Coronavirus Impact on E-Learning Virtual Reality Market – Overview
E-learning technologies are gaining momentum worldwide, and the incorporation of virtual reality is further improving the product offerings in the market. Market reports connected with the semiconductors and electronics industry have been made accessible by Market Research Future who publishes reports on other sectors that have been currently published along with a report on this industry. The Coronavirus Impact on E-Learning Virtual Reality Market is anticipated to amass revenues worth USD 339 million while expanding at a 42% CAGR over the forecast period.
Factors such as technological changes, rising partnerships between educational content providers and hardware vendors, increasing demand for distance education and government initiatives are boosting the development of the market substantially. Moreover, demand for Virtual reality (VR) technology is projected to make a huge impact on education and eLearning in the upcoming year.
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The North America market leads the Global E-Learning Virtual Reality Market with the largest market share, mainly due to the augmenting demand for cutting-edge technology solutions for training & development purposes across education as well as corporate sectors. The investments & increasing expenses transpiring in the field training coupled with the wide uptake of Virtual Reality.
While the rapidly surging Europe market for E-Learning VR is expected to register a substantial CAGR during the review period.
Whereas the E-Learning VR Market in the Asia-Pacific region is emerging as the fastest growing market globally. The regional market growth attributes to the rapidly growing markets in the APAC countries like India, China & Japan. Besides, the presence of a large number of vendors & product (hardware) manufacturers coupled with the increasing number of educational institutions in the region, provide impetus to the regional market growth.
The key players in the e learning virtual reality global 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.
E-Learning Virtual Reality Market - Segmentation
The E-Learning Virtual Reality Market can be segmented into 4 key dynamics for the convenience of the report and enhanced understanding;
- By Components: Comprises Hardware (Computers, Mobiles, Consoles and 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 Technologies: Non-Immersive & Fully Immersive among others.
- By Applications: Academic & Corporate among others.
- By Regions: North America, Europe, APAC and Rest of the World.
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TABLE OF CONTENTS
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 (%)
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