E-Learning Virtual Reality Market Analysis, Segmentation and Global Opportunities 2023

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 Synopsis of E-Learning Virtual Reality Market

Market Scenario

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.

Regionally, North America accounted for the largest market share from countries such U.S. and Canada among others. The reason is attributed to growing demand for high-end technology solutions, increasing R&D happening in this region and increasing usage of virtual reality in the academic sector. However, Asia Pacific is expected to grow over the forecast period, 2017-2023. The reason is attributed to presence of large number of manufacturers and the increasing growth of educational institutions.

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.

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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.

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.

Segments

For the purpose of this study, Market Research Future has segmented the market of e-learning into component, technology, application and region.

By Component

Hardware
  • Computers
  • Mobiles
  • Consoles
  • 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 Technology
  • Head Mount
  • Gesture Control
  • Projectors
By Application
  • Academic
  • Corporate
By Region
  • North AmericaEurope
  • Asia-Pacific
  • Rest Of The World
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TABLE OF CONTENTS

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

6    E-LEARNING VIRTUAL REALITY MARKET, BY SEGMENTS

      6.1    INTRODUCTION

      6.2    MARKET STATISTICS

            6.2.1    BY COMPONENT

                6.2.1.1    HARDWARE

    6.2.1.1.1 COMPUTERS

                  6.2.1.1.2 MOBILES

                  6.2.1.1.3 CONSOLES

                  6.2.1.1.4 OTHERS

                6.2.1.2    SOFTWARE

    6.2.1.2.1 SOFTWARE DEVELOPMENT KITS

    6.2.1.2.2 CLOUD BASED SOLUTIONS

                6.2.1.3    SERVICES

                  6.2.1.3.1 VIRTUAL REALITY TRAINING

                  6.2.1.3.2 TAILOR MODE E-LEARNING

                  6.2.1.3.3 GAMES FOR E-LEARNING

                  6.2.1.3.4 MOBILE LEARNING

                  6.2.1.3.5 PUBLIC SPEAKING VR SIMULATION

                  6.2.1.3.6 E-LEARNING TOOLS

               6.2.2    BY TECHNOLOGY

                6.2.2.1 HEAD MOUNT

                6.2.2.2    GESTURE CONTROL

                6.2.2.3    PROJECTORS

             6.2.3    BY APPLICATION

                6.2.3.1    ACADEMIC

                6.2.3.2 CORPORATE

           6.2.4    BY GEOGRAPHY

                6.2.4.1    NORTH AMERICA

                6.2.4.2     EUROPE

                6.2.4.3   ASIA-PACIFIC

                6.2.4.4 REST OF THE WORLD

7    COMPETITIVE ANALYSIS

      7.1    MARKET SHARE ANALYSIS

      7.2    COMPANY PROFILES

    7.2.1      IMMERSIVE VR EDUCATION (IRELAND)

    7.3. 2   OCULUS VR (U.S.)

    7.3.3     GOOGLE INC. (U.S.)

    7.3.4     ZSPACE, INC. (U.S.)

    7.3.5     CURISCOPE (U.K.)

    7.3.6    NEARPOD (U.S.)

    7.3.7       EON REALITY INC (U.S.)

   7.3.8     SCHELL GAMES (U.S.)  

   7.3.9     GAMAR (U.S.)

  7.3.10    THINGLINK (FINLAND)

  7.3.11     OTHERS

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