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市場調查報告書
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1750986

2025年電子學習與虛擬實境全球市場報告

E-Learning Virtual Reality Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10個工作天內

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簡介目錄

預計未來幾年,電子學習虛擬實境市場規模將呈指數級成長。至2029年,該市場規模將成長至176億美元,複合年成長率為22.4%。預測期內的成長歸因於多種因素,例如人工智慧在虛擬實境學習中的日益融合、遠端教育趨勢的興起、對教育科技新興企業的投資增加、5G技術的採用以及對體驗式學習的需求不斷成長。預測期內的主要趨勢包括虛擬實境內容創作工具的發展、高級遊戲化技術在學習中的應用、互動式學習模組的創新、生物識別反饋在虛擬實境培訓中的整合以及雲端基礎實境平台的開發。

協作學習和遠端教育的日益普及預計將推動電子學習虛擬實境市場的成長。協作學習涉及促進團隊合作和知識共用的互動式小組教育,而遠端教育則允許學生無論身在何處都能存取學習資源。協作學習和遠距學習日益普及的原因是網路連結性的改善和對靈活教育解決方案日益成長的需求。電子學習虛擬實境透過創建身臨其境型互動式環境來促進即時參與和協作,從而增強了這些學習模式,使數位學習更加有效和互聯互通。例如,2024 年 6 月,美國線上學習平台 Coursera 報告稱,到 2023 年,其擁有 1.48 億學習者和 7,000 所附屬機構,其 GenAI 課程的註冊人數驚人地成長了 1,060%。此外,每分鐘都有新學習者加入平台。因此,協作學習和遠距學習的興起正在推動電子學習虛擬實境市場的成長。

電子學習和虛擬實境市場的主要企業正專注於下一代驍龍 XR2 Gen 2 晶片組等創新,以增強身臨其境型學習體驗。這些晶片組提供更高的處理能力、更好的圖形處理能力和先進的 AI 功能。驍龍 XR2 Gen 2 是一款高效能 XR 處理器,可提供雙倍的 GPU 能力和先進的 AI,從而實現身臨其境型和互動式數位學習體驗。例如,美國科技公司 Meta 於 2023 年 9 月推出了其 Quest 3 VR頭戴裝置,具有增強的清晰影像、空間音訊和先進的手部偵測功能。這項創新使學生能夠與 3D 模型互動,進行逼真的模擬,並參與協作學習活動。這些進步提高了學生在虛擬學習環境中的參與度、知識保留率和可近性。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、通膨、地緣政治、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球電子學習和虛擬實境 PESTEL 分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 最終用途產業分析
  • 全球電子學習與虛擬實境市場:成長率分析
  • 全球電子學習與虛擬實境市場表現:規模與成長,2019-2024
  • 全球電子學習與虛擬實境市場預測:規模與成長,2024-2029 年,2034 年
  • 全球電子學習與虛擬實境總目標市場(TAM)

第6章市場區隔

  • 全球電子學習與虛擬實境市場:按組件、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 硬體
  • 軟體
  • 全球電子學習與虛擬實境市場:依技術、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 非身臨其境型
  • 完全身臨其境型
  • 全球電子學習與虛擬實境市場:依部署模式、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 本地
  • 全球電子學習與虛擬實境市場:按最終用戶、績效和預測,2019-2024 年、2024-2029 年、2034 年
  • 學術機構
  • 企業培訓
  • 政府和國防
  • 其他最終用戶
  • 全球電子學習和虛擬實境市場,按硬體類型、效能和預測細分,2019-2024 年、2024-2029 年、2034 年
  • VR頭戴裝置
  • VR手套
  • 運動追蹤設備
  • 觸覺設備
  • 輸入裝置
  • 音訊設備
  • 全球電子學習和虛擬實境市場按軟體類型、實際和預測細分,2019-2024 年、2024-2029 年、2034 年
  • VR內容創作軟體
  • VR學習管理系統(LMS)
  • 模擬軟體
  • 身臨其境型課件平台
  • 編寫工具
  • 遊戲化軟體

第7章 區域和國家分析

  • 全球電子學習與虛擬實境市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球電子學習與虛擬實境市場:依國家/地區、績效及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 電子學習與虛擬實境市場:競爭格局
  • 電子學習與虛擬實境市場:公司簡介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Axon Enterprise Inc.(AXON)Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • Labster ApS
  • Nearpod Inc.
  • EON Reality Inc.
  • zSpace Inc.
  • Strivr Labs Inc.
  • Interplay Learning Inc.
  • Talespin Reality Labs Inc.
  • SQLearn SA
  • Immerse Learning Limited
  • Prisms of Reality Inc.
  • ThingLink Oy
  • VictoryXR Inc.
  • Lifeliqe Inc.
  • Unimersiv

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029 年電子學習與虛擬實境市場:提供新機會的國家
  • 2029 年電子學習與虛擬實境市場:細分領域將帶來新機會
  • 2029 年電子學習與虛擬實境市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r34839

E-learning virtual reality (VR) involves the integration of 3D graphics and real-world experiences within eLearning platforms to create immersive and interactive learning environments. Unlike traditional eLearning, it engages all five senses, making the learning process more interactive and hands-on.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The main components of e-learning virtual reality include hardware and software. Hardware in e-learning VR refers to physical devices such as VR headsets, motion trackers, haptic devices, and input controllers, which facilitate immersive and interactive learning experiences in a virtual environment. It encompasses various technologies, including both non-immersive and fully immersive systems, and can be deployed either on-premise or through cloud-based platforms. Key end-users of e-learning VR include academic institutions, corporate training programs, government and defense sectors, and other organizations.

The e-learning virtual reality market research report is one of a series of new reports from The Business Research Company that provides e-learning virtual reality market statistics, including the e-learning virtual reality industry global market size, regional shares, competitors with the e-learning virtual reality market share, detailed e-learning virtual reality market segments, market trends, and opportunities, and any further data you may need to thrive in the e-learning virtual reality industry. This e-learning virtual reality market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The e-learning virtual reality market size has grown exponentially in recent years. It will grow from $6.38 billion in 2024 to $7.83 billion in 2025 at a compound annual growth rate (CAGR) of 22.7%. The growth observed in the historic period can be attributed to several factors, including the increasing penetration of the internet, the rise of digital education platforms, a growing demand for immersive learning experiences, the adoption of advanced learning technologies, and a greater focus on personalized education.

The e-learning virtual reality market size is expected to see exponential growth in the next few years. It will grow to $17.60 billion in 2029 at a compound annual growth rate (CAGR) of 22.4%. The growth projected for the forecast period can be attributed to several factors, including the increasing integration of AI in VR learning, the rise of remote education trends, growing investment in edtech startups, the adoption of 5G technology, and a rising demand for experiential learning. Key trends expected in the forecast period include advancements in VR content creation tools, the use of advanced gamification techniques in learning, innovation in interactive learning modules, the integration of biometric feedback in VR training, and the development of cloud-based VR platforms.

The growing adoption of collaborative learning and remote education is expected to drive the growth of the e-learning virtual reality market. Collaborative learning involves interactive, group-based education that promotes teamwork and knowledge sharing, while remote education allows students to access learning resources from any location. The increasing popularity of both collaborative and remote learning is driven by improved internet connectivity and a rising demand for flexible educational solutions. E-learning virtual reality enhances these learning models by creating immersive, interactive environments that foster real-time engagement and collaboration, making digital learning more effective and connected. For example, in June 2024, Coursera, a U.S.-based online learning platform, reported that in 2023, it had 148 million learners and 7,000 partner institutions, with enrollments in GenAI courses rising by an impressive 1,060%. Additionally, a new learner joined the platform every minute. As a result, the rise of collaborative and remote learning is fueling the growth of the e-learning virtual reality market.

Leading companies in the e-learning virtual reality market are focusing on innovations such as the next-gen Snapdragon XR2 Gen 2 chipsets to improve immersive learning experiences. These chipsets offer higher processing power, better graphics, and advanced AI capabilities. The Snapdragon XR2 Gen 2 is a high-performance XR processor that delivers 2x GPU power and advanced AI, enabling immersive and interactive e-learning experiences. For instance, in September 2023, Meta, a U.S.-based technology company, launched its Quest 3 VR headset with enhanced visual clarity, spatial audio, and advanced hand-tracking features. This innovation allows students to interact with 3D models, engage in realistic simulations, and participate in collaborative learning activities. These advancements enhance student engagement, knowledge retention, and accessibility in virtual learning environments.

In May 2022, eLearning Brothers, a U.S.-based company specializing in e-learning solutions, acquired CoreAxis for an undisclosed amount. The acquisition aims to strengthen eLearning Brothers' learning services and technology by integrating CoreAxis' expertise in custom corporate training, leadership development, and scalable content solutions. CoreAxis is a U.S.-based company that provides custom learning solutions, including e-learning, virtual reality training, and corporate training services.

Major players in the e-learning virtual reality market are Google LLC, Lenovo Group Limited, Accenture plc, Cisco Systems Inc., Axon Enterprise Inc. (AXON), Labster ApS, Nearpod Inc., EON Reality Inc., zSpace Inc., Strivr Labs Inc., Interplay Learning Inc., Talespin Reality Labs Inc., SQLearn S.A., Immerse Learning Limited, Prisms of Reality Inc., ThingLink Oy, VictoryXR Inc., Lifeliqe Inc., Unimersiv, 360 Immersive LLC, GIGXR Inc., VirtualSpeech Ltd, and Warp VR B.V.

North America was the largest region in the e-learning virtual reality market in 2024. The regions covered in e-learning virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the e-learning virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The e-learning virtual reality market includes revenues earned by entities by providing services such as VR content development, platform integration, technical support and maintenance, training and consulting, user experience design, customization of VR modules, virtual classroom setup, and post-deployment support. The market value includes the value of related goods sold by the service provider or included within the service offering. The e-learning virtual reality market consists of sales of products such as VR headsets, VR-compatible devices, simulation software, VR accessories, haptic devices, immersive projectors, and interactive whiteboards. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Learning Virtual Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-learning virtual reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for e-learning virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-learning virtual reality market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software
  • 2) By Technology: Non- Immersive; Fully Immersive
  • 3) By Deployment Mode: On-Premises; Cloud
  • 4) By End-User: Academic Institutions; Corporate Training; Government and Defense; Other End-Users
  • Subsegments:
  • 1) By Hardware: VR Headsets; VR Gloves; Motion Tracking Devices; Haptic Devices; Input Devices; Audio Devices
  • 2) By Software: VR Content Creation Software; VR Learning Management Systems (LMS); Simulation Software; Immersive Courseware Platforms; Authoring Tools; Gamification Software
  • Companies Mentioned: Google LLC; Lenovo Group Limited; Accenture plc; Cisco Systems Inc.; Axon Enterprise Inc. (AXON)
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Learning Virtual Reality Market Characteristics

3. E-Learning Virtual Reality Market Trends And Strategies

4. E-Learning Virtual Reality Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global E-Learning Virtual Reality Growth Analysis And Strategic Analysis Framework

  • 5.1. Global E-Learning Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global E-Learning Virtual Reality Market Growth Rate Analysis
  • 5.4. Global E-Learning Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global E-Learning Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global E-Learning Virtual Reality Total Addressable Market (TAM)

6. E-Learning Virtual Reality Market Segmentation

  • 6.1. Global E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • 6.2. Global E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non- Immersive
  • Fully Immersive
  • 6.3. Global E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premises
  • Cloud
  • 6.4. Global E-Learning Virtual Reality Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Academic Institutions
  • Corporate Training
  • Government and Defense
  • Other End-Users
  • 6.5. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • VR Gloves
  • Motion Tracking Devices
  • Haptic Devices
  • Input Devices
  • Audio Devices
  • 6.6. Global E-Learning Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Content Creation Software
  • VR Learning Management Systems (LMS)
  • Simulation Software
  • Immersive Courseware Platforms
  • Authoring Tools
  • Gamification Software

7. E-Learning Virtual Reality Market Regional And Country Analysis

  • 7.1. Global E-Learning Virtual Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global E-Learning Virtual Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Learning Virtual Reality Market

  • 8.1. Asia-Pacific E-Learning Virtual Reality Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China E-Learning Virtual Reality Market

  • 9.1. China E-Learning Virtual Reality Market Overview
  • 9.2. China E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Learning Virtual Reality Market

  • 10.1. India E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan E-Learning Virtual Reality Market

  • 11.1. Japan E-Learning Virtual Reality Market Overview
  • 11.2. Japan E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Learning Virtual Reality Market

  • 12.1. Australia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Learning Virtual Reality Market

  • 13.1. Indonesia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea E-Learning Virtual Reality Market

  • 14.1. South Korea E-Learning Virtual Reality Market Overview
  • 14.2. South Korea E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe E-Learning Virtual Reality Market

  • 15.1. Western Europe E-Learning Virtual Reality Market Overview
  • 15.2. Western Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Learning Virtual Reality Market

  • 16.1. UK E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Learning Virtual Reality Market

  • 17.1. Germany E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Learning Virtual Reality Market

  • 18.1. France E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Learning Virtual Reality Market

  • 19.1. Italy E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Learning Virtual Reality Market

  • 20.1. Spain E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe E-Learning Virtual Reality Market

  • 21.1. Eastern Europe E-Learning Virtual Reality Market Overview
  • 21.2. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Learning Virtual Reality Market

  • 22.1. Russia E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America E-Learning Virtual Reality Market

  • 23.1. North America E-Learning Virtual Reality Market Overview
  • 23.2. North America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA E-Learning Virtual Reality Market

  • 24.1. USA E-Learning Virtual Reality Market Overview
  • 24.2. USA E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada E-Learning Virtual Reality Market

  • 25.1. Canada E-Learning Virtual Reality Market Overview
  • 25.2. Canada E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America E-Learning Virtual Reality Market

  • 26.1. South America E-Learning Virtual Reality Market Overview
  • 26.2. South America E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Learning Virtual Reality Market

  • 27.1. Brazil E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East E-Learning Virtual Reality Market

  • 28.1. Middle East E-Learning Virtual Reality Market Overview
  • 28.2. Middle East E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa E-Learning Virtual Reality Market

  • 29.1. Africa E-Learning Virtual Reality Market Overview
  • 29.2. Africa E-Learning Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa E-Learning Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa E-Learning Virtual Reality Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. E-Learning Virtual Reality Market Competitive Landscape And Company Profiles

  • 30.1. E-Learning Virtual Reality Market Competitive Landscape
  • 30.2. E-Learning Virtual Reality Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Lenovo Group Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Accenture plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Cisco Systems Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Axon Enterprise Inc. (AXON) Overview, Products and Services, Strategy and Financial Analysis

31. E-Learning Virtual Reality Market Other Major And Innovative Companies

  • 31.1. Labster ApS
  • 31.2. Nearpod Inc.
  • 31.3. EON Reality Inc.
  • 31.4. zSpace Inc.
  • 31.5. Strivr Labs Inc.
  • 31.6. Interplay Learning Inc.
  • 31.7. Talespin Reality Labs Inc.
  • 31.8. SQLearn S.A.
  • 31.9. Immerse Learning Limited
  • 31.10. Prisms of Reality Inc.
  • 31.11. ThingLink Oy
  • 31.12. VictoryXR Inc.
  • 31.13. Lifeliqe Inc.
  • 31.14. Unimersiv
    • 31.15. 360 Immersive LLC

32. Global E-Learning Virtual Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The E-Learning Virtual Reality Market

34. Recent Developments In The E-Learning Virtual Reality Market

35. E-Learning Virtual Reality Market High Potential Countries, Segments and Strategies

  • 35.1 E-Learning Virtual Reality Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 E-Learning Virtual Reality Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 E-Learning Virtual Reality Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34839_E_Learning_Virtual_Reality_GMR_2025