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市場調查報告書
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1896258

虛擬實境(VR)技能培訓市場預測至2032年:按組件、培訓類型、最終用戶和地區分類的全球分析

Virtual Reality (VR) Skill Training Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software & Content, and Services), Training Type (Hard Skills Training, and Soft Skills Training), End User, and By Geography

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

價格

根據 Stratistics MRC 的一項研究,全球虛擬實境 (VR) 技能培訓市場預計到 2025 年將價值 58 億美元,到 2032 年將達到 331 億美元。

預計在預測期內,VR技能培訓市場將以28.0%的複合年成長率成長。 VR技能培訓市場提供身臨其境型的電腦生成環境,用於傳授技術、商業和軟性技能。它被應用於製造業、醫療保健、國防、航空和教育等行業。其優點包括:提供安全逼真的實務環境,避免物理危險;加快技能習得速度;降低訓練成本;確保學習成果的一致性;以及能夠重現傳統實務訓練難以模擬的複雜或危險場景。

普華永道的研究表明,VR學習者完成培訓的速度比課堂學習者快四倍,並且在培訓後運用技能的信心提高了275%。

對擴充性且一致的遠距培訓解決方案的需求

對擴充性且一致的遠距培訓日益成長的需求是虛擬實境技能培訓市場的關鍵驅動力。無論身處何地,標準化的培訓體驗都至關重要,這在醫療保健、製造業、國防和企業培訓等領域尤其重要。虛擬實境技術能夠實現身臨其境型模擬,在減少對實體基礎架構依賴的同時,確保可重複且可衡量的訓練成果。此外,分散式辦公室和全球化企業發展也促使企業更加依賴遠距學習工具來維持培訓品質。這種需求推動了對虛擬實境平台的持續投資,並促進了其在全球企業層面的應用。

技術限制

技術限制仍然是VR技能培訓市場發展的一大障礙,尤其是在硬體效能、延遲和使用者舒適度方面。高品質的VR培訓需要先進的頭戴式設備、強大的計算系統和穩定的連接,這增加了部署的複雜性。此外,動暈症、電池續航力有限和硬體相容性等問題也會降低使用者的接受度並延長訓練時間。另外,與現有學習管理系統整合方面的挑戰也減緩了一些公司採用VR技術的步伐。即使培訓需求強勁,這些技術障礙也可能延緩大規模部署。

觸覺技術和人工智慧在自適應和真實訓練中的應用進展

觸覺技術和人工智慧的進步為虛擬實境(VR)技能培訓市場帶來了強勁的成長機會。增強型觸覺技術透過提供觸覺回饋來提升真實感,這對於外科手術、機器操作和安全培訓至關重要。此外,人工智慧驅動的分析和自適應學習引擎能夠根據使用者表現調整模擬難度,從而提高培訓效率、減少錯誤並支援個人化技能發展。更重要的是,這些創新能夠提高企業的投資報酬率(ROI),並推動VR技術在風險高、精度要求高的工業領域中廣泛應用。

訓練模擬中的資料隱私和安全問題

隨著平台擴大收集行為、生物識別和績效數據,數據隱私和安​​全問題對虛擬實境(VR)技能培訓市場構成日益嚴重的威脅。訓練模擬通常會收集與員工能力、決策和生理反應相關的敏感資訊。此類資料的外洩或濫用可能導致監管處罰和聲譽損害。此外,企業客戶要求遵守資料保護條例並採用安全的雲端架構。網路安全風險應對不力可能會削弱信任並減緩VR技術的普及,尤其是在受監管的行業。

新冠疫情的感染疾病:

新冠疫情導致全球線下培訓機構關閉,加速了虛擬實境(VR)技能培訓的普及。各組織紛紛轉向身臨其境型虛擬仿真,以在保障員工健康安全的同時維持營運能力。疫情期間,VR作為可行的替代方案,在醫療保健、國防和工業運作等領域展現效用。然而,供應鏈中斷和預算調整暫時限制了硬體採購。整體而言,疫情強化了全球各行各業對具有彈性、遠端且擴充性的培訓解決方案的長期需求。

預計在預測期內,硬體領域將佔據最大的市場佔有率。

預計在預測期內,硬體部分將佔據最大的市場佔有率,因為它是虛擬實境(VR)培訓應用中最昂貴的組成部分。與軟體訂閱不同,硬體採購涉及資本支出和更新週期。此外,大規模培訓計畫需要多台設備來支援並髮用戶。另外,用於工業和醫療模擬的專用硬體將進一步增加支出。由於對實體設備的需求持續存在,預計硬體將繼續在整體市場收入貢獻方面佔據主導地位。

預計在預測期內,軟性技能培訓領域將實現最高的複合年成長率。

由於其跨行業的適用性,軟性技能培訓領域預計將在預測期內實現最高成長率。與技術培訓不同,軟性技能發展適用於包括管理、銷售、醫療保健和服務等在內的眾多職業。此外,基於虛擬實境(VR)的模擬能夠提供傳統訓練無法實現的、可衡量的行為洞察。隨著混合辦公模式的普及,企業越來越依賴身臨其境型工具來培養協作和領導技能。這種廣泛的適用性將推動該領域的快速成長。

佔比最大的地區:

由於北美地區較早採用虛擬實境技術且企業支出強勁,預計該地區將在整個預測期內保持最大的市場佔有率。該地區受益於先進的數位基礎設施、對身臨其境型技術的高度認知以及強大的虛擬實境開發商和硬體製造商生態系統。此外,在企業培訓、國防和醫療模擬領域的巨額投資也鞏固了其市場領先地位。良好的創新環境和充足的專業人才進一步強化了該地區的優勢。

年複合成長率最高的地區:

亞太地區預計將在預測期內實現最高的複合年成長率,這主要得益於快速的工業化和勞動力擴張。各國政府和企業正在投資先進的培訓技術,以彌合製造業、醫療保健和工程領域的技能缺口。此外,數位化普及率的提高和經濟高效的虛擬實境(VR)解決方案正在提昇技術的可及性。大規模的密集型產業和政府的支持性政策正在加速VR技術的普及,使亞太地區成為成長最快的區域市場。

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目錄

第1章執行摘要

第2章 前言

  • 摘要
  • 相關利益者
  • 調查範圍
  • 調查方法
  • 研究材料

第3章 市場趨勢分析

  • 促進要素
  • 抑制因素
  • 機會
  • 威脅
  • 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
  • 買方的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

5. 全球虛擬實境(VR)技能培訓市場(按組件分類)

  • 硬體
    • 頭戴式顯示器(HMD)
    • 觸覺回饋套裝和手套
    • 運動追蹤感測器和控制器
  • 軟體和內容
    • VR訓練模擬軟體
    • 內容創作工具
    • 與學習管理系統(LMS)整合
  • 服務
    • 客製化內容開發
    • 諮詢和培訓策略
    • 支援與維護

6. 全球虛擬實境(VR)技能培訓市場(依培訓類型分類)

  • 硬技能訓練
    • 技術/機械操作
    • 維護/修理
    • 安全與合規(OSHA)
  • 軟性技能培訓
    • 領導與管理
    • 多元化、公平性和包容性 (DEI)
    • 客戶服務與銷售模擬

7. 全球虛擬實境(VR)技能培訓市場(依最終用戶分類)

  • 醫療保健
  • 製造業和汽車業
  • 航太/國防
  • 能源與公共產業
  • 零售和酒店
  • 學術機構

8. 全球虛擬實境(VR)技能培訓市場(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
    • 其他南美國家
  • 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9章:重大發展

  • 協議、夥伴關係、合作和合資企業
  • 併購
  • 新產品發布
  • 業務拓展
  • 其他關鍵策略

第10章:企業概況

  • Strivr
  • Talespin Reality Labs, Inc.
  • Osso VR
  • Virti
  • VirtualSpeech
  • EON Reality
  • Mursion
  • Immerse
  • Oxford Medical Simulation
  • CAE Inc.
  • Taqtile
  • Kognito
  • Pixaera
  • XRHealth
  • Kognitiv Spark
Product Code: SMRC32946

According to Stratistics MRC, the Global Virtual Reality (VR) Skill Training Market is accounted for $5.8 billion in 2025 and is expected to reach $33.1 billion by 2032, growing at a CAGR of 28.0% during the forecast period. The VR skill training market offers immersive, computer-generated environments used to train individuals in technical, operational, and soft skills. It serves sectors such as manufacturing, healthcare, defense, aviation, and education. The advantages include safe, realistic practice without physical danger; faster skill acquisition; reduced training costs; consistent learning outcomes; and the ability to recreate complex or hazardous scenarios that are challenging to simulate in real-life training.

According to PwC, VR learners complete training up to 4X faster than classroom learners and are 275% more confident applying skills after training.

Market Dynamics:

Driver:

Demand for scalable, consistent remote training solutions

The growing need for scalable and consistent remote training is a key driver of the virtual reality skill training market. Standardized training experiences, uniformly delivered across locations, are essential for organizations in healthcare, manufacturing, defense, and corporate learning. VR enables immersive simulations that reduce dependence on physical infrastructure while ensuring repeatability and measurable outcomes. Furthermore, distributed workforces and global operations have increased reliance on remote learning tools that maintain training quality. This demand supports sustained investment in VR platforms and enterprise-level deployments globally.

Restraint:

Technical limitations

Technical limitations continue to be a major barrier for the VR skill training market, especially when it comes to hardware performance, latency, and user comfort. High-quality VR training requires advanced headsets, powerful computing systems, and stable connectivity, which increases implementation complexity. Additionally, issues such as motion sickness, limited battery life, and hardware compatibility can reduce user acceptance and training duration. Moreover, integration challenges with existing learning management systems slow adoption for some enterprises. These technical barriers can delay large-scale rollouts despite strong training demand.

Opportunity:

Advancement in haptics and AI for adaptive, realistic training

Advancements in haptic technologies and artificial intelligence present a strong growth opportunity for the VR skill training market. Enhanced haptics improve realism by enabling tactile feedback, which is critical for surgical, mechanical, and safety training. Additionally, AI-driven analytics and adaptive learning engines allow simulations to adjust difficulty based on user performance. This improves training effectiveness, reduces errors, and supports personalized skill development. Moreover, these innovations increase return on investment for enterprises, encouraging broader adoption across high-risk and precision-driven industries.

Threat:

Data privacy and security concerns in training simulations

Data privacy and security concerns pose a growing threat to the VR skill training market as platforms increasingly collect behavioral, biometric, and performance data. Training simulations often capture sensitive information related to employee competencies, decision-making, and physical responses. Any breach or misuse of this data can lead to regulatory penalties and reputational damage. Furthermore, enterprise customers demand compliance with data protection regulations and secure cloud architectures. Failure to address cybersecurity risks can limit trust and slow adoption, particularly in regulated industries.

Covid-19 Impact:

The global shutdown of in-person training facilities due to the COVID-19 pandemic accelerated the adoption of VR skill training. Organizations turned to immersive virtual simulations to maintain workforce readiness while ensuring health and safety. This period validated VR as a viable alternative for hands-on training in healthcare, defense, and industrial operations. However, supply chain disruptions and budget reallocations temporarily constrained hardware procurement. Overall, the pandemic reinforced long-term demand for resilient, remote, and scalable training solutions across sectors worldwide.

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, as it represents the highest cost component of VR training implementations. Unlike software subscriptions, hardware purchases involve capital expenditure and replacement cycles. Additionally, large-scale training programs require multiple devices to support concurrent users. Moreover, specialized hardware for industrial and medical simulations further increases spending. This sustained requirement for physical equipment ensures hardware continues to dominate overall revenue contributions within the market.

The soft skills training segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the soft skills training segment is predicted to witness the highest growth rate due to its applicability across industries. Unlike technical training, soft skills development is relevant for management, sales, healthcare, and service roles. Moreover, VR-based simulations provide measurable behavioral insights that traditional training lacks. As hybrid work models expand, companies increasingly rely on immersive tools to build collaboration and leadership skills. This broad applicability supports rapid segment expansion.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to early technology adoption and strong enterprise spending. The region benefits from advanced digital infrastructure, high awareness of immersive technologies, and a robust ecosystem of VR developers and hardware manufacturers. Additionally, significant investments in corporate training, defense, and healthcare simulations support market leadership. Favorable innovation environments and availability of skilled talent further strengthen regional dominance.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR, driven by rapid industrialization and workforce expansion. Governments and enterprises are investing in advanced training technologies to address skill gaps in manufacturing, healthcare, and engineering. Additionally, rising digital penetration and cost-effective VR solutions increase accessibility. The presence of large labor-intensive industries and supportive government initiatives accelerates VR adoption, positioning Asia Pacific as the fastest-growing regional market.

Key players in the market

Some of the key players in Virtual Reality (VR) Skill Training Market include Strivr, Talespin Reality Labs, Inc., Osso VR, Virti, VirtualSpeech, EON Reality, Mursion, Immerse, Oxford Medical Simulation, CAE Inc., Taqtile, Kognito, Pixaera, XRHealth, and Kognitiv Spark.

Key Developments:

In June 2025, Oxford Medical Simulation updated its Annual Competency VR Training Program for nurses, aligning with healthcare standards and accreditation requirements. The program allows nurses to practice emergency scenarios, patient assessments, and decision-making in VR, ensuring consistent competency across healthcare teams.

In December 2024, Mursion introduced the new GenAI Immersive Practice Sessions on its Intelligence Platform. These sessions simulate workplace challenges such as customer complaints or leadership dilemmas, enabling learners to practice responses in a safe VR environment. AI-driven avatars provide realistic interactions and adaptive feedback.

In November 2024, Strivr introduced the new Content Studio, an AI-powered platform that allows enterprises to design, deploy, and measure immersive VR training modules. It includes off the shelf simulations for workplace safety, customer service, and leadership, while also enabling custom scenario creation.

Components Covered:

  • Hardware
  • Software & Content
  • Services

Training Types Covered:

  • Hard Skills Training
  • Soft Skills Training

End Users Covered:

  • Healthcare
  • Manufacturing & Automotive
  • Aerospace & Defense
  • Energy & Utilities
  • Retail & Hospitality
  • Academic 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 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 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 Virtual Reality (VR) Skill Training Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Displays (HMDs)
    • 5.2.2 Haptic Feedback Suits & Gloves
    • 5.2.3 Motion Tracking Sensors & Controllers
  • 5.3 Software & Content
    • 5.3.1 VR Training Simulation Software
    • 5.3.2 Content Authoring Tools
    • 5.3.3 Learning Management System (LMS) Integration
  • 5.4 Services
    • 5.4.1 Custom Content Development
    • 5.4.2 Consulting & Training Strategy
    • 5.4.3 Support & Maintenance

6 Global Virtual Reality (VR) Skill Training Market, By Training Type

  • 6.1 Introduction
  • 6.2 Hard Skills Training
    • 6.2.1 Technical/Machine Operation
    • 6.2.2 Maintenance & Repair
    • 6.2.3 Safety & Compliance (OSHA)
  • 6.3 Soft Skills Training
    • 6.3.1 Leadership & Management
    • 6.3.2 Diversity, Equity, and Inclusion (DEI)
    • 6.3.3 Customer Service & Sales Simulations

7 Global Virtual Reality (VR) Skill Training Market, By End User

  • 7.1 Introduction
  • 7.2 Healthcare
  • 7.3 Manufacturing & Automotive
  • 7.4 Aerospace & Defense
  • 7.5 Energy & Utilities
  • 7.6 Retail & Hospitality
  • 7.7 Academic Institutions

8 Global Virtual Reality (VR) Skill Training Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Strivr
  • 10.2 Talespin Reality Labs, Inc.
  • 10.3 Osso VR
  • 10.4 Virti
  • 10.5 VirtualSpeech
  • 10.6 EON Reality
  • 10.7 Mursion
  • 10.8 Immerse
  • 10.9 Oxford Medical Simulation
  • 10.10 CAE Inc.
  • 10.11 Taqtile
  • 10.12 Kognito
  • 10.13 Pixaera
  • 10.14 XRHealth
  • 10.15 Kognitiv Spark

List of Tables

  • Table 1 Global Virtual Reality (VR) Skill Training Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Reality (VR) Skill Training Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Virtual Reality (VR) Skill Training Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Virtual Reality (VR) Skill Training Market Outlook, By Head-Mounted Displays (HMDs) (2024-2032) ($MN)
  • Table 5 Global Virtual Reality (VR) Skill Training Market Outlook, By Haptic Feedback Suits & Gloves (2024-2032) ($MN)
  • Table 6 Global Virtual Reality (VR) Skill Training Market Outlook, By Motion Tracking Sensors & Controllers (2024-2032) ($MN)
  • Table 7 Global Virtual Reality (VR) Skill Training Market Outlook, By Software & Content (2024-2032) ($MN)
  • Table 8 Global Virtual Reality (VR) Skill Training Market Outlook, By VR Training Simulation Software (2024-2032) ($MN)
  • Table 9 Global Virtual Reality (VR) Skill Training Market Outlook, By Content Authoring Tools (2024-2032) ($MN)
  • Table 10 Global Virtual Reality (VR) Skill Training Market Outlook, By LMS Integration (2024-2032) ($MN)
  • Table 11 Global Virtual Reality (VR) Skill Training Market Outlook, By Services (2024-2032) ($MN)
  • Table 12 Global Virtual Reality (VR) Skill Training Market Outlook, By Custom Content Development (2024-2032) ($MN)
  • Table 13 Global Virtual Reality (VR) Skill Training Market Outlook, By Consulting & Training Strategy (2024-2032) ($MN)
  • Table 14 Global Virtual Reality (VR) Skill Training Market Outlook, By Support & Maintenance (2024-2032) ($MN)
  • Table 15 Global Virtual Reality (VR) Skill Training Market Outlook, By Training Type (2024-2032) ($MN)
  • Table 16 Global Virtual Reality (VR) Skill Training Market Outlook, By Hard Skills Training (2024-2032) ($MN)
  • Table 17 Global Virtual Reality (VR) Skill Training Market Outlook, By Technical / Machine Operation (2024-2032) ($MN)
  • Table 18 Global Virtual Reality (VR) Skill Training Market Outlook, By Maintenance & Repair (2024-2032) ($MN)
  • Table 19 Global Virtual Reality (VR) Skill Training Market Outlook, By Safety & Compliance (OSHA) (2024-2032) ($MN)
  • Table 20 Global Virtual Reality (VR) Skill Training Market Outlook, By Soft Skills Training (2024-2032) ($MN)
  • Table 21 Global Virtual Reality (VR) Skill Training Market Outlook, By Leadership & Management (2024-2032) ($MN)
  • Table 22 Global Virtual Reality (VR) Skill Training Market Outlook, By DEI Training (2024-2032) ($MN)
  • Table 23 Global Virtual Reality (VR) Skill Training Market Outlook, By Customer Service & Sales Simulations (2024-2032) ($MN)
  • Table 24 Global Virtual Reality (VR) Skill Training Market Outlook, By End User (2024-2032) ($MN)
  • Table 25 Global Virtual Reality (VR) Skill Training Market Outlook, By Healthcare (2024-2032) ($MN)
  • Table 26 Global Virtual Reality (VR) Skill Training Market Outlook, By Manufacturing & Automotive (2024-2032) ($MN)
  • Table 27 Global Virtual Reality (VR) Skill Training Market Outlook, By Aerospace & Defense (2024-2032) ($MN)
  • Table 28 Global Virtual Reality (VR) Skill Training Market Outlook, By Energy & Utilities (2024-2032) ($MN)
  • Table 29 Global Virtual Reality (VR) Skill Training Market Outlook, By Retail & Hospitality (2024-2032) ($MN)
  • Table 30 Global Virtual Reality (VR) Skill Training Market Outlook, By Academic Institutions (2024-2032) ($MN)

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