Global E-Learning Virtual Reality Market Size, Status and Forecast 2020-2026

SKU ID :QYR-14378186 | Published Date: 29-Jan-2020 | No. of pages: 128
E-Learning Virtual Reality refers to an immersive E-Learning experience in a computer-generated environment for better learning outcomes
Market Analysis and Insights: Global E-Learning Virtual Reality Market
In 2019, the global E-Learning Virtual Reality market size was US$ 54 million and it is expected to reach US$ 242.6 million by the end of 2026, with a CAGR of 23.8% during 2021-2026.
Global E-Learning Virtual Reality Scope and Market Size
E-Learning Virtual Reality market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global E-Learning Virtual Reality market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
Segment by Type, the E-Learning Virtual Reality market is segmented into Devices, Software, Services, etc.
Segment by Application, the E-Learning Virtual Reality market is segmented into VR Academic Research, Corporate Training, School Education, Other, etc.
Regional and Country-level Analysis
The E-Learning Virtual Reality market is analysed and market size information is provided by regions (countries).
The key regions covered in the E-Learning Virtual Reality market report are North America, Europe, China, Japan, Southeast Asia, India and Central & South America, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of revenue for the period 2015-2026.

Competitive Landscape

and E-Learning Virtual Reality Market Share Analysis
E-Learning Virtual Reality market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by player for the period 2015-2020. Details included are company description, major business, company total revenue and the revenue generated in E-Learning Virtual Reality business, the date to enter into the E-Learning Virtual Reality market, E-Learning Virtual Reality product introduction, recent developments, etc.
The major vendors include 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, ZSpace, etc.

This report focuses on the global E-Learning Virtual Reality status, future forecast, growth opportunity, key market and key players. The study objectives are to present the E-Learning Virtual Reality development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study


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
ZSpace

Market segment by Type, the product can be split into


Devices
Software
Services

Market segment by Application, split into


VR Academic Research
Corporate Training
School Education
Other

Market segment by Regions/Countries, this report covers


North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:


To analyze global E-Learning Virtual Reality status, future forecast, growth opportunity, key market and key players.
To present the E-Learning Virtual Reality development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of E-Learning Virtual Reality are as follows:
History Year: 2015-2019

Base Year:

2019

Estimated Year:

2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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