E-Learning Virtual Reality Market - Current Scenario of the Market and Potential of the Market from 2019-2023
Market Scenario
The global e-learning virtual reality market can be bifurcated as component, technology, application and region. On the basis of component, the market can be segmented as hardware, software and services. Out of these, services accounted for the largest market share majorly due to high demand for better e-learning solutions and rising demand for video lecture solutions. However, software segment is expected to grow over the forecast period, 2017-2023.
The factors contributing to the growth of the e-learning virtual reality market are growing collaboration between hardware vendors and educational content providers, technological changes, increasing demand for distance education and government initiatives. Furthermore, factors such as high penetration of handheld devices and increasing demand by corporates for training of employees are expected to boost the growth of the smart lecture capture system market over the forecast period, 2017-2023.However, various regulations and policies and storage issues are the factors hampering the growth of the overall market.
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Technology plays an important role in every day’s life. For instance, advanced systems are used to record lectures so that it can be saved in the databases. Smart lecture capture system and smart education system are different forms of e-learning. A multi-disciplinary student centric education system are adopted across various schools, tertiary institutions and workforce training can be explained as electronic learning. The system offers various functions such as better learning programs, collaborative technologies, digital learning resources and online learning sources among others.
The global e-learning virtual reality market is highly competitive. Various established international brands, domestic brands and as well as new entrants form a competitive landscape. The key players are nonstop increasingly seeking market expansion through various strategic mergers and acquisitions, innovation, increasing investments in research and development and cost-effective product portfolio. The e-learning virtual reality market is highly competitive due to the presence of several large vendors.
The global E-Learning Virtual Reality Market is expected to reach approximately USD 339 million by the end of 2023 with 42% CAGR during forecast period 2017-2023.
Key Players:
The key players in the global e-learning virtual reality market include- Immersive Vr Education (Ireland), Oculus Vr (U.S.), Google Inc. (U.S.), Zspace, Inc. (U.S.), Curiscope (U.K.), Nearpod (U.S.), Eon Reality Inc (U.S.), Schell Games (U.S.) ,Gamar (U.S.) and Thing link (Finland) among others.
Segments
For the purpose of this study, Market Research Future has segmented the market of e-learning into component, technology, application and region.
By Component
- Hardware
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 Technology
Head Mount
Gesture Control
Projectors
By Application
Academic
Corporate
By Region
North America
Europe
Asia-Pacific
Rest Of The World
Regionally Analysis
Regionally, North America accounted for the largest market share from countries such U.S. and Canada among others. The reason is attributed to growing demand for high-end technology solutions, increasing R&D happening in this region and increasing usage of virtual reality in the academic sector. However, Asia Pacific is expected to grow over the forecast period, 2017-2023. The reason is attributed to presence of large number of manufacturers and the increasing growth of educational institutions.
Intended Audience
Device manufacturers
Network Operators
Distributors
Suppliers
Research firms
Software Developers
Commercial Banks
Vendors
Government Agencies
Vendors
End-user sectors
Technology Investors
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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
Market Factor Analysis
5.1 Porter’s Five Forces Analysis
5.2 Supply Chain Analysis
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