E-Learning Virtual Reality Market by Component (Devices, Software, and Services) and By Application (Academic and Corporate Training)-Global Industry Analytics, COVID-19 Business Impact, and Trends, 2020–2029

  • TBI445076
  • July 24, 2020
  • Global
  • 132 pages
  • SAC Insights
                                          

Abstract

The report covers a forecast and an analysis of the e-learning virtual reality market on a global and regional level. The study provides historical data from 2013 to 2018 along with a forecast from 2019 to 2027based on revenue (USD Million). The study includes the drivers and restraints of the e-learning virtual reality market along with their impact on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the e-learning virtual reality market on a global level. In order to give the users of this report a comprehensive view of the e-learning virtual reality market, we have included a detailed competitive scenario and product portfolio of the key vendors. To understand the competitive landscape in the market, an analysis of Porter’s Five Forces Model for the market has also been included. The study encompasses a market attractiveness analysis, wherein all the segments are benchmarked based on their market size, growth rate, and general attractiveness. The global e-learning virtual reality market is segmented based on component, application, and region. The regional segment includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa with its further classification into major countries like the U.S., Canada, Mexico, UK, France, Germany, Italy, Spain, China, Japan, India, Australia, South Korea, Brazil, Argentina, the UAE, Saudi Arabia, and South Africa. Some key participants operating in the global e-learning virtual reality market are Avantis Systems, eLearning Studios, Enlighten, Google, Immerse, LearnBrite, Lenovo, MOOC Solutions, Oculus VR, RapidValue Solutions, Sify Technologies, Skills2Learn, SQLearn, Tesseract Learning, ThingLink, VIVED, VR Education Holdings, and zSpace. This report segments the global e-learning virtual reality market into: Global E-Learning Virtual Reality Market: Component Analysis Devices Head Mount Projector Software Services Global E-Learning Virtual Reality Market: Application Analysis Academic Corporate Training Global E-Learning Virtual Reality Market: Regional Analysis North America The U.S. Europe UK France Germany Asia Pacific China Japan India Latin America Brazil Middle East and Africa

Table of Contents
                    
                    
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	Chapter 1. Introduction
	
		1.1. Report Description
		
			1.1.1. Objective
			1.1.2. Target Audience
			1.1.3. Unique Selling Proposition (USP) & Offerings
		
		
		1.2. Research Scope
		1.3. Research Methodology
		
			1.3.1. Market Research Process
			1.3.2. Market Research Methodology
			1.3.3. Level 1: Primary Research
			1.3.4. Level 2: Secondary Research
			1.3.
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