About E-Learning Virtual Reality
Virtual reality (VR) is revolutionizing the e-learning landscape, offering immersive and interactive experiences that traditional e-learning methods cannot match. Here's a closer look at the exciting possibilities of VR in e-learning. E-Learning Virtual Reality (VR) utilizes VR technology to create interactive and immersive learning environments. Instead of passively reading text or watching videos, VR learners engage with virtual worlds, interact with objects and characters, and experience real-world scenarios firsthand. Virtual Reality holds immense potential for transforming e-learning into a more engaging, interactive, and effective experience. As technology advances and VR becomes more accessible, we can expect to see even more innovative and immersive learning experiences emerge in the future.
Attributes | Details |
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Study Period | 2019-2029 |
Base Year | 2023 |
High Growth Market | Asia Pacific |
Unit | Value (USD Million) |
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 a competitive edge in the market. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global E-Learning Virtual Reality market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Immersive Vr Education (Ireland), Oculus Vr (United States), Google Inc. (United States), Zspace, Inc. (United States), Curiscope (United Kingdom), Nearpod (United States), Eon Reality Inc (United States), Schell Games (United States), Gamar (United States) and Thing link (Finland) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Curiscope (United Kingdom), Talespin (United Kingdom), STRIVR (United States) and Immersive Learning VR (Ireland).
Segmentation Overview
AMA Research has segmented the market of Global E-Learning Virtual Reality market by Type (Devices [Computers, Mobiles, Consoles, Others], Software [Sdk Kits, Cloud-Based Solutions] and Services [Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking Vr Simulation, E-Learning Tools]), Application (Academic and Corporate Training) and Region.
On the basis of geography, the market of E-Learning Virtual Reality has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2023. Europe, on the other hand, stood as the second largest market due to the presence of key companies in the region and high technological advancement. If we see Market by Technology, the sub-segment i.e. Head Mount will boost the E-Learning Virtual Reality market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Increasing Online learning due to COVID-19 Pandemic and The Rising Adoption from Corporate for Training of Employees
Market Growth Drivers:
Increasing digitalization and demand for augmented and virtual reality and The increasing demand for distance education and collaborations of education providers with hardware and software companies are paving the way for substantial growth
Challenges:
Lack of Awareness of the Technology in Under Developed Regions
Restraints:
The growing concern of changing regulations and policies and The Technological Complexities
Opportunities:
The Growing adoption from developing countries and Increasing Inclination towards Smart Devices
Market Leaders and their expansionary development strategies
In September 2023, Ubisoft and Teach on Mars started the collaboration uses Ubisoft's renowned video game technology to create engaging VR simulations for science education, allowing students to explore virtual Mars and immerse themselves in scientific concepts.
In October 2023, Talespin's has started Immersive Learning Journeys this platform utilizes VR storytelling to create engaging and interactive learning experiences for subjects like history, science, and social studies, catering to K-12 education and beyond.
Key Target Audience
Service Providers, Government Regulatory Bodies, Private Research Organization, Government Research Organizations, Research and Development (R&D) Companies, Federal Agencies and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.