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E-Learning Virtual Reality Market Size, Status and Forecast 2020-2026
Published Date: May 2020
|
Report Code: QYRE-Othe-3O250
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E Learning Virtual Reality Market

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

Code: QYRE-Othe-3O250
Report
May 2020
128 Pages
QYResearch
Region:
Description
Table of Content
Tables & Figures

Online Learning Virtual Reality (VR) refers to an immersive E Learning experience in a computer-generated environment for better learning outcomes.

Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the E Learning/Online Learning Virtual Reality (VR) market in 2020.

COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.

The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

This report also analyses the impact of Coronavirus COVID-19 on the E-Learning Virtual Reality  (VR) industry.

Based on our recent survey, we have several different scenarios about the E-Learning Virtual Reality (VR) YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ 54 million in 2019. The market size of E-Learning Virtual Reality  (VR) will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global E-Learning Virtual Reality (VR) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global E-Learning Virtual Reality (VR) market in terms of revenue.

Players, stakeholders, and other participants in the global E-Learning Virtual Reality (VR) market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.

E-Learning Virtual Reality (VR Market: Regional and Country-level Analysis

The report offers an exhaustive geographical analysis of the global E-Learning Virtual Reality (VR) market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.

The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.

Competition Analysis

In the competitive analysis section of the report, leading as well as prominent players of the global E-Learning Virtual Reality (VR) market are broadly studied on the basis of key factors. 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 price and revenue (global level) by player for the period 2015-2020.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global E-Learning Virtual Reality (VR) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global E-Learning Virtual Reality (VR) market.

The following players are covered in this report:

  • 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

E-Learning Virtual Reality (VR) Market Breakdown Data by Type

  • Devices
  • Software
  • Services

E-Learning Virtual Reality (VR) Market Breakdown Data by Application

  • VR Academic Research
  • Corporate Training
  • School Education
  • Other

1 Report Overview

    1.1 Study Scope

    1.2 Key Market Segments

    1.3 Players Covered: Ranking by E-Learning Virtual Reality Revenue

    1.4 Market Analysis by Type

        1.4.1 Global E-Learning Virtual Reality Market Size Growth Rate by Type: 2020 VS 2026

        1.4.2 Devices

        1.4.3 Software

        1.4.4 Services

    1.5 Market by Application

        1.5.1 Global E-Learning Virtual Reality Market Share by Application: 2020 VS 2026

        1.5.2 VR Academic Research

        1.5.3 Corporate Training

        1.5.4 School Education

        1.5.5 Other

    1.6 Coronavirus Disease 2019 (Covid-19): E-Learning Virtual Reality Industry Impact

        1.6.1 How the Covid-19 is Affecting the E-Learning Virtual Reality Industry

            1.6.1.1 E-Learning Virtual Reality Business Impact Assessment - Covid-19

            1.6.1.2 Supply Chain Challenges

            1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products

        1.6.2 Market Trends and E-Learning Virtual Reality Potential Opportunities in the COVID-19 Landscape

        1.6.3 Measures / Proposal against Covid-19

            1.6.3.1 Government Measures to Combat Covid-19 Impact

            1.6.3.2 Proposal for E-Learning Virtual Reality Players to Combat Covid-19 Impact

    1.7 Study Objectives

    1.8 Years Considered

 

2 Global Growth Trends by Regions

    2.1 E-Learning Virtual Reality Market Perspective (2015-2026)

    2.2 E-Learning Virtual Reality Growth Trends by Regions

        2.2.1 E-Learning Virtual Reality Market Size by Regions: 2015 VS 2020 VS 2026

        2.2.2 E-Learning Virtual Reality Historic Market Share by Regions (2015-2020)

        2.2.3 E-Learning Virtual Reality Forecasted Market Size by Regions (2021-2026)

    2.3 Industry Trends and Growth Strategy

        2.3.1 Market Top Trends

        2.3.2 Market Drivers

        2.3.3 Market Challenges

        2.3.4 Porter’s Five Forces Analysis

        2.3.5 E-Learning Virtual Reality Market Growth Strategy

        2.3.6 Primary Interviews with Key E-Learning Virtual Reality Players (Opinion Leaders)

 

3 Competition Landscape by Key Players

    3.1 Global Top E-Learning Virtual Reality Players by Market Size

        3.1.1 Global Top E-Learning Virtual Reality Players by Revenue (2015-2020)

        3.1.2 Global E-Learning Virtual Reality Revenue Market Share by Players (2015-2020)

        3.1.3 Global E-Learning Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)

    3.2 Global E-Learning Virtual Reality Market Concentration Ratio

        3.2.1 Global E-Learning Virtual Reality Market Concentration Ratio (CR5 and HHI)

        3.2.2 Global Top 10 and Top 5 Companies by E-Learning Virtual Reality Revenue in 2019

    3.3 E-Learning Virtual Reality Key Players Head office and Area Served

    3.4 Key Players E-Learning Virtual Reality Product Solution and Service

    3.5 Date of Enter into E-Learning Virtual Reality Market

    3.6 Mergers & Acquisitions, Expansion Plans

 

4 Breakdown Data by Type (2015-2026)

    4.1 Global E-Learning Virtual Reality Historic Market Size by Type (2015-2020)

    4.2 Global E-Learning Virtual Reality Forecasted Market Size by Type (2021-2026)

 

5 E-Learning Virtual Reality Breakdown Data by Application (2015-2026)

    5.1 Global E-Learning Virtual Reality Market Size by Application (2015-2020)

    5.2 Global E-Learning Virtual Reality Forecasted Market Size by Application (2021-2026)

 

6 North America

    6.1 North America E-Learning Virtual Reality Market Size (2015-2020)

    6.2 E-Learning Virtual Reality Key Players in North America (2019-2020)

    6.3 North America E-Learning Virtual Reality Market Size by Type (2015-2020)

    6.4 North America E-Learning Virtual Reality Market Size by Application (2015-2020)

 

7 Europe

    7.1 Europe E-Learning Virtual Reality Market Size (2015-2020)

    7.2 E-Learning Virtual Reality Key Players in Europe (2019-2020)

    7.3 Europe E-Learning Virtual Reality Market Size by Type (2015-2020)

    7.4 Europe E-Learning Virtual Reality Market Size by Application (2015-2020)

 

8 China

    8.1 China E-Learning Virtual Reality Market Size (2015-2020)

    8.2 E-Learning Virtual Reality Key Players in China (2019-2020)

    8.3 China E-Learning Virtual Reality Market Size by Type (2015-2020)

    8.4 China E-Learning Virtual Reality Market Size by Application (2015-2020)

 

9 Japan

    9.1 Japan E-Learning Virtual Reality Market Size (2015-2020)

    9.2 E-Learning Virtual Reality Key Players in Japan (2019-2020)

    9.3 Japan E-Learning Virtual Reality Market Size by Type (2015-2020)

    9.4 Japan E-Learning Virtual Reality Market Size by Application (2015-2020)

 

10 Southeast Asia

    10.1 Southeast Asia E-Learning Virtual Reality Market Size (2015-2020)

    10.2 E-Learning Virtual Reality Key Players in Southeast Asia (2019-2020)

    10.3 Southeast Asia E-Learning Virtual Reality Market Size by Type (2015-2020)

    10.4 Southeast Asia E-Learning Virtual Reality Market Size by Application (2015-2020)

 

11 India

    11.1 India E-Learning Virtual Reality Market Size (2015-2020)

    11.2 E-Learning Virtual Reality Key Players in India (2019-2020)

    11.3 India E-Learning Virtual Reality Market Size by Type (2015-2020)

    11.4 India E-Learning Virtual Reality Market Size by Application (2015-2020)

 

12 Central & South America

    12.1 Central & South America E-Learning Virtual Reality Market Size (2015-2020)

    12.2 E-Learning Virtual Reality Key Players in Central & South America (2019-2020)

    12.3 Central & South America E-Learning Virtual Reality Market Size by Type (2015-2020)

    12.4 Central & South America E-Learning Virtual Reality Market Size by Application (2015-2020)

 

13 Key Players Profiles

    13.1 Avantis Systems

        13.1.1 Avantis Systems Company Details

        13.1.2 Avantis Systems Business Overview and Its Total Revenue

        13.1.3 Avantis Systems E-Learning Virtual Reality Introduction

        13.1.4 Avantis Systems Revenue in E-Learning Virtual Reality Business (2015-2020))

        13.1.5 Avantis Systems Recent Development

    13.2 ELearning Studios

        13.2.1 ELearning Studios Company Details

        13.2.2 ELearning Studios Business Overview and Its Total Revenue

        13.2.3 ELearning Studios E-Learning Virtual Reality Introduction

        13.2.4 ELearning Studios Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.2.5 ELearning Studios Recent Development

    13.3 Enlighten

        13.3.1 Enlighten Company Details

        13.3.2 Enlighten Business Overview and Its Total Revenue

        13.3.3 Enlighten E-Learning Virtual Reality Introduction

        13.3.4 Enlighten Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.3.5 Enlighten Recent Development

    13.4 Google

        13.4.1 Google Company Details

        13.4.2 Google Business Overview and Its Total Revenue

        13.4.3 Google E-Learning Virtual Reality Introduction

        13.4.4 Google Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.4.5 Google Recent Development

    13.5 Immerse

        13.5.1 Immerse Company Details

        13.5.2 Immerse Business Overview and Its Total Revenue

        13.5.3 Immerse E-Learning Virtual Reality Introduction

        13.5.4 Immerse Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.5.5 Immerse Recent Development

    13.6 LearnBrite

        13.6.1 LearnBrite Company Details

        13.6.2 LearnBrite Business Overview and Its Total Revenue

        13.6.3 LearnBrite E-Learning Virtual Reality Introduction

        13.6.4 LearnBrite Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.6.5 LearnBrite Recent Development

    13.7 Lenovo

        13.7.1 Lenovo Company Details

        13.7.2 Lenovo Business Overview and Its Total Revenue

        13.7.3 Lenovo E-Learning Virtual Reality Introduction

        13.7.4 Lenovo Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.7.5 Lenovo Recent Development

    13.8 MOOC Solutions

        13.8.1 MOOC Solutions Company Details

        13.8.2 MOOC Solutions Business Overview and Its Total Revenue

        13.8.3 MOOC Solutions E-Learning Virtual Reality Introduction

        13.8.4 MOOC Solutions Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.8.5 MOOC Solutions Recent Development

    13.9 Oculus VR

        13.9.1 Oculus VR Company Details

        13.9.2 Oculus VR Business Overview and Its Total Revenue

        13.9.3 Oculus VR E-Learning Virtual Reality Introduction

        13.9.4 Oculus VR Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.9.5 Oculus VR Recent Development

    13.10 RapidValue Solutions

        13.10.1 RapidValue Solutions Company Details

        13.10.2 RapidValue Solutions Business Overview and Its Total Revenue

        13.10.3 RapidValue Solutions E-Learning Virtual Reality Introduction

        13.10.4 RapidValue Solutions Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.10.5 RapidValue Solutions Recent Development

    13.11 Sify Technologies

        10.11.1 Sify Technologies Company Details

        10.11.2 Sify Technologies Business Overview and Its Total Revenue

        10.11.3 Sify Technologies E-Learning Virtual Reality Introduction

        10.11.4 Sify Technologies Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.11.5 Sify Technologies Recent Development

    13.12 Skills2Learn

        10.12.1 Skills2Learn Company Details

        10.12.2 Skills2Learn Business Overview and Its Total Revenue

        10.12.3 Skills2Learn E-Learning Virtual Reality Introduction

        10.12.4 Skills2Learn Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.12.5 Skills2Learn Recent Development

    13.13 SQLearn

        10.13.1 SQLearn Company Details

        10.13.2 SQLearn Business Overview and Its Total Revenue

        10.13.3 SQLearn E-Learning Virtual Reality Introduction

        10.13.4 SQLearn Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.13.5 SQLearn Recent Development

    13.14 Tesseract Learning

        10.14.1 Tesseract Learning Company Details

        10.14.2 Tesseract Learning Business Overview and Its Total Revenue

        10.14.3 Tesseract Learning E-Learning Virtual Reality Introduction

        10.14.4 Tesseract Learning Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.14.5 Tesseract Learning Recent Development

    13.15 ThingLink

        10.15.1 ThingLink Company Details

        10.15.2 ThingLink Business Overview and Its Total Revenue

        10.15.3 ThingLink E-Learning Virtual Reality Introduction

        10.15.4 ThingLink Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.15.5 ThingLink Recent Development

    13.16 VIVED

        10.16.1 VIVED Company Details

        10.16.2 VIVED Business Overview and Its Total Revenue

        10.16.3 VIVED E-Learning Virtual Reality Introduction

        10.16.4 VIVED Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.16.5 VIVED Recent Development

    13.17 VR Education Holdings

        10.17.1 VR Education Holdings Company Details

        10.17.2 VR Education Holdings Business Overview and Its Total Revenue

        10.17.3 VR Education Holdings E-Learning Virtual Reality Introduction

        10.17.4 VR Education Holdings Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.17.5 VR Education Holdings Recent Development

    13.18 ZSpace

        10.18.1 ZSpace Company Details

        10.18.2 ZSpace Business Overview and Its Total Revenue

        10.18.3 ZSpace E-Learning Virtual Reality Introduction

        10.18.4 ZSpace Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.18.5 ZSpace Recent Development

 

14 Analyst's Viewpoints/Conclusions

 

15 Appendix

    15.1 Research Methodology

        15.1.1 Methodology/Research Approach

        15.1.2 Data Source

    15.2 Disclaimer

    15.3 Author Details

List of Tables

Table 1. E-Learning Virtual Reality Key Market Segments

Table 2. Key Players Covered: Ranking by E-Learning Virtual Reality Revenue

Table 3. Ranking of Global Top E-Learning Virtual Reality Manufacturers by Revenue (US$ Million) in 2019

Table 4. Global E-Learning Virtual Reality Market Size Growth Rate by Type (US$ Million): 2020 VS 2026

Table 5. Key Players of Devices

Table 6. Key Players of Software

Table 7. Key Players of Services

Table 8. COVID-19 Impact Global Market: (Four E-Learning Virtual Reality Market Size Forecast Scenarios)

Table 9. Opportunities and Trends for E-Learning Virtual Reality Players in the COVID-19 Landscape

Table 10. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis

Table 11. Key Regions/Countries Measures against Covid-19 Impact

Table 12. Proposal for E-Learning Virtual Reality Players to Combat Covid-19 Impact

Table 13. Global E-Learning Virtual Reality Market Size Growth by Application (US$ Million): 2020 VS 2026

Table 14. Global E-Learning Virtual Reality Market Size by Regions (US$ Million): 2020 VS 2026

Table 15. Global E-Learning Virtual Reality Market Size by Regions (2015-2020) (US$ Million)

Table 16. Global E-Learning Virtual Reality Market Share by Regions (2015-2020)

Table 17. Global E-Learning Virtual Reality Forecasted Market Size by Regions (2021-2026) (US$ Million)

Table 18. Global E-Learning Virtual Reality Market Share by Regions (2021-2026)

Table 19. Market Top Trends

Table 20. Key Drivers: Impact Analysis

Table 21. Key Challenges

Table 22. E-Learning Virtual Reality Market Growth Strategy

Table 23. Main Points Interviewed from Key E-Learning Virtual Reality Players

Table 24. Global E-Learning Virtual Reality Revenue by Players (2015-2020) (Million US$)

Table 25. Global E-Learning Virtual Reality Market Share by Players (2015-2020)

Table 26. Global Top E-Learning Virtual Reality Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Virtual Reality as of 2019)

Table 27. Global E-Learning Virtual Reality by Players Market Concentration Ratio (CR5 and HHI)

Table 28. Key Players Headquarters and Area Served

Table 29. Key Players E-Learning Virtual Reality Product Solution and Service

Table 30. Date of Enter into E-Learning Virtual Reality Market

Table 31. Mergers & Acquisitions, Expansion Plans

Table 32. Global E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 33. Global E-Learning Virtual Reality Market Size Share by Type (2015-2020)

Table 34. Global E-Learning Virtual Reality Revenue Market Share by Type (2021-2026)

Table 35. Global E-Learning Virtual Reality Market Size Share by Application (2015-2020)

Table 36. Global E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 37. Global E-Learning Virtual Reality Market Size Share by Application (2021-2026)

Table 38. North America Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 39. North America Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 40. North America E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 41. North America E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 42. North America E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 43. North America E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 44. Europe Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 45. Europe Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 46. Europe E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 47. Europe E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 48. Europe E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 49. Europe E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 50. China Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 51. China Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 52. China E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 53. China E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 54. China E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 55. China E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 56. Japan Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 57. Japan Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 58. Japan E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 59. Japan E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 60. Japan E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 61. Japan E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 62. Southeast Asia Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 63. Southeast Asia Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 64. Southeast Asia E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 65. Southeast Asia E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 66. Southeast Asia E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 67. Southeast Asia E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 68. India Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 69. India Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 70. India E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 71. India E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 72. India E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 73. India E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 74. Central & South America Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 75. Central & South America Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 76. Central & South America E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 77. Central & South America E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 78. Central & South America E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 79. Central & South America E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 80. Avantis Systems Company Details

Table 81. Avantis Systems Business Overview

Table 82. Avantis Systems Product

Table 83. Avantis Systems Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 84. Avantis Systems Recent Development

Table 85. ELearning Studios Company Details

Table 86. ELearning Studios Business Overview

Table 87. ELearning Studios Product

Table 88. ELearning Studios Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 89. ELearning Studios Recent Development

Table 90. Enlighten Company Details

Table 91. Enlighten Business Overview

Table 92. Enlighten Product

Table 93. Enlighten Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 94. Enlighten Recent Development

Table 95. Google Company Details

Table 96. Google Business Overview

Table 97. Google Product

Table 98. Google Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 99. Google Recent Development

Table 100. Immerse Company Details

Table 101. Immerse Business Overview

Table 102. Immerse Product

Table 103. Immerse Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 104. Immerse Recent Development

Table 105. LearnBrite Company Details

Table 106. LearnBrite Business Overview

Table 107. LearnBrite Product

Table 108. LearnBrite Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 109. LearnBrite Recent Development

Table 110. Lenovo Company Details

Table 111. Lenovo Business Overview

Table 112. Lenovo Product

Table 113. Lenovo Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 114. Lenovo Recent Development

Table 115. MOOC Solutions Business Overview

Table 116. MOOC Solutions Product

Table 117. MOOC Solutions Company Details

Table 118. MOOC Solutions Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 119. MOOC Solutions Recent Development

Table 120. Oculus VR Company Details

Table 121. Oculus VR Business Overview

Table 122. Oculus VR Product

Table 123. Oculus VR Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 124. Oculus VR Recent Development

Table 125. RapidValue Solutions Company Details

Table 126. RapidValue Solutions Business Overview

Table 127. RapidValue Solutions Product

Table 128. RapidValue Solutions Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 129. RapidValue Solutions Recent Development

Table 130. Sify Technologies Company Details

Table 131. Sify Technologies Business Overview

Table 132. Sify Technologies Product

Table 133. Sify Technologies Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 134. Sify Technologies Recent Development

Table 135. Skills2Learn Company Details

Table 136. Skills2Learn Business Overview

Table 137. Skills2Learn Product

Table 138. Skills2Learn Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 139. Skills2Learn Recent Development

Table 140. SQLearn Company Details

Table 141. SQLearn Business Overview

Table 142. SQLearn Product

Table 143. SQLearn Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 144. SQLearn Recent Development

Table 145. Tesseract Learning Company Details

Table 146. Tesseract Learning Business Overview

Table 147. Tesseract Learning Product

Table 148. Tesseract Learning Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 149. Tesseract Learning Recent Development

Table 150. ThingLink Company Details

Table 151. ThingLink Business Overview

Table 152. ThingLink Product

Table 153. ThingLink Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 154. ThingLink Recent Development

Table 155. VIVED Company Details

Table 156. VIVED Business Overview

Table 157. VIVED Product

Table 158. VIVED Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 159. VIVED Recent Development

Table 160. VR Education Holdings Company Details

Table 161. VR Education Holdings Business Overview

Table 162. VR Education Holdings Product

Table 163. VR Education Holdings Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 164. VR Education Holdings Recent Development

Table 165. ZSpace Company Details

Table 166. ZSpace Business Overview

Table 167. ZSpace Product

Table 168. ZSpace Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 169. ZSpace Recent Development

Table 170. Research Programs/Design for This Report

Table 171. Key Data Information from Secondary Sources

Table 172. Key Data Information from Primary Sources

List of Figures

Figure 1. Global E-Learning Virtual Reality Market Share by Type: 2020 VS 2026

Figure 2. Devices Features

Figure 3. Software Features

Figure 4. Services Features

Figure 5. Global E-Learning Virtual Reality Market Share by Application: 2020 VS 2026

Figure 6. VR Academic Research Case Studies

Figure 7. Corporate Training Case Studies

Figure 8. School Education Case Studies

Figure 9. Other Case Studies

Figure 10. E-Learning Virtual Reality Report Years Considered

Figure 11. Global E-Learning Virtual Reality Market Size YoY Growth 2015-2026 (US$ Million)

Figure 12. Global E-Learning Virtual Reality Market Share by Regions: 2020 VS 2026

Figure 13. Global E-Learning Virtual Reality Market Share by Regions (2021-2026)

Figure 14. Porter's Five Forces Analysis

Figure 15. Global E-Learning Virtual Reality Market Share by Players in 2019

Figure 16. Global Top E-Learning Virtual Reality Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Virtual Reality as of 2019

Figure 17. The Top 10 and 5 Players Market Share by E-Learning Virtual Reality Revenue in 2019

Figure 18. North America E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 19. Europe E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 20. China E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 21. Japan E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 22. Southeast Asia E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 23. India E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 24. Central & South America E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 25. Avantis Systems Total Revenue (US$ Million): 2019 Compared with 2018

Figure 26. Avantis Systems Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 27. ELearning Studios Total Revenue (US$ Million): 2019 Compared with 2018

Figure 28. ELearning Studios Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 29. Enlighten Total Revenue (US$ Million): 2019 Compared with 2018

Figure 30. Enlighten Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 31. Google Total Revenue (US$ Million): 2019 Compared with 2018

Figure 32. Google Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 33. Immerse Total Revenue (US$ Million): 2019 Compared with 2018

Figure 34. Immerse Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 35. LearnBrite Total Revenue (US$ Million): 2019 Compared with 2018

Figure 36. LearnBrite Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 37. Lenovo Total Revenue (US$ Million): 2019 Compared with 2018

Figure 38. Lenovo Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 39. MOOC Solutions Total Revenue (US$ Million): 2019 Compared with 2018

Figure 40. MOOC Solutions Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 41. Oculus VR Total Revenue (US$ Million): 2019 Compared with 2018

Figure 42. Oculus VR Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 43. RapidValue Solutions Total Revenue (US$ Million): 2019 Compared with 2018

Figure 44. RapidValue Solutions Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 45. Sify Technologies Total Revenue (US$ Million): 2019 Compared with 2018

Figure 46. Sify Technologies Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 47. Skills2Learn Total Revenue (US$ Million): 2019 Compared with 2018

Figure 48. Skills2Learn Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 49. SQLearn Total Revenue (US$ Million): 2019 Compared with 2018

Figure 50. SQLearn Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 51. Tesseract Learning Total Revenue (US$ Million): 2019 Compared with 2018

Figure 52. Tesseract Learning Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 53. ThingLink Total Revenue (US$ Million): 2019 Compared with 2018

Figure 54. ThingLink Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 55. VIVED Total Revenue (US$ Million): 2019 Compared with 2018

Figure 56. VIVED Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 57. VR Education Holdings Total Revenue (US$ Million): 2019 Compared with 2018

Figure 58. VR Education Holdings Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 59. ZSpace Total Revenue (US$ Million): 2019 Compared with 2018

Figure 60. ZSpace Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 61. Bottom-up and Top-down Approaches for This Report

Figure 62. Data Triangulation

Figure 63. Key Executives Interviewed

Online Learning Virtual Reality (VR) refers to an immersive E Learning experience in a computer-generated environment for better learning outcomes.

Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the E Learning/Online Learning Virtual Reality (VR) market in 2020.

COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.

The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

This report also analyses the impact of Coronavirus COVID-19 on the E-Learning Virtual Reality  (VR) industry.

Based on our recent survey, we have several different scenarios about the E-Learning Virtual Reality (VR) YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ 54 million in 2019. The market size of E-Learning Virtual Reality  (VR) will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global E-Learning Virtual Reality (VR) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global E-Learning Virtual Reality (VR) market in terms of revenue.

Players, stakeholders, and other participants in the global E-Learning Virtual Reality (VR) market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.

E-Learning Virtual Reality (VR Market: Regional and Country-level Analysis

The report offers an exhaustive geographical analysis of the global E-Learning Virtual Reality (VR) market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.

The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.

Competition Analysis

In the competitive analysis section of the report, leading as well as prominent players of the global E-Learning Virtual Reality (VR) market are broadly studied on the basis of key factors. 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 price and revenue (global level) by player for the period 2015-2020.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global E-Learning Virtual Reality (VR) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global E-Learning Virtual Reality (VR) market.

The following players are covered in this report:

  • 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

E-Learning Virtual Reality (VR) Market Breakdown Data by Type

  • Devices
  • Software
  • Services

E-Learning Virtual Reality (VR) Market Breakdown Data by Application

  • VR Academic Research
  • Corporate Training
  • School Education
  • Other
Read More

1 Report Overview

    1.1 Study Scope

    1.2 Key Market Segments

    1.3 Players Covered: Ranking by E-Learning Virtual Reality Revenue

    1.4 Market Analysis by Type

        1.4.1 Global E-Learning Virtual Reality Market Size Growth Rate by Type: 2020 VS 2026

        1.4.2 Devices

        1.4.3 Software

        1.4.4 Services

    1.5 Market by Application

        1.5.1 Global E-Learning Virtual Reality Market Share by Application: 2020 VS 2026

        1.5.2 VR Academic Research

        1.5.3 Corporate Training

        1.5.4 School Education

        1.5.5 Other

    1.6 Coronavirus Disease 2019 (Covid-19): E-Learning Virtual Reality Industry Impact

        1.6.1 How the Covid-19 is Affecting the E-Learning Virtual Reality Industry

            1.6.1.1 E-Learning Virtual Reality Business Impact Assessment - Covid-19

            1.6.1.2 Supply Chain Challenges

            1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products

        1.6.2 Market Trends and E-Learning Virtual Reality Potential Opportunities in the COVID-19 Landscape

        1.6.3 Measures / Proposal against Covid-19

            1.6.3.1 Government Measures to Combat Covid-19 Impact

            1.6.3.2 Proposal for E-Learning Virtual Reality Players to Combat Covid-19 Impact

    1.7 Study Objectives

    1.8 Years Considered

 

2 Global Growth Trends by Regions

    2.1 E-Learning Virtual Reality Market Perspective (2015-2026)

    2.2 E-Learning Virtual Reality Growth Trends by Regions

        2.2.1 E-Learning Virtual Reality Market Size by Regions: 2015 VS 2020 VS 2026

        2.2.2 E-Learning Virtual Reality Historic Market Share by Regions (2015-2020)

        2.2.3 E-Learning Virtual Reality Forecasted Market Size by Regions (2021-2026)

    2.3 Industry Trends and Growth Strategy

        2.3.1 Market Top Trends

        2.3.2 Market Drivers

        2.3.3 Market Challenges

        2.3.4 Porter’s Five Forces Analysis

        2.3.5 E-Learning Virtual Reality Market Growth Strategy

        2.3.6 Primary Interviews with Key E-Learning Virtual Reality Players (Opinion Leaders)

 

3 Competition Landscape by Key Players

    3.1 Global Top E-Learning Virtual Reality Players by Market Size

        3.1.1 Global Top E-Learning Virtual Reality Players by Revenue (2015-2020)

        3.1.2 Global E-Learning Virtual Reality Revenue Market Share by Players (2015-2020)

        3.1.3 Global E-Learning Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)

    3.2 Global E-Learning Virtual Reality Market Concentration Ratio

        3.2.1 Global E-Learning Virtual Reality Market Concentration Ratio (CR5 and HHI)

        3.2.2 Global Top 10 and Top 5 Companies by E-Learning Virtual Reality Revenue in 2019

    3.3 E-Learning Virtual Reality Key Players Head office and Area Served

    3.4 Key Players E-Learning Virtual Reality Product Solution and Service

    3.5 Date of Enter into E-Learning Virtual Reality Market

    3.6 Mergers & Acquisitions, Expansion Plans

 

4 Breakdown Data by Type (2015-2026)

    4.1 Global E-Learning Virtual Reality Historic Market Size by Type (2015-2020)

    4.2 Global E-Learning Virtual Reality Forecasted Market Size by Type (2021-2026)

 

5 E-Learning Virtual Reality Breakdown Data by Application (2015-2026)

    5.1 Global E-Learning Virtual Reality Market Size by Application (2015-2020)

    5.2 Global E-Learning Virtual Reality Forecasted Market Size by Application (2021-2026)

 

6 North America

    6.1 North America E-Learning Virtual Reality Market Size (2015-2020)

    6.2 E-Learning Virtual Reality Key Players in North America (2019-2020)

    6.3 North America E-Learning Virtual Reality Market Size by Type (2015-2020)

    6.4 North America E-Learning Virtual Reality Market Size by Application (2015-2020)

 

7 Europe

    7.1 Europe E-Learning Virtual Reality Market Size (2015-2020)

    7.2 E-Learning Virtual Reality Key Players in Europe (2019-2020)

    7.3 Europe E-Learning Virtual Reality Market Size by Type (2015-2020)

    7.4 Europe E-Learning Virtual Reality Market Size by Application (2015-2020)

 

8 China

    8.1 China E-Learning Virtual Reality Market Size (2015-2020)

    8.2 E-Learning Virtual Reality Key Players in China (2019-2020)

    8.3 China E-Learning Virtual Reality Market Size by Type (2015-2020)

    8.4 China E-Learning Virtual Reality Market Size by Application (2015-2020)

 

9 Japan

    9.1 Japan E-Learning Virtual Reality Market Size (2015-2020)

    9.2 E-Learning Virtual Reality Key Players in Japan (2019-2020)

    9.3 Japan E-Learning Virtual Reality Market Size by Type (2015-2020)

    9.4 Japan E-Learning Virtual Reality Market Size by Application (2015-2020)

 

10 Southeast Asia

    10.1 Southeast Asia E-Learning Virtual Reality Market Size (2015-2020)

    10.2 E-Learning Virtual Reality Key Players in Southeast Asia (2019-2020)

    10.3 Southeast Asia E-Learning Virtual Reality Market Size by Type (2015-2020)

    10.4 Southeast Asia E-Learning Virtual Reality Market Size by Application (2015-2020)

 

11 India

    11.1 India E-Learning Virtual Reality Market Size (2015-2020)

    11.2 E-Learning Virtual Reality Key Players in India (2019-2020)

    11.3 India E-Learning Virtual Reality Market Size by Type (2015-2020)

    11.4 India E-Learning Virtual Reality Market Size by Application (2015-2020)

 

12 Central & South America

    12.1 Central & South America E-Learning Virtual Reality Market Size (2015-2020)

    12.2 E-Learning Virtual Reality Key Players in Central & South America (2019-2020)

    12.3 Central & South America E-Learning Virtual Reality Market Size by Type (2015-2020)

    12.4 Central & South America E-Learning Virtual Reality Market Size by Application (2015-2020)

 

13 Key Players Profiles

    13.1 Avantis Systems

        13.1.1 Avantis Systems Company Details

        13.1.2 Avantis Systems Business Overview and Its Total Revenue

        13.1.3 Avantis Systems E-Learning Virtual Reality Introduction

        13.1.4 Avantis Systems Revenue in E-Learning Virtual Reality Business (2015-2020))

        13.1.5 Avantis Systems Recent Development

    13.2 ELearning Studios

        13.2.1 ELearning Studios Company Details

        13.2.2 ELearning Studios Business Overview and Its Total Revenue

        13.2.3 ELearning Studios E-Learning Virtual Reality Introduction

        13.2.4 ELearning Studios Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.2.5 ELearning Studios Recent Development

    13.3 Enlighten

        13.3.1 Enlighten Company Details

        13.3.2 Enlighten Business Overview and Its Total Revenue

        13.3.3 Enlighten E-Learning Virtual Reality Introduction

        13.3.4 Enlighten Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.3.5 Enlighten Recent Development

    13.4 Google

        13.4.1 Google Company Details

        13.4.2 Google Business Overview and Its Total Revenue

        13.4.3 Google E-Learning Virtual Reality Introduction

        13.4.4 Google Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.4.5 Google Recent Development

    13.5 Immerse

        13.5.1 Immerse Company Details

        13.5.2 Immerse Business Overview and Its Total Revenue

        13.5.3 Immerse E-Learning Virtual Reality Introduction

        13.5.4 Immerse Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.5.5 Immerse Recent Development

    13.6 LearnBrite

        13.6.1 LearnBrite Company Details

        13.6.2 LearnBrite Business Overview and Its Total Revenue

        13.6.3 LearnBrite E-Learning Virtual Reality Introduction

        13.6.4 LearnBrite Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.6.5 LearnBrite Recent Development

    13.7 Lenovo

        13.7.1 Lenovo Company Details

        13.7.2 Lenovo Business Overview and Its Total Revenue

        13.7.3 Lenovo E-Learning Virtual Reality Introduction

        13.7.4 Lenovo Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.7.5 Lenovo Recent Development

    13.8 MOOC Solutions

        13.8.1 MOOC Solutions Company Details

        13.8.2 MOOC Solutions Business Overview and Its Total Revenue

        13.8.3 MOOC Solutions E-Learning Virtual Reality Introduction

        13.8.4 MOOC Solutions Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.8.5 MOOC Solutions Recent Development

    13.9 Oculus VR

        13.9.1 Oculus VR Company Details

        13.9.2 Oculus VR Business Overview and Its Total Revenue

        13.9.3 Oculus VR E-Learning Virtual Reality Introduction

        13.9.4 Oculus VR Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.9.5 Oculus VR Recent Development

    13.10 RapidValue Solutions

        13.10.1 RapidValue Solutions Company Details

        13.10.2 RapidValue Solutions Business Overview and Its Total Revenue

        13.10.3 RapidValue Solutions E-Learning Virtual Reality Introduction

        13.10.4 RapidValue Solutions Revenue in E-Learning Virtual Reality Business (2015-2020)

        13.10.5 RapidValue Solutions Recent Development

    13.11 Sify Technologies

        10.11.1 Sify Technologies Company Details

        10.11.2 Sify Technologies Business Overview and Its Total Revenue

        10.11.3 Sify Technologies E-Learning Virtual Reality Introduction

        10.11.4 Sify Technologies Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.11.5 Sify Technologies Recent Development

    13.12 Skills2Learn

        10.12.1 Skills2Learn Company Details

        10.12.2 Skills2Learn Business Overview and Its Total Revenue

        10.12.3 Skills2Learn E-Learning Virtual Reality Introduction

        10.12.4 Skills2Learn Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.12.5 Skills2Learn Recent Development

    13.13 SQLearn

        10.13.1 SQLearn Company Details

        10.13.2 SQLearn Business Overview and Its Total Revenue

        10.13.3 SQLearn E-Learning Virtual Reality Introduction

        10.13.4 SQLearn Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.13.5 SQLearn Recent Development

    13.14 Tesseract Learning

        10.14.1 Tesseract Learning Company Details

        10.14.2 Tesseract Learning Business Overview and Its Total Revenue

        10.14.3 Tesseract Learning E-Learning Virtual Reality Introduction

        10.14.4 Tesseract Learning Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.14.5 Tesseract Learning Recent Development

    13.15 ThingLink

        10.15.1 ThingLink Company Details

        10.15.2 ThingLink Business Overview and Its Total Revenue

        10.15.3 ThingLink E-Learning Virtual Reality Introduction

        10.15.4 ThingLink Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.15.5 ThingLink Recent Development

    13.16 VIVED

        10.16.1 VIVED Company Details

        10.16.2 VIVED Business Overview and Its Total Revenue

        10.16.3 VIVED E-Learning Virtual Reality Introduction

        10.16.4 VIVED Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.16.5 VIVED Recent Development

    13.17 VR Education Holdings

        10.17.1 VR Education Holdings Company Details

        10.17.2 VR Education Holdings Business Overview and Its Total Revenue

        10.17.3 VR Education Holdings E-Learning Virtual Reality Introduction

        10.17.4 VR Education Holdings Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.17.5 VR Education Holdings Recent Development

    13.18 ZSpace

        10.18.1 ZSpace Company Details

        10.18.2 ZSpace Business Overview and Its Total Revenue

        10.18.3 ZSpace E-Learning Virtual Reality Introduction

        10.18.4 ZSpace Revenue in E-Learning Virtual Reality Business (2015-2020)

        10.18.5 ZSpace Recent Development

 

14 Analyst's Viewpoints/Conclusions

 

15 Appendix

    15.1 Research Methodology

        15.1.1 Methodology/Research Approach

        15.1.2 Data Source

    15.2 Disclaimer

    15.3 Author Details

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List of Tables

Table 1. E-Learning Virtual Reality Key Market Segments

Table 2. Key Players Covered: Ranking by E-Learning Virtual Reality Revenue

Table 3. Ranking of Global Top E-Learning Virtual Reality Manufacturers by Revenue (US$ Million) in 2019

Table 4. Global E-Learning Virtual Reality Market Size Growth Rate by Type (US$ Million): 2020 VS 2026

Table 5. Key Players of Devices

Table 6. Key Players of Software

Table 7. Key Players of Services

Table 8. COVID-19 Impact Global Market: (Four E-Learning Virtual Reality Market Size Forecast Scenarios)

Table 9. Opportunities and Trends for E-Learning Virtual Reality Players in the COVID-19 Landscape

Table 10. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis

Table 11. Key Regions/Countries Measures against Covid-19 Impact

Table 12. Proposal for E-Learning Virtual Reality Players to Combat Covid-19 Impact

Table 13. Global E-Learning Virtual Reality Market Size Growth by Application (US$ Million): 2020 VS 2026

Table 14. Global E-Learning Virtual Reality Market Size by Regions (US$ Million): 2020 VS 2026

Table 15. Global E-Learning Virtual Reality Market Size by Regions (2015-2020) (US$ Million)

Table 16. Global E-Learning Virtual Reality Market Share by Regions (2015-2020)

Table 17. Global E-Learning Virtual Reality Forecasted Market Size by Regions (2021-2026) (US$ Million)

Table 18. Global E-Learning Virtual Reality Market Share by Regions (2021-2026)

Table 19. Market Top Trends

Table 20. Key Drivers: Impact Analysis

Table 21. Key Challenges

Table 22. E-Learning Virtual Reality Market Growth Strategy

Table 23. Main Points Interviewed from Key E-Learning Virtual Reality Players

Table 24. Global E-Learning Virtual Reality Revenue by Players (2015-2020) (Million US$)

Table 25. Global E-Learning Virtual Reality Market Share by Players (2015-2020)

Table 26. Global Top E-Learning Virtual Reality Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Virtual Reality as of 2019)

Table 27. Global E-Learning Virtual Reality by Players Market Concentration Ratio (CR5 and HHI)

Table 28. Key Players Headquarters and Area Served

Table 29. Key Players E-Learning Virtual Reality Product Solution and Service

Table 30. Date of Enter into E-Learning Virtual Reality Market

Table 31. Mergers & Acquisitions, Expansion Plans

Table 32. Global E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 33. Global E-Learning Virtual Reality Market Size Share by Type (2015-2020)

Table 34. Global E-Learning Virtual Reality Revenue Market Share by Type (2021-2026)

Table 35. Global E-Learning Virtual Reality Market Size Share by Application (2015-2020)

Table 36. Global E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 37. Global E-Learning Virtual Reality Market Size Share by Application (2021-2026)

Table 38. North America Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 39. North America Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 40. North America E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 41. North America E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 42. North America E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 43. North America E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 44. Europe Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 45. Europe Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 46. Europe E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 47. Europe E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 48. Europe E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 49. Europe E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 50. China Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 51. China Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 52. China E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 53. China E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 54. China E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 55. China E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 56. Japan Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 57. Japan Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 58. Japan E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 59. Japan E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 60. Japan E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 61. Japan E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 62. Southeast Asia Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 63. Southeast Asia Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 64. Southeast Asia E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 65. Southeast Asia E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 66. Southeast Asia E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 67. Southeast Asia E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 68. India Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 69. India Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 70. India E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 71. India E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 72. India E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 73. India E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 74. Central & South America Key Players E-Learning Virtual Reality Revenue (2019-2020) (Million US$)

Table 75. Central & South America Key Players E-Learning Virtual Reality Market Share (2019-2020)

Table 76. Central & South America E-Learning Virtual Reality Market Size by Type (2015-2020) (Million US$)

Table 77. Central & South America E-Learning Virtual Reality Market Share by Type (2015-2020)

Table 78. Central & South America E-Learning Virtual Reality Market Size by Application (2015-2020) (Million US$)

Table 79. Central & South America E-Learning Virtual Reality Market Share by Application (2015-2020)

Table 80. Avantis Systems Company Details

Table 81. Avantis Systems Business Overview

Table 82. Avantis Systems Product

Table 83. Avantis Systems Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 84. Avantis Systems Recent Development

Table 85. ELearning Studios Company Details

Table 86. ELearning Studios Business Overview

Table 87. ELearning Studios Product

Table 88. ELearning Studios Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 89. ELearning Studios Recent Development

Table 90. Enlighten Company Details

Table 91. Enlighten Business Overview

Table 92. Enlighten Product

Table 93. Enlighten Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 94. Enlighten Recent Development

Table 95. Google Company Details

Table 96. Google Business Overview

Table 97. Google Product

Table 98. Google Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 99. Google Recent Development

Table 100. Immerse Company Details

Table 101. Immerse Business Overview

Table 102. Immerse Product

Table 103. Immerse Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 104. Immerse Recent Development

Table 105. LearnBrite Company Details

Table 106. LearnBrite Business Overview

Table 107. LearnBrite Product

Table 108. LearnBrite Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 109. LearnBrite Recent Development

Table 110. Lenovo Company Details

Table 111. Lenovo Business Overview

Table 112. Lenovo Product

Table 113. Lenovo Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 114. Lenovo Recent Development

Table 115. MOOC Solutions Business Overview

Table 116. MOOC Solutions Product

Table 117. MOOC Solutions Company Details

Table 118. MOOC Solutions Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 119. MOOC Solutions Recent Development

Table 120. Oculus VR Company Details

Table 121. Oculus VR Business Overview

Table 122. Oculus VR Product

Table 123. Oculus VR Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 124. Oculus VR Recent Development

Table 125. RapidValue Solutions Company Details

Table 126. RapidValue Solutions Business Overview

Table 127. RapidValue Solutions Product

Table 128. RapidValue Solutions Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 129. RapidValue Solutions Recent Development

Table 130. Sify Technologies Company Details

Table 131. Sify Technologies Business Overview

Table 132. Sify Technologies Product

Table 133. Sify Technologies Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 134. Sify Technologies Recent Development

Table 135. Skills2Learn Company Details

Table 136. Skills2Learn Business Overview

Table 137. Skills2Learn Product

Table 138. Skills2Learn Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 139. Skills2Learn Recent Development

Table 140. SQLearn Company Details

Table 141. SQLearn Business Overview

Table 142. SQLearn Product

Table 143. SQLearn Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 144. SQLearn Recent Development

Table 145. Tesseract Learning Company Details

Table 146. Tesseract Learning Business Overview

Table 147. Tesseract Learning Product

Table 148. Tesseract Learning Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 149. Tesseract Learning Recent Development

Table 150. ThingLink Company Details

Table 151. ThingLink Business Overview

Table 152. ThingLink Product

Table 153. ThingLink Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 154. ThingLink Recent Development

Table 155. VIVED Company Details

Table 156. VIVED Business Overview

Table 157. VIVED Product

Table 158. VIVED Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 159. VIVED Recent Development

Table 160. VR Education Holdings Company Details

Table 161. VR Education Holdings Business Overview

Table 162. VR Education Holdings Product

Table 163. VR Education Holdings Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 164. VR Education Holdings Recent Development

Table 165. ZSpace Company Details

Table 166. ZSpace Business Overview

Table 167. ZSpace Product

Table 168. ZSpace Revenue in E-Learning Virtual Reality Business (2015-2020) (Million US$)

Table 169. ZSpace Recent Development

Table 170. Research Programs/Design for This Report

Table 171. Key Data Information from Secondary Sources

Table 172. Key Data Information from Primary Sources

List of Figures

Figure 1. Global E-Learning Virtual Reality Market Share by Type: 2020 VS 2026

Figure 2. Devices Features

Figure 3. Software Features

Figure 4. Services Features

Figure 5. Global E-Learning Virtual Reality Market Share by Application: 2020 VS 2026

Figure 6. VR Academic Research Case Studies

Figure 7. Corporate Training Case Studies

Figure 8. School Education Case Studies

Figure 9. Other Case Studies

Figure 10. E-Learning Virtual Reality Report Years Considered

Figure 11. Global E-Learning Virtual Reality Market Size YoY Growth 2015-2026 (US$ Million)

Figure 12. Global E-Learning Virtual Reality Market Share by Regions: 2020 VS 2026

Figure 13. Global E-Learning Virtual Reality Market Share by Regions (2021-2026)

Figure 14. Porter's Five Forces Analysis

Figure 15. Global E-Learning Virtual Reality Market Share by Players in 2019

Figure 16. Global Top E-Learning Virtual Reality Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Virtual Reality as of 2019

Figure 17. The Top 10 and 5 Players Market Share by E-Learning Virtual Reality Revenue in 2019

Figure 18. North America E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 19. Europe E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 20. China E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 21. Japan E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 22. Southeast Asia E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 23. India E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 24. Central & South America E-Learning Virtual Reality Market Size YoY Growth (2015-2020) (Million US$)

Figure 25. Avantis Systems Total Revenue (US$ Million): 2019 Compared with 2018

Figure 26. Avantis Systems Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 27. ELearning Studios Total Revenue (US$ Million): 2019 Compared with 2018

Figure 28. ELearning Studios Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 29. Enlighten Total Revenue (US$ Million): 2019 Compared with 2018

Figure 30. Enlighten Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 31. Google Total Revenue (US$ Million): 2019 Compared with 2018

Figure 32. Google Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 33. Immerse Total Revenue (US$ Million): 2019 Compared with 2018

Figure 34. Immerse Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 35. LearnBrite Total Revenue (US$ Million): 2019 Compared with 2018

Figure 36. LearnBrite Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 37. Lenovo Total Revenue (US$ Million): 2019 Compared with 2018

Figure 38. Lenovo Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 39. MOOC Solutions Total Revenue (US$ Million): 2019 Compared with 2018

Figure 40. MOOC Solutions Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 41. Oculus VR Total Revenue (US$ Million): 2019 Compared with 2018

Figure 42. Oculus VR Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 43. RapidValue Solutions Total Revenue (US$ Million): 2019 Compared with 2018

Figure 44. RapidValue Solutions Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 45. Sify Technologies Total Revenue (US$ Million): 2019 Compared with 2018

Figure 46. Sify Technologies Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 47. Skills2Learn Total Revenue (US$ Million): 2019 Compared with 2018

Figure 48. Skills2Learn Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 49. SQLearn Total Revenue (US$ Million): 2019 Compared with 2018

Figure 50. SQLearn Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 51. Tesseract Learning Total Revenue (US$ Million): 2019 Compared with 2018

Figure 52. Tesseract Learning Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 53. ThingLink Total Revenue (US$ Million): 2019 Compared with 2018

Figure 54. ThingLink Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 55. VIVED Total Revenue (US$ Million): 2019 Compared with 2018

Figure 56. VIVED Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 57. VR Education Holdings Total Revenue (US$ Million): 2019 Compared with 2018

Figure 58. VR Education Holdings Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 59. ZSpace Total Revenue (US$ Million): 2019 Compared with 2018

Figure 60. ZSpace Revenue Growth Rate in E-Learning Virtual Reality Business (2015-2020)

Figure 61. Bottom-up and Top-down Approaches for This Report

Figure 62. Data Triangulation

Figure 63. Key Executives Interviewed

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