合,能夠實現個人化學習路徑、自適應難度調整以及基於學習者行為和表現數據的自動形成性評估。預測模型可以識別知識缺口並建議有針對性的補救措施,而分析儀表板則為教師提供關於技能掌握情況的可操作性見解。此外,人工智慧可以大規模產生場景變體,從而降低內容製作成本並提高企業培訓效率。這些功能能夠帶來可衡量的投資報酬率,並吸引那些尋求基於實證的技能提升解決方案和廣泛應用的企業。

傳統教育中存在的變革阻力

儘管身臨其境型學習已被證明行之有效,但制度慣性和根深蒂固的教學模式阻礙了其推廣應用。教師和管理人員可能更重視標準化課程、嚴格的考試和預算穩定,而非身臨其境型技術;而教育工作者也反映,他們缺乏時間和獎勵去開發身臨其境型內容。認證和採購政策也會進一步限制快速變革,尤其是在需要證明學習成果遷移的情況下。

新冠疫情的影響:

疫情加速了AR/VR技術的普及,遠距學習和保持社交距離促使人們緊急投資於模擬和虛擬協作工具。雖然緊急試點計畫證明了身臨其境型臨床技能訓練和遠距實驗室的價值,但資源分配不均和倉促推廣也暴露了準備不足的問題。疫情後,許多教育機構繼續沿用混合模式,並將可擴展的設備管理和雲端資源配置放在首位。

預計在預測期內,硬體板塊將成為最大的板塊。

由於身臨其境型學習依賴實體設備,硬體採購在初始預算和持續支出中佔據了相當大的比例。教育機構通常會購買檢驗的頭戴式設備和認證的周邊設備的銷售。在醫療教育和工業培訓等領域,設備標準化的強制性要求增加了每次部署的成本。此外,售後服務支援、衛生解決方案和備件也增加了經常性收入,進一步凸顯了硬體在市場價值中不成比例的貢獻。

預計虛擬實境(VR)領域在預測期內將實現最高的複合年成長率。

預計在預測期內,虛擬實境 (VR) 領域將呈現最高的成長率。 VR 提供完全沉浸式的體驗,適用於程序性、空間性和安全關鍵型培訓,逼真的練習有助於技能遷移。隨著獨立式頭顯價格的下降和人體工學設計的改進,VR 內容庫和創作工具也在不斷擴展,從而降低了每個模組的成本。企業培訓計畫越來越重視 VR 在合規性、緊急應變和實務技術任務方面的應用。此外,互通性的提升也使得 VR 技術能夠在全球各地的校園和企業場所進行大規模部署。

佔比最大的地區:

預計北美將在預測期內佔據最大的市場佔有率。北美領先地位得益於其成熟的基礎設施、龐大的教育和企業培訓預算,以及大學和企業學習與發展部門的早期應用。總部位於北美的主要硬體製造商和平台供應商為採購和整合提供了便利。強大的創業投資資金和成熟的內容提供者加速了創新,而研究和產業夥伴關係則促成了可擴展的試點計畫。監管政策的明確性和對專業培訓的旺盛需求正在推動醫療保健、國防和製造業等行業的廣泛應用。

複合年成長率最高的地區:

預計亞太地區在預測期內將呈現最高的複合年成長率。快速的數位化、5G和寬頻的快速普及以及龐大的年輕高技能人口是推動亞太地區強勁成長的主要動力。中國、印度和東南亞各國政府正在資助技能培訓計畫和公私合作試點項目,以加速AR/VR技術的部署。區域新興企業則在尋求夥伴關係以擴大其解決方案的規模。收入的成長以及智慧型手機的普及推動了設備的普及,使亞太地區成為成長最快的市場。

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目錄

第1章執行摘要

第2章 引言

  • 概述
  • 相關利益者
  • 分析範圍
  • 分析方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 分析方法
  • 分析材料
    • 原始研究資料
    • 二手研究資訊來源
    • 先決條件

第3章 市場趨勢分析

  • 促進要素
  • 抑制因素
  • 市場機遇
  • 威脅
  • 技術分析
  • 應用分析
  • 終端用戶分析
  • 新興市場
  • 新冠疫情的感染疾病

第4章 波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代產品的威脅
  • 新參與企業的威脅
  • 公司間的競爭

5. 全球基於AR/VR的身臨其境型學習市場(按組件分類)

  • 硬體
    • 頭戴式顯示器
    • 手持裝置
    • 投影顯示牆
    • 感測器和輸入設備
  • 軟體
    • 內容創作與開發平台
    • 學習管理系統(LMS)整合平台
    • 軟體開發套件(SDK)引擎
  • 服務
    • 實施與整合
    • 諮詢和建議
    • 支援和維護
    • 內容開發服務

6. 全球基於AR/VR的身臨其境型學習市場(按技術分類)

  • 擴增實境(AR)
    • 基於標記的擴增實境
    • 無標記擴增實境
  • 虛擬實境(VR)
    • 非身臨其境型虛擬實境
    • 半身臨其境型/全身臨其境型虛擬實境

7. 全球基於AR/VR的身臨其境型學習市場(按應用分類)

  • K-12教育
  • 高等教育
  • 企業培訓、學習與發展 (L&D)
    • 技術和安全技能培訓
    • 軟性技能和領導力培訓
    • 入職和實施
  • 職業培訓/技術培訓

8. 全球基於AR/VR的身臨其境型學習市場(按最終用戶分類)

  • 學術機構(學校和大學)
  • 公司
    • 醫學與生命科​​學
    • 製造業/汽車業
    • 零售與電子商務
    • 航太/國防
    • 能源與公用事業
    • 其他公司
  • 政府/公共部門
  • 醫療機構

9. 全球基於AR/VR的身臨其境型學習市場(按地區分類)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 亞太其他地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美洲
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第10章:主要趨勢

  • 合約、商業夥伴關係和合資企業
  • 企業合併(M&A)
  • 新產品發布
  • 業務拓展
  • 其他關鍵策略

第11章 企業概況

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Google LLC
  • Apple Inc.
  • Unity Software Inc.
  • Epic Games, Inc.
  • PTC Inc.
  • EON Reality, Inc.
  • Varjo Oy
  • Magic Leap, Inc.
  • HTC Corporation
  • Lenovo Group Limited
  • HP Inc.
  • Qualcomm Incorporated
  • Strivr Labs, Inc.
  • Labster A/S
  • zSpace, Inc.
  • Nearpod LLC
  • Immerse Ltd.
  • Cornerstone OnDemand, Inc.
Product Code: SMRC32021

According to Stratistics MRC, the Global AR/VR-Based Immersive Learning Market is accounted for $15.3 billion in 2025 and is expected to reach $54.6 billion by 2032, growing at a CAGR of 19.9% during the forecast period. AR- and VR-based immersive learning delivers simulated environments, virtual labs, and augmented overlays that enable experiential skill acquisition, realistic practice, and remote collaboration across corporate and academic training. These modalities reduce risk during practice, democratize access to specialized scenarios, and enable competency-based assessment through performance analytics. Market growth follows lower hardware costs, improved content-creation tools, and institutional investment in immersive programs and curricula.

According to UNESCO, immersive AR and VR technologies are being deployed in educational institutions worldwide, leading to a measurable increase in student engagement and retention in STEM subjects, with pilot studies noting a 35% increase in concept retention.

Market Dynamics:

Driver:

Enhanced Engagement and Knowledge Retention

Immersive AR and VR experiences raise learner engagement by creating interactive, multi-sensory scenarios that mimic real tasks and environments. These simulations encourage active experimentation, immediate feedback, and spaced practice, which together improve comprehension and long-term retention compared with passive lectures. Educators can design scenario-based modules for procedural skills and soft-skill rehearsals while tracking performance through analytics to guide remediation. Furthermore, immersive practice reduces risk in hazardous training and shortens time-to-competence across vocational and professional contexts.

Restraint:

High Initial Implementation Cost

Content creation, integration with LMS, and staff training add to initial expenses, making procurement cycles lengthy and budgets constrained for many educational institutions and small training providers. Device lifecycle, maintenance, and replacement costs further increase total ownership. Consequently, adoption in resource-limited settings is often deferred until costs fall or subscription and leasing models become widely available to reduce financial barriers.

Opportunity:

AI and Data Analytics Integration

Integrating artificial intelligence and advanced analytics with AR/VR platforms enables personalised learning paths, adaptive difficulty, and automated formative assessment based on learner behaviour and performance data. Predictive models identify knowledge gaps and recommend targeted remediation while analytics dashboards provide instructors with actionable insights into skills acquisition. Additionally, AI can generate scenario variations at scale, reducing content production costs and increasing throughput for enterprise training. These capabilities improve measurable ROI and appeal to organisations seeking evidence-based upskilling solutions and broader adoption.

Threat:

Resistance to Change in Traditional Education

Institutional inertia and entrenched pedagogical practices slow adoption of immersive learning despite evidence of effectiveness. Faculty and administrators may prioritise standardized curricula, high-stakes testing, and budget stability over experimental technologies, while educators report limited time and incentives to author immersive content. Accreditation bodies and procurement policies can further constrain rapid change, especially where demonstrable learning transfer is required.

Covid-19 Impact:

The pandemic fast-tracked AR/VR adoption as remote learning and physical distancing spurred urgent investment in simulation and virtual collaboration tools. Emergency pilots demonstrated immersive training's value for clinical skills and remote labs, though inequitable access and hurried rollouts exposed readiness gaps. Post-pandemic, many institutions retained hybrid models and prioritized scalable device management and cloud provisioning, sustaining demand for immersive solutions while prompting vendors to offer subscription and remote deployment options globally accepted.

The hardware segment is expected to be the largest during the forecast period

The hardware segment is expected to account for the largest market share during the forecast period because immersive learning depends on physical devices, hardware purchases form a substantial portion of upfront budgets and ongoing expenditures. Institutions often buy validated headsets and certified peripherals to meet curricular and safety requirements, driving unit volumes. In sectors such as medical education and industrial training, mandated equipment standards increase spends per deployment. Furthermore, aftermarket services support, sanitation solutions, and spare parts add recurring revenues, reinforcing hardware's disproportionate contribution to market value

The virtual reality (VR) segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the virtual reality (VR) segment is predicted to witness the highest growth rate. VR provides full immersion suited to procedural, spatial, and safety-critical training where realistic practice improves skill transfer. As standalone headsets become more affordable and ergonomics improve, VR content libraries and authoring tools are expanding, lowering per-module costs. Enterprise training programs increasingly prioritize VR for compliance, emergency response, and hands-on technical tasks because measurable proficiency gains justify investment. Moreover, growing interoperability enables large deployments across campuses and corporate sites globally.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share. North America's lead stems from mature infrastructure, high education and corporate training budgets, and early adoption by universities and enterprise L&D. Major hardware manufacturers and platform vendors based here facilitate procurement and integration. Strong venture funding and established content providers accelerate innovation, while partnerships between research institutions and industry enable scalable pilots. Regulatory clarity and extensive professional training demand support large deployments across healthcare, defence, and manufacturing sectors.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR. Rapid digitisation, expanding 5G and broadband coverage, and large youth and vocational training populations drive strong growth in Asia Pacific. Governments in China, India, and Southeast Asia are funding skills initiatives and public-private pilots that accelerate AR/VR deployments. Regional start-ups produce affordable, localised content while global vendors pursue partnerships to scale solutions. Combined rising incomes and Smartphone penetration support device adoption, making Asia Pacific the fastest-growing market.

Key players in the market

Some of the key players in AR/VR-Based Immersive Learning Market include Meta Platforms, Inc., Microsoft Corporation, Google LLC, Apple Inc., Unity Software Inc., Epic Games, Inc., PTC Inc., EON Reality, Inc., Varjo Oy, Magic Leap, Inc., HTC Corporation, Lenovo Group Limited, HP Inc., Qualcomm Incorporated, Strivr Labs, Inc., Labster A/S, zSpace, Inc., Nearpod LLC, Immerse Ltd., and Cornerstone OnDemand, Inc.

Key Developments:

In September 2025, Meta Connect 2025 showcased major updates in AR and VR, with a notable focus on new Quest VR features, haptic feedback upgrades, smarter eye-tracking, and AI-powered collaboration tools specifically aimed at immersive learning and enterprise use. They also officially launched a consumer AR headset designed for daily use, spatial mapping, and real-time social interactions.

In January 2024, Apple announced the Vision Pro's availability beginning February 2, indicating readiness for developers and educational use-cases in spatial computing.

In June 2023, Apple Inc. introduced the Apple Vision Pro spatial computer, which Apple describes as a device that "transforms how people work, collaborate, connect and enjoy entertainment" implicitly enabling immersive learning apps.

Components Covered:

  • Hardware
  • Software
  • Services

Technologies Covered:

  • Augmented Reality (AR)
  • Virtual Reality (VR)

Applications Covered:

  • K-12 Education
  • Higher Education
  • Corporate Training & Learning & Development (L&D)
  • Vocational and Technical Training

End Users Covered:

  • Academic (Schools and Universities)
  • Corporate
  • Government and Public Sector
  • Healthcare Institutions

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global AR/VR-Based Immersive Learning Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays
    • 5.2.2 Handheld Devices
    • 5.2.3 Projectors and Display Walls
    • 5.2.4 Sensors and Input Devices
  • 5.3 Software
    • 5.3.1 Content Creation and Development Platforms
    • 5.3.2 Learning Management System (LMS) Integration Platforms
    • 5.3.3 Software Development Kits (SDKs) and Engines
  • 5.4 Services
    • 5.4.1 Implementation and Integration
    • 5.4.2 Consulting and Advisory
    • 5.4.3 Support and Maintenance
    • 5.4.4 Content Development Services

6 Global AR/VR-Based Immersive Learning Market, By Technology

  • 6.1 Introduction
  • 6.2 Augmented Reality (AR)
    • 6.2.1 Marker-based AR
    • 6.2.2 Markerless AR
  • 6.3 Virtual Reality (VR)
    • 6.3.1 Non-Immersive VR
    • 6.3.2 Semi- and Fully-Immersive VR

7 Global AR/VR-Based Immersive Learning Market, By Application

  • 7.1 Introduction
  • 7.2 K-12 Education
  • 7.3 Higher Education
  • 7.4 Corporate Training & Learning & Development (L&D)
    • 7.4.1 Technical and Safety Skills Training
    • 7.4.2 Soft Skills and Leadership Training
    • 7.4.3 Onboarding and Induction
  • 7.5 Vocational and Technical Training

8 Global AR/VR-Based Immersive Learning Market, By End User

  • 8.1 Introduction
  • 8.2 Academic (Schools and Universities)
  • 8.3 Corporate
    • 8.3.1 Healthcare and Life Sciences
    • 8.3.2 Manufacturing and Automotive
    • 8.3.3 Retail and E-commerce
    • 8.3.4 Aerospace and Defense
    • 8.3.5 Energy and Utilities
    • 8.3.6 Other Corporates
  • 8.4 Government and Public Sector
  • 8.5 Healthcare Institutions

9 Global AR/VR-Based Immersive Learning Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Meta Platforms, Inc.
  • 11.2 Microsoft Corporation
  • 11.3 Google LLC
  • 11.4 Apple Inc.
  • 11.5 Unity Software Inc.
  • 11.6 Epic Games, Inc.
  • 11.7 PTC Inc.
  • 11.8 EON Reality, Inc.
  • 11.9 Varjo Oy
  • 11.10 Magic Leap, Inc.
  • 11.11 HTC Corporation
  • 11.12 Lenovo Group Limited
  • 11.13 HP Inc.
  • 11.14 Qualcomm Incorporated
  • 11.15 Strivr Labs, Inc.
  • 11.16 Labster A/S
  • 11.17 zSpace, Inc.
  • 11.18 Nearpod LLC
  • 11.19 Immerse Ltd.
  • 11.20 Cornerstone OnDemand, Inc.

List of Tables

  • Table 1 Global AR/VR-Based Immersive Learning Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global AR/VR-Based Immersive Learning Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global AR/VR-Based Immersive Learning Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global AR/VR-Based Immersive Learning Market Outlook, By Head-Mounted Displays (2024-2032) ($MN)
  • Table 5 Global AR/VR-Based Immersive Learning Market Outlook, By Handheld Devices (2024-2032) ($MN)
  • Table 6 Global AR/VR-Based Immersive Learning Market Outlook, By Projectors and Display Walls (2024-2032) ($MN)
  • Table 7 Global AR/VR-Based Immersive Learning Market Outlook, By Sensors and Input Devices (2024-2032) ($MN)
  • Table 8 Global AR/VR-Based Immersive Learning Market Outlook, By Software (2024-2032) ($MN)
  • Table 9 Global AR/VR-Based Immersive Learning Market Outlook, By Content Creation and Development Platforms (2024-2032) ($MN)
  • Table 10 Global AR/VR-Based Immersive Learning Market Outlook, By Learning Management System (LMS) Integration Platforms (2024-2032) ($MN)
  • Table 11 Global AR/VR-Based Immersive Learning Market Outlook, By Software Development Kits (SDKs) and Engines (2024-2032) ($MN)
  • Table 12 Global AR/VR-Based Immersive Learning Market Outlook, By Services (2024-2032) ($MN)
  • Table 13 Global AR/VR-Based Immersive Learning Market Outlook, By Implementation and Integration (2024-2032) ($MN)
  • Table 14 Global AR/VR-Based Immersive Learning Market Outlook, By Consulting and Advisory (2024-2032) ($MN)
  • Table 15 Global AR/VR-Based Immersive Learning Market Outlook, By Support and Maintenance (2024-2032) ($MN)
  • Table 16 Global AR/VR-Based Immersive Learning Market Outlook, By Content Development Services (2024-2032) ($MN)
  • Table 17 Global AR/VR-Based Immersive Learning Market Outlook, By Technology (2024-2032) ($MN)
  • Table 18 Global AR/VR-Based Immersive Learning Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 19 Global AR/VR-Based Immersive Learning Market Outlook, By Marker-based AR (2024-2032) ($MN)
  • Table 20 Global AR/VR-Based Immersive Learning Market Outlook, By Markerless AR (2024-2032) ($MN)
  • Table 21 Global AR/VR-Based Immersive Learning Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 22 Global AR/VR-Based Immersive Learning Market Outlook, By Non-Immersive VR (2024-2032) ($MN)
  • Table 23 Global AR/VR-Based Immersive Learning Market Outlook, By Semi- and Fully-Immersive VR (2024-2032) ($MN)
  • Table 24 Global AR/VR-Based Immersive Learning Market Outlook, By Application (2024-2032) ($MN)
  • Table 25 Global AR/VR-Based Immersive Learning Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 26 Global AR/VR-Based Immersive Learning Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 27 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate Training & Learning & Development (L&D) (2024-2032) ($MN)
  • Table 28 Global AR/VR-Based Immersive Learning Market Outlook, By Technical and Safety Skills Training (2024-2032) ($MN)
  • Table 29 Global AR/VR-Based Immersive Learning Market Outlook, By Soft Skills and Leadership Training (2024-2032) ($MN)
  • Table 30 Global AR/VR-Based Immersive Learning Market Outlook, By Onboarding and Induction (2024-2032) ($MN)
  • Table 31 Global AR/VR-Based Immersive Learning Market Outlook, By Vocational and Technical Training (2024-2032) ($MN)
  • Table 32 Global AR/VR-Based Immersive Learning Market Outlook, By End User (2024-2032) ($MN)
  • Table 33 Global AR/VR-Based Immersive Learning Market Outlook, By Academic (Schools and Universities) (2024-2032) ($MN)
  • Table 34 Global AR/VR-Based Immersive Learning Market Outlook, By Corporate (2024-2032) ($MN)
  • Table 35 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare and Life Sciences (2024-2032) ($MN)
  • Table 36 Global AR/VR-Based Immersive Learning Market Outlook, By Manufacturing and Automotive (2024-2032) ($MN)
  • Table 37 Global AR/VR-Based Immersive Learning Market Outlook, By Retail and E-commerce (2024-2032) ($MN)
  • Table 38 Global AR/VR-Based Immersive Learning Market Outlook, By Aerospace and Defense (2024-2032) ($MN)
  • Table 39 Global AR/VR-Based Immersive Learning Market Outlook, By Energy and Utilities (2024-2032) ($MN)
  • Table 40 Global AR/VR-Based Immersive Learning Market Outlook, By Other Corporates (2024-2032) ($MN)
  • Table 41 Global AR/VR-Based Immersive Learning Market Outlook, By Government and Public Sector (2024-2032) ($MN)
  • Table 42 Global AR/VR-Based Immersive Learning Market Outlook, By Healthcare Institutions (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.