E-Learning Virtual Reality Market Research Report- Global Forecast 2027

Global E-Learning Virtual Reality Market, By Component (Hardware, Software), By Technology (Non-Immersive, Fully Immersive), By Application (Academic) - Forecast 2027

ID: MRFR/ICT/2937-HCR | February 2021 | Region: Global | 100 pages

Market overview


With technological advancement education sector has evolved rapidly in the past few years. From print media to websites, learning has become easier with time. Virtual reality is the new revolution in the education sector. Virtual reality is a technology that use generates realistic sounds, images, videos to generate a real environment, and it has contributed in a big way to the education sector. E-learning virtual reality is a popular method of conducting virtual classes, sharing materials in various formats that include videos and webinars. The usual E-learning technology only gives images, texts, but with E-learning VR technology, the learner can have a better experience with a realistic experience.


Now VR technology attached to smartphones, and VR technology is all over the market. E-learning virtual has created a huge impacted the E-learning in a great way. With digitalization, classrooms are taking virtual form. With the Increasing demand for E-learning, E-learning virtual reality is all set to grow in the coming years. The hardware vendors and the educational content providers, increasing demand, government initiatives, and technological changes are fueling the E-Learning Virtual Reality market growth. Demand for better E-learning experience and distance education has further boosted the demand of the E-Learning Virtual Reality market.


This E-Learning Virtual Reality market report highlights the E-Learning Virtual Reality market is expected to reach $339 million with a CAGR rate of 42% by 2023. Advanced technology is used to record classes to provide a smart education system. This technology is adopted across various schools and institutes. The E-learning virtual reality system offers various advantages such as better learning programs, digital learning, and online learning resources. Nowadays, E-learning programs are priorities over traditional learning methods because they can minimize the costs and give many benefits to the students. The E-Learning Virtual Reality market is expected to see huge growth in the forecast period with the Increasing demand for e-learning platforms.


Covid-19 analysis


Many businesses around the world suffered due to the covid-19 pandemic. The business and all the sectors were closed due to covid-19 lockdown guidelines. As the lockdown was imposed all over the world, the education sector suffered the most. School, colleges, and all educational institutions were closed, and students weren’t allowed to leave their homes, but in this situation, E-learning virtual reality came to their rescue. Colleges, schools are educational institutions that depended heavily on E-learning methods. Students were joining online classes, and the studies weren’t disrupted with the help of E-learning technology. The government took initiatives to provide full support to E-learning technology, and therefore E-Learning Virtual Reality market had a high demand due to the covid-19 situation. Not only educational sectors but offices across the world also used E-learning virtual reality to run their business organizations. E-learning virtual reality provided great support to the office staff and businesses to run their organization smoothly. And it boosted E-learning virtual reality industry growth.  Due to covid-19, all the sectors are now used to E-learning technology, and it will fuel the demand more in the forecast period.


Market Dynamics


There are many major factors that contributed to E-learning virtual reality business growth, and these are called the market drivers. The market drivers drive the demand of the market, but the market restraints can cause problems in the demand of the market.


Market drivers



  • The market drivers are boosting the E-Learning Virtual Reality market size, and one of the major drivers is the adoption of E-learning in academic and corporate sectors and government initiatives to provide a better learning experience to students. The number of mobile learning applications Increasing every day, and the Increasing demand for mobile learning applications are all set to drive the growth of E-Learning Virtual Reality market trends. Social learning, microlearning, mobile learning are the new trends that are increasing the demand for E-Learning Virtual Reality market. The demand for E-learning virtual reality in the healthcare sector to provide training to the employees is driving the E-learning virtual reality. The Healthcare sector is one of the biggest sectors, and it is contributing highly to the E-Learning Virtual Reality market revenue. Cloud-based E-learning technology can reduce the cost by allowing the users to get all the information from the internet. Now users don’t have to download large applications or videos to learn. The Increasing demand for cloud-based is driving the growth of the market. The recent covid-19 outbreak has fueled the E-Learning Virtual Reality market demand.


Market opportunities



  • The E-Learning Virtual Reality market is getting so many opportunities that are contributing to the market growth. The developed countries are adopting E-learning virtual reality technology to provide the best possible support to the educational sectors, businesses, and healthcare. With the adoption of E-learning technology, the market gets many opportunities. Smart devices are used by people these days, and the demand for smart devices among people is creating huge opportunities for the E-Learning Virtual Reality market.


Market restraints



  • As many people are new to this technology, it becomes very complex for them to use it properly. The complexity of E-learning virtual reality has become a huge restraint for the market. It will take time for the users to get used to it. The changing regulations and policies can be other restraints for the E-Learning Virtual Reality market. Even though there are some restraints in the market, the global E-Learning Virtual Reality market is expected to show rapid growth in the forecast period.


Market challenges



  • Even though there is a huge adoption of E-learning virtual reality across the world, but the market faces challenges due to various factors. One of the biggest challenges for the market is the lack of knowledge about advanced technology in underdeveloped regions. As there many regions where this technology hasn’t reached yet because they are not fully developed yet. It will take time for these regions to adopt the E-learning virtual reality technology, so it has become a huge challenge for the global E-Learning Virtual Reality market.


Cumulative growth analysis



  • The demand for E-learning will only grow from this point due to the huge application of E-learning virtual reality in the healthcare, educational, and business sectors. With the growing demand, the E-Learning Virtual Reality market is expected to reach $339 million with a CAGR rate of 42% by 2023.


Market segmentation


The E-learning virtual reality market segments are on the basis of component, technology, application, and Region.



  • By Component- The component segment of the E-Learning Virtual Reality market is divided into hardware, software, and service. The hardware segment is further divided into computers, mobiles, consoles, and others. The software segment future includes Ask Kits and cloud-based solutions. The service future is carried out into virtual reality training, tailor-made E-learning, games for E-learning, mobile E-learning, public sector be a simulation, and E-learning tools.

  • By Technology- The technology segment of the E-Learning Virtual Reality market includes head mount, gesture control, and projectors.

  • By Application- The re-application segment is further carried out into academic and corporate.

  • By Region- The region segment includes regions such as North America, Europe, Asia Pacific, and the rest of the world.


Regional analysis


The major regions that are part of E-learning virtual reality are North America, Europe, Asia Pacific, and other regions in the world. North America holds the largest share in the market due to the adoption of advanced technology and E-learning technology in this Region. North America has many developed countries that are providing full support to E-learning platforms, and it is driving the growth of market demand in this region. The Asia Pacific region is expected to register the highest CAGR rate in the forecast period because it is growing at a faster rate. The digitalization, and government initiatives, and adoption of E-learning in the healthcare sector are boosting the market growth in this region. The European Region is all set to see a huge growth in the E-Learning Virtual Reality market owing to the rapid growth of mobile learning applications.


Competitive landscape



  • Immersive Vr Education (Ireland),

  • Oculus Vr (U.S.),

  • Nearpod (U.S.),

  • Eon Reality Inc (U.S.),

  • Schell Games (U.S.),

  • Gamar (U.S.)

  • Thing link (Finland)

  • Google Inc. (U.S.),

  • Zspace, Inc. (U.S.),

  • Curiscope (U.K.),


These are major E-Learning Virtual Reality market players, and among them Google Inc. (U.S.), Contributing the most in the market.


Recent developments



  • 2019, Lenovo introduced an improved laptop for the enhanced learning experience of the users, and it was known as the second generation laptop.

  • In 2019, Eon Reality won an award at World Education Congress in Singapore as they are contributing highly to the educational learning solutions for various organizations and institutions across the globe.



Speak to Analyst Ask for Customization

Frequently Asked Questions (FAQ) :


The global e-learning virtual reality market is predicted to grow at a whopping 42% CAGR between 2017- 2023.

The global e-learning virtual reality market is predicted to reach USD 339 million by 2023.

North America will lead the global e-learning virtual reality market.

Key factors driving the global e-learning virtual reality market include technological advances and increased penetration of handheld devices.

Key players profiled in the global e-learning virtual reality market include Eon Reality Inc. (U.S.), ZSpace, Inc. (U.S.), Curiscope (U.K.), Google Inc. (U.S.), Schell Games (U.S.) , Gamar (U.S.) , Nearpod (U.S.), Thing link (Finland), Immersive VR Education (Ireland), Oculus VR (U.S.), Leap Motion, Inc. (U.S.) Barco N.V (Belgium) and Sixense Enterprises Inc. (U.S) among others.

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
LIST OF TABLES

TABLE 1 E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 2 E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 3 E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 4 E-LEARNING VIRTUAL REALITY MARKET, BY GEOGRAPHY

TABLE 5 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 6 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 7 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 8 U.S E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 9 U.S. E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 10 U.S. E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 11 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 12 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 13 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 14 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 15 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 16 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 17 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 18 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 19 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 20 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 21 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 2 2 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 23 U.K. E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 24 U.K. E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 2 5 U.K E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 26 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 27 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 2 8 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 29 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 30 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 31 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION

TABLE 32 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT

TABLE 33 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY

TABLE 34 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
LIST OF FIGURES

FIGURE 1 RESEARCH METHODOLOGY

FIGURE 2 E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)

FIGURE 3 E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)

FIGURE 4 E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)

FIGURE 5 E-LEARNING VIRTUAL REALITY MARKET, BY REGIONS (%)

FIGURE 6 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)

FIGURE 7 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)

FIGURE 8 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)

FIGURE 9 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)

FIGURE 10 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)

FIGURE 11 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)

FIGURE 12 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)

FIGURE 13 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)

FIGURE 14 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)

FIGURE 15 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)

FIGURE 16 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)

FIGURE 17 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)