E-Learning Virtual Reality Market 2018: Gross Margin Analysis, Sales Revenue, Development Status, Competitive Landscape and Industry Estimated to Rise Profitably with 42% CAGR by Forecast 2023

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Market Research Future published a research report on “E-Learning Virtual Reality Market Research Report- Global Forecast 2023” – Market Analysis, Scope, Stake, Progress, Trends and Forecast to 2023.

Market Scenario

The global e-learning virtual reality market can be bifurcated as component, technology, application and region. On the basis of component, the market can be segmented as hardware, software and services. Out of these, services accounted for the largest market share majorly due to high demand for better e-learning solutions and rising demand for video lecture solutions.  However, software segment is expected to grow over the forecast period, 2017-2023.

The factors contributing to the growth of the e-learning virtual reality market are growing collaboration between hardware vendors and educational content providers, technological changes, increasing demand for distance education and government initiatives. Furthermore, factors such as high penetration of handheld devices and increasing demand by corporates for training of employees are expected to boost the growth of the smart lecture capture system market over the forecast period, 2017-2023.However, various regulations and policies and storage issues are the factors hampering the growth of the overall market.

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Technology plays an important role in every day’s life. For instance, advanced systems are used to record lectures so that it can be saved in the databases. Smart lecture capture system and smart education system are different forms of e-learning.  A multi-disciplinary student centric education system are adopted across various schools, tertiary institutions and workforce training can be explained as electronic learning. The system offers various functions such as better learning programs, collaborative technologies, digital learning resources and online learning sources among others.

The global e-learning virtual reality market is highly competitive. Various established international brands, domestic brands and as well as new entrants form a competitive landscape. The key players are nonstop increasingly seeking market expansion through various strategic mergers and acquisitions, innovation, increasing investments in research and development and cost-effective product portfolio. The e-learning virtual reality market is highly competitive due to the presence of several large vendors.

The global E-Learning Virtual Reality Market is expected to reach approximately USD 339 million by the end of 2023 with 42% CAGR during forecast period 2017-2023.

Key Players:

The key players in the global e-learning virtual reality market include- Immersive Vr Education (Ireland), Oculus Vr (U.S.), Google Inc. (U.S.), Zspace, Inc. (U.S.), Curiscope (U.K.), Nearpod (U.S.), Eon Reality Inc (U.S.), Schell Games (U.S.)  ,Gamar (U.S.) and Thing link (Finland) among others.

E-Learning Virtual Reality Market   – Competitive Analysis

The Market appears to be highly competitive and diversified with the presence of giant providers of technology, playing on the global level. These players are heavily investing in R&D, global expansion, advanced technologies and product Launch in order to gain the competitive edge in the market. 

E-Learning Virtual Reality Market   – Segmentation

The E-Learning Virtual Reality Market can be segmented into 4 key dynamics for the convenience of the report and enhanced understanding;

  • By Components: Comprises Hardware (Computers, Mobiles, Consoles and others), Software (SDK Kits, Cloud Based Solutions), Services (Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking VR Simulation, E-Learning Tools).
  • By Technologies: Non-Immersive & Fully Immersive among others.
  • By Applications: Academic & Corporate among others.
  • By Regions:  North America, Europe, APAC and Rest of the World.

E-Learning Virtual Reality Market   – Regional Analysis

The North America market leads the Global E-Learning Virtual Reality Market with the largest market share, mainly due to the augmenting demand for cutting-edge technology solutions for training & development purposes across education as well as corporate sectors.  The investments & increasing expenses transpiring in the field training coupled with the wide uptake of Virtual Reality. 

While the rapidly surging Europe market for E-Learning VR is expected to register a substantial CAGR during the review period.

Whereas the E-Learning VR Market in the Asia-Pacific region is emerging as the fastest growing market globally. The regional market growth attributes to the rapidly growing markets in the APAC countries like India, China & Japan. Besides, the presence of a large number of vendors & product (hardware) manufacturers coupled with the increasing number of educational institutions in the region, provide impetus to the regional market growth.

Industry/Innovation/ Related News:

March 27, 2018 – Yardi Software (US) a global software provider company launched its eLearning Virtual Reality Training Content. With the new content, learners without having the specialized hardware can use immersive training on any web-connected device. 

March 08, 2018 – Honeywell International Inc. (US) a leading multinational conglomerate company producing a variety of commercial and consumer products, from engineering services to aerospace systems announced its plans to train its industrial employees (factory workers) to help close the skills’ gap with AR/VR simulator based on Microsoft HoloLens.

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Intended Audience

  • Device manufacturers
  • Network Operators
  • Distributors
  • Suppliers
  • Research firms
  • Software Developers
  • Commercial Banks
  • Vendors
  • Government Agencies
  • Vendors
  • End-user sectors
  • Technology Investors


1 Market Introduction

1.1 Introduction

1.2 Scope Of Study

1.2.1 Research Objective

1.2.2 Assumptions

1.2.3 Limitations

1.3 Market Structure

2 Research Methodology

2.1 Research Network Technology Software

2.2 Primary Research

2.3 Secondary Research

2.4 Forecast Model

2.4.1 Market Data Collection, Analysis & Forecast

2.4.2 Market Size Estimation

3 Market Dynamics

3.1 Introduction

3.2 Market Drivers

3.3 Market Challenges

3.4 Market Opportunities

3.5 Market Restraints

4 Executive Summary

5. Market Factor Analysis

5.1 Porter’s Five Forces Analysis

5.2 Supply Chain Analysis


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