The global virtual reality in enterprise training market is expected to grow from USD 1.2 billion in 2018 to USD 3.5 billion by 2030, at a CAGR of 18.6% during the forecast period. The growth of this market can be attributed to the increasing adoption of VR technology for training purposes and the growing need for immersive learning among enterprises across various industries. The software segment is expected to account for the largest share of this market during the forecast period, followed by hardware and service segments respectively. Large enterprises are expected to account for the largest share of this market during the forecast period, followed by SMEs and others respectively. North America is expected to account for a significant share of this market during the forecast period, followed by Europe and Asia Pacific respectively. - VR is a new technology that has the potential to change the way we work and live. - VR can be used in many different industries, such as healthcare, education, manufacturing, and entertainment. - The cost of VR headsets are decreasing which will make it more accessible for consumers.
Industry Growth Insights published a new data on “Virtual Reality in Enterprise Training Market”. The research report is titled “Virtual Reality in Enterprise Training Market research by Types (Software, Hardware, Service, ), By Applications (Large Enterprises, SMEs, ), By Players/Companies Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt, ”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality in Enterprise Training Market Research Report
By Type
Software, Hardware, Service,
By Application
Large Enterprises, SMEs,
By Companies
Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt,
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
245
Number of Tables & Figures
172
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality in Enterprise Training Market Report Segments:
The global Virtual Reality in Enterprise Training market is segmented on the basis of:
Types
Software, Hardware, Service,
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Large Enterprises, SMEs,
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Innoactive
- Pixvana
- Strivr
- Tractica
- VRMADA
- VRdirect
- Absolute VR
- PIXO VR
- Uptale
- Regatta VR
- Hyperfair
- Re-Flekt
Highlights of The Virtual Reality in Enterprise Training Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Software
- Hardware
- Service
- By Application:
- Large Enterprises
- SMEs
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality in Enterprise Training Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual reality (VR) is a technology that allows users to experience a simulated environment that is different from the real world. VR can be used in enterprise training to help employees learn new skills or understand complex concepts. For example, VR can be used to teach employees how to operate a new piece of equipment or how to perform a task safely.
Some of the major companies in the virtual reality in enterprise training market are Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt.
The virtual reality in enterprise training market is expected to grow at a compound annual growth rate of 18.6%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Virtual Reality in Enterprise Training Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Virtual Reality in Enterprise Training Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Virtual Reality in Enterprise Training Market - Supply Chain
4.5. Global Virtual Reality in Enterprise Training Market Forecast
4.5.1. Virtual Reality in Enterprise Training Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Virtual Reality in Enterprise Training Market Size (000 Units) and Y-o-Y Growth
4.5.3. Virtual Reality in Enterprise Training Market Absolute $ Opportunity
5. Global Virtual Reality in Enterprise Training Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
5.3.1. Software
5.3.2. Hardware
5.3.3. Service
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Virtual Reality in Enterprise Training Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
6.3.1. Large Enterprises
6.3.2. SMEs
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Virtual Reality in Enterprise Training Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Virtual Reality in Enterprise Training Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Virtual Reality in Enterprise Training Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Virtual Reality in Enterprise Training Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Virtual Reality in Enterprise Training Demand Share Forecast, 2019-2026
9. North America Virtual Reality in Enterprise Training Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
9.4.1. Large Enterprises
9.4.2. SMEs
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
9.7.1. Software
9.7.2. Hardware
9.7.3. Service
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Virtual Reality in Enterprise Training Demand Share Forecast, 2019-2026
10. Latin America Virtual Reality in Enterprise Training Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
10.4.1. Large Enterprises
10.4.2. SMEs
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
10.7.1. Software
10.7.2. Hardware
10.7.3. Service
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Virtual Reality in Enterprise Training Demand Share Forecast, 2019-2026
11. Europe Virtual Reality in Enterprise Training Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Virtual Reality in Enterprise Training Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
11.4.1. Large Enterprises
11.4.2. SMEs
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
11.7.1. Software
11.7.2. Hardware
11.7.3. Service
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Virtual Reality in Enterprise Training Demand Share, 2019-2026
12. Asia Pacific Virtual Reality in Enterprise Training Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Virtual Reality in Enterprise Training Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
12.4.1. Large Enterprises
12.4.2. SMEs
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
12.7.1. Software
12.7.2. Hardware
12.7.3. Service
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Virtual Reality in Enterprise Training Demand Share, 2019-2026
13. Middle East & Africa Virtual Reality in Enterprise Training Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Virtual Reality in Enterprise Training Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Virtual Reality in Enterprise Training Market Size and Volume Forecast by Application
13.4.1. Large Enterprises
13.4.2. SMEs
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Virtual Reality in Enterprise Training Market Size and Volume Forecast by Type
13.7.1. Software
13.7.2. Hardware
13.7.3. Service
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Virtual Reality in Enterprise Training Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Virtual Reality in Enterprise Training Market: Market Share Analysis
14.2. Virtual Reality in Enterprise Training Distributors and Customers
14.3. Virtual Reality in Enterprise Training Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Innoactive
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Pixvana
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Strivr
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Tractica
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. VRMADA
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. VRdirect
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Absolute VR
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. PIXO VR
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Uptale
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. Regatta VR
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Hyperfair
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Re-Flekt
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13.
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook