E-Learning Virtual Reality Comprehensive Study by Type (Devices (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)), Application (Academic, Corporate Training), Technology (Head Mount, Gesture Control, Projectors) Players and Region - Global Market Outlook to 2029

E-Learning Virtual Reality Market by XX Submarkets | Forecast Years 2024-2029  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

AttributesDetails
Study Period2019-2029
Base Year2023
High Growth MarketAsia Pacific
UnitValue (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.

Report Objectives / Segmentation Covered

By Type
  • Devices [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 Application
  • Academic
  • Corporate Training
By Technology
  • Head Mount
  • Gesture Control
  • Projectors

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing digitalization and demand for augmented and virtual reality
      • 3.2.2. The increasing demand for distance education and collaborations of education providers with hardware and software companies are paving the way for substantial growth
    • 3.3. Market Challenges
      • 3.3.1. Lack of Awareness of the Technology in Under Developed Regions
    • 3.4. Market Trends
      • 3.4.1. Increasing Online learning due to COVID-19 Pandemic
      • 3.4.2. The Rising Adoption from Corporate for Training of Employees
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global E-Learning Virtual Reality, by Type, Application, Technology and Region (value and price ) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global E-Learning Virtual Reality (Value)
      • 5.2.1. Global E-Learning Virtual Reality by: Type (Value)
        • 5.2.1.1. Devices [Computers, Mobiles, Consoles, Others]
        • 5.2.1.2. Software [Sdk Kits, Cloud-Based Solutions]
        • 5.2.1.3. Services [Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking Vr Simulation, E-Learning Tools]
      • 5.2.2. Global E-Learning Virtual Reality by: Application (Value)
        • 5.2.2.1. Academic
        • 5.2.2.2. Corporate Training
      • 5.2.3. Global E-Learning Virtual Reality by: Technology (Value)
        • 5.2.3.1. Head Mount
        • 5.2.3.2. Gesture Control
        • 5.2.3.3. Projectors
      • 5.2.4. Global E-Learning Virtual Reality Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global E-Learning Virtual Reality (Price)
      • 5.3.1. Global E-Learning Virtual Reality by: Type (Price)
  • 6. E-Learning Virtual Reality: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Immersive Vr Education (Ireland)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Oculus Vr (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Google Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Zspace, Inc. (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Curiscope (United Kingdom)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Nearpod (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Eon Reality Inc (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Schell Games (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Gamar (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Thing link (Finland)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global E-Learning Virtual Reality Sale, by Type, Application, Technology and Region (value and price ) (2024-2029)
    • 7.1. Introduction
    • 7.2. Global E-Learning Virtual Reality (Value)
      • 7.2.1. Global E-Learning Virtual Reality by: Type (Value)
        • 7.2.1.1. Devices [Computers, Mobiles, Consoles, Others]
        • 7.2.1.2. Software [Sdk Kits, Cloud-Based Solutions]
        • 7.2.1.3. Services [Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking Vr Simulation, E-Learning Tools]
      • 7.2.2. Global E-Learning Virtual Reality by: Application (Value)
        • 7.2.2.1. Academic
        • 7.2.2.2. Corporate Training
      • 7.2.3. Global E-Learning Virtual Reality by: Technology (Value)
        • 7.2.3.1. Head Mount
        • 7.2.3.2. Gesture Control
        • 7.2.3.3. Projectors
      • 7.2.4. Global E-Learning Virtual Reality Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global E-Learning Virtual Reality (Price)
      • 7.3.1. Global E-Learning Virtual Reality by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. E-Learning Virtual Reality: by Type(USD Million)
  • Table 2. E-Learning Virtual Reality Devices [Computers, Mobiles, Consoles, Others] , by Region USD Million (2018-2023)
  • Table 3. E-Learning Virtual Reality Software [Sdk Kits, Cloud-Based Solutions] , by Region USD Million (2018-2023)
  • Table 4. E-Learning Virtual Reality Services [Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking Vr Simulation, E-Learning Tools] , by Region USD Million (2018-2023)
  • Table 5. E-Learning Virtual Reality: by Application(USD Million)
  • Table 6. E-Learning Virtual Reality Academic , by Region USD Million (2018-2023)
  • Table 7. E-Learning Virtual Reality Corporate Training , by Region USD Million (2018-2023)
  • Table 8. E-Learning Virtual Reality: by Technology(USD Million)
  • Table 9. E-Learning Virtual Reality Head Mount , by Region USD Million (2018-2023)
  • Table 10. E-Learning Virtual Reality Gesture Control , by Region USD Million (2018-2023)
  • Table 11. E-Learning Virtual Reality Projectors , by Region USD Million (2018-2023)
  • Table 12. South America E-Learning Virtual Reality, by Country USD Million (2018-2023)
  • Table 13. South America E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 14. South America E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 15. South America E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 16. Brazil E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 17. Brazil E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 18. Brazil E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 19. Argentina E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 20. Argentina E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 21. Argentina E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 22. Rest of South America E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 23. Rest of South America E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 24. Rest of South America E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 25. Asia Pacific E-Learning Virtual Reality, by Country USD Million (2018-2023)
  • Table 26. Asia Pacific E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 27. Asia Pacific E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 28. Asia Pacific E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 29. China E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 30. China E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 31. China E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 32. Japan E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 33. Japan E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 34. Japan E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 35. India E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 36. India E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 37. India E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 38. South Korea E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 39. South Korea E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 40. South Korea E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 41. Taiwan E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 42. Taiwan E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 43. Taiwan E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 44. Australia E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 45. Australia E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 46. Australia E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 47. Rest of Asia-Pacific E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 48. Rest of Asia-Pacific E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 49. Rest of Asia-Pacific E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 50. Europe E-Learning Virtual Reality, by Country USD Million (2018-2023)
  • Table 51. Europe E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 52. Europe E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 53. Europe E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 54. Germany E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 55. Germany E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 56. Germany E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 57. France E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 58. France E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 59. France E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 60. Italy E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 61. Italy E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 62. Italy E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 63. United Kingdom E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 64. United Kingdom E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 65. United Kingdom E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 66. Netherlands E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 67. Netherlands E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 68. Netherlands E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 69. Rest of Europe E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 70. Rest of Europe E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 71. Rest of Europe E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 72. MEA E-Learning Virtual Reality, by Country USD Million (2018-2023)
  • Table 73. MEA E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 74. MEA E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 75. MEA E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 76. Middle East E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 77. Middle East E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 78. Middle East E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 79. Africa E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 80. Africa E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 81. Africa E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 82. North America E-Learning Virtual Reality, by Country USD Million (2018-2023)
  • Table 83. North America E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 84. North America E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 85. North America E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 86. United States E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 87. United States E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 88. United States E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 89. Canada E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 90. Canada E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 91. Canada E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 92. Mexico E-Learning Virtual Reality, by Type USD Million (2018-2023)
  • Table 93. Mexico E-Learning Virtual Reality, by Application USD Million (2018-2023)
  • Table 94. Mexico E-Learning Virtual Reality, by Technology USD Million (2018-2023)
  • Table 95. E-Learning Virtual Reality: by Type(USD/Units)
  • Table 96. Company Basic Information, Sales Area and Its Competitors
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. E-Learning Virtual Reality: by Type(USD Million)
  • Table 107. E-Learning Virtual Reality Devices [Computers, Mobiles, Consoles, Others] , by Region USD Million (2024-2029)
  • Table 108. E-Learning Virtual Reality Software [Sdk Kits, Cloud-Based Solutions] , by Region USD Million (2024-2029)
  • Table 109. E-Learning Virtual Reality Services [Virtual Reality Training, Tailor Mode E-Learning, Games For E-Learning, Mobile Learning, Public Speaking Vr Simulation, E-Learning Tools] , by Region USD Million (2024-2029)
  • Table 110. E-Learning Virtual Reality: by Application(USD Million)
  • Table 111. E-Learning Virtual Reality Academic , by Region USD Million (2024-2029)
  • Table 112. E-Learning Virtual Reality Corporate Training , by Region USD Million (2024-2029)
  • Table 113. E-Learning Virtual Reality: by Technology(USD Million)
  • Table 114. E-Learning Virtual Reality Head Mount , by Region USD Million (2024-2029)
  • Table 115. E-Learning Virtual Reality Gesture Control , by Region USD Million (2024-2029)
  • Table 116. E-Learning Virtual Reality Projectors , by Region USD Million (2024-2029)
  • Table 117. South America E-Learning Virtual Reality, by Country USD Million (2024-2029)
  • Table 118. South America E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 119. South America E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 120. South America E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 121. Brazil E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 122. Brazil E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 123. Brazil E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 124. Argentina E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 125. Argentina E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 126. Argentina E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 127. Rest of South America E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 128. Rest of South America E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 129. Rest of South America E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 130. Asia Pacific E-Learning Virtual Reality, by Country USD Million (2024-2029)
  • Table 131. Asia Pacific E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 132. Asia Pacific E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 133. Asia Pacific E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 134. China E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 135. China E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 136. China E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 137. Japan E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 138. Japan E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 139. Japan E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 140. India E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 141. India E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 142. India E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 143. South Korea E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 144. South Korea E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 145. South Korea E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 146. Taiwan E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 147. Taiwan E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 148. Taiwan E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 149. Australia E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 150. Australia E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 151. Australia E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 152. Rest of Asia-Pacific E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 153. Rest of Asia-Pacific E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 154. Rest of Asia-Pacific E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 155. Europe E-Learning Virtual Reality, by Country USD Million (2024-2029)
  • Table 156. Europe E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 157. Europe E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 158. Europe E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 159. Germany E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 160. Germany E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 161. Germany E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 162. France E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 163. France E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 164. France E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 165. Italy E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 166. Italy E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 167. Italy E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 168. United Kingdom E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 169. United Kingdom E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 170. United Kingdom E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 171. Netherlands E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 172. Netherlands E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 173. Netherlands E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 174. Rest of Europe E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 175. Rest of Europe E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 176. Rest of Europe E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 177. MEA E-Learning Virtual Reality, by Country USD Million (2024-2029)
  • Table 178. MEA E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 179. MEA E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 180. MEA E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 181. Middle East E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 182. Middle East E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 183. Middle East E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 184. Africa E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 185. Africa E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 186. Africa E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 187. North America E-Learning Virtual Reality, by Country USD Million (2024-2029)
  • Table 188. North America E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 189. North America E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 190. North America E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 191. United States E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 192. United States E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 193. United States E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 194. Canada E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 195. Canada E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 196. Canada E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 197. Mexico E-Learning Virtual Reality, by Type USD Million (2024-2029)
  • Table 198. Mexico E-Learning Virtual Reality, by Application USD Million (2024-2029)
  • Table 199. Mexico E-Learning Virtual Reality, by Technology USD Million (2024-2029)
  • Table 200. E-Learning Virtual Reality: by Type(USD/Units)
  • Table 201. Research Programs/Design for This Report
  • Table 202. Key Data Information from Secondary Sources
  • Table 203. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global E-Learning Virtual Reality: by Type USD Million (2018-2023)
  • Figure 5. Global E-Learning Virtual Reality: by Application USD Million (2018-2023)
  • Figure 6. Global E-Learning Virtual Reality: by Technology USD Million (2018-2023)
  • Figure 7. South America E-Learning Virtual Reality Share (%), by Country
  • Figure 8. Asia Pacific E-Learning Virtual Reality Share (%), by Country
  • Figure 9. Europe E-Learning Virtual Reality Share (%), by Country
  • Figure 10. MEA E-Learning Virtual Reality Share (%), by Country
  • Figure 11. North America E-Learning Virtual Reality Share (%), by Country
  • Figure 12. Global E-Learning Virtual Reality: by Type USD/Units (2018-2023)
  • Figure 13. Global E-Learning Virtual Reality share by Players 2023 (%)
  • Figure 14. Global E-Learning Virtual Reality share by Players (Top 3) 2023(%)
  • Figure 15. Global E-Learning Virtual Reality share by Players (Top 5) 2023(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Immersive Vr Education (Ireland) Revenue, Net Income and Gross profit
  • Figure 18. Immersive Vr Education (Ireland) Revenue: by Geography 2023
  • Figure 19. Oculus Vr (United States) Revenue, Net Income and Gross profit
  • Figure 20. Oculus Vr (United States) Revenue: by Geography 2023
  • Figure 21. Google Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 22. Google Inc. (United States) Revenue: by Geography 2023
  • Figure 23. Zspace, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 24. Zspace, Inc. (United States) Revenue: by Geography 2023
  • Figure 25. Curiscope (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 26. Curiscope (United Kingdom) Revenue: by Geography 2023
  • Figure 27. Nearpod (United States) Revenue, Net Income and Gross profit
  • Figure 28. Nearpod (United States) Revenue: by Geography 2023
  • Figure 29. Eon Reality Inc (United States) Revenue, Net Income and Gross profit
  • Figure 30. Eon Reality Inc (United States) Revenue: by Geography 2023
  • Figure 31. Schell Games (United States) Revenue, Net Income and Gross profit
  • Figure 32. Schell Games (United States) Revenue: by Geography 2023
  • Figure 33. Gamar (United States) Revenue, Net Income and Gross profit
  • Figure 34. Gamar (United States) Revenue: by Geography 2023
  • Figure 35. Thing link (Finland) Revenue, Net Income and Gross profit
  • Figure 36. Thing link (Finland) Revenue: by Geography 2023
  • Figure 37. Global E-Learning Virtual Reality: by Type USD Million (2024-2029)
  • Figure 38. Global E-Learning Virtual Reality: by Application USD Million (2024-2029)
  • Figure 39. Global E-Learning Virtual Reality: by Technology USD Million (2024-2029)
  • Figure 40. South America E-Learning Virtual Reality Share (%), by Country
  • Figure 41. Asia Pacific E-Learning Virtual Reality Share (%), by Country
  • Figure 42. Europe E-Learning Virtual Reality Share (%), by Country
  • Figure 43. MEA E-Learning Virtual Reality Share (%), by Country
  • Figure 44. North America E-Learning Virtual Reality Share (%), by Country
  • Figure 45. Global E-Learning Virtual Reality: by Type USD/Units (2024-2029)
List of companies from research coverage that are profiled in the study
  • 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)
  • Thing link (Finland)
Additional players considered in the study are as follows:
Curiscope (United Kingdom) , Talespin (United Kingdom) , STRIVR (United States) , Immersive Learning VR (Ireland)
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Key Highlights of Report


Jan 2024 250 Pages 73 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The standard version of the report profiles players such as 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) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Increasing Online learning due to COVID-19 Pandemic " is seen as one of major influencing trends for E-Learning Virtual Reality Market during projected period 2023-2029.
The E-Learning Virtual Reality market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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