
Global Virtual reality in enterprise training Market Size, Share & Trends Analysis Report, Forecast Period, 2023-2030
Report ID: MS-2003 | Application Software | Last updated: Dec, 2024 | Formats*:

Virtual reality in enterprise training Report Highlights
Report Metrics | Details |
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Forecast period | 2019-2030 |
Base Year Of Estimation | 2023 |
Growth Rate | CAGR of 18.4% |
Forecast Value (2030) | USD 123.06 Billion |
Key Market Players |
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By Region |
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Virtual reality in enterprise training Market Trends
The market for virtual reality (VR) in enterprise training is experiencing a growth spurt owing to the rising usage of immersive technology across many sectors. Companies are implementing VR as a part of training programs to increase employee involvement and encourage retention through active learning. This method of teaching includes practical experiences in which scenarios are created that resemble real-life situations, making the practice more enhanced and meaningful. Sectors such as healthcare, manufacturing, and even the retail industry are responding positively to VR in that employees get to safely hone their abilities without the dangers that come with conventional teaching modes. Also, development of VR systems, such as the introduction of better equipment and software, is facilitating the provision of training solutions at a reasonable price. Enhanced developments in VR technologies are facilitating the inclusion of tools such as artificial intelligence (AI) and machine learning, which makes it possible to personalize the training experience even further by allowing specific training programs to fit every individual’s learning needs. Since these organizations do not discriminate when it comes to the training and development of the employees in these organizations, it is forecasting growth in the acceptance of VR training solutions, making this market surge in the upcoming years.Virtual reality in enterprise training Market Leading Players
The key players profiled in the report are Microsoft Corporation, Google LLC, Apple Inc., Meta Platforms, Magic Leap, Inc., Samsung Electronics Co., Ltd., Blippar, 3D Systems, Inc., PTC Inc., Varjo Technologies, Avegant Corporation, Sony Corporation, Innovega Inc., HTC Corporation, Qualcomm Technologies, Inc.Growth Accelerators
In the enterprise training space, the market for virtual reality and learning services is fuelled primarily by the need for better learning delivered in an engaging and retaining manner. As more and more organisations look for new ways to train their employees, VR has the particularity of creating real-life scenarios for training purposes. This immersive technique enables an employee to practice skills, make decisions, and be accountable for them without the dangers of real life and costs of normal training. Experiences are quickly becoming the mode of transfer of knowledge that many corporations are looking toward finding ways to incorporate VR within their training in order to enhance the retention of knowledge while cutting the time spent on training. The other major driver is the rapidly improving VR technology capabilities in both hardware and software, and as a result, these solutions are becoming more affordable to any kind of organization. Everything from VR headsets to software application development has made the process of implementing VR trainings much easier for the companies. This change allows the companies to offer the same level of training to employees in all regions, irrespective of the differences in the locations.Virtual reality in enterprise training Market Segmentation analysis
The Global Virtual reality in enterprise training is segmented by and Region. . Geographically, the market is assessed across key Regions like North America(United States, Canada, Mexico), South America(Brazil, Argentina, Chile, Rest of South America), Europe(Germany, France, Italy, United Kingdom, Benelux, Nordics, Rest of Europe), Asia Pacific(China, Japan, India, South Korea, Australia, Southeast Asia, Rest of Asia-Pacific), MEA(Middle East, Africa) and others, each presenting distinct growth opportunities and challenges influenced by the regions.Competitive Landscape
The global market for VR in enterprise training is highly competitive, with many established players besides the influx of emerging startups vying for share. Key players in the market are established technology companies such as HTC, Oculus, and Microsoft. They are joined by specialised VR training platform providers such as Capsim and Virtex. The competition is rather heavy, with widespread commodity differentiation as well as comprehensive focus on the delivery of a complete and engaging VR training solution. With the demand for VR in enterprise training remaining alive and kicking and the innovative introductions of new features, the market will remain dynamic and competitive.Challenges In Virtual reality in enterprise training Market
The VR in the enterprise training market has various reasons that serve as hurdles in its adoption at scale. First and foremost, a high cost of VR is one of the major hindrances—they are expensive hardware and software; hence, SMEs cannot afford to buy them. Besides, developing any content for a VR training calls for specialized skills and resources, which sometimes proves challenging for companies to develop and maintain an interesting training program. There is also a need for robust IT infrastructure in support of VR training that may further complicate implementation and scalability. Then, there is the issue of resistance to change in organizations. Employees and management are quite resistant to change in order not to venture into new technologies, and some scepfically ask if it is better than the traditional way of training. In addition, there are user experience-related challenges. For example, people experience motion sickness or discomfort when using VR headsets. Such a situation might lead to a decrease in engagement and effectiveness for the training programs. It would require strategic change management and continuous support to maximize the benefits of VR within enterprise training.Risks & Prospects in Virtual reality in enterprise training Market
There exist enormous potentials within the enterprise training virtual reality (VR) market owing to the growing need for immersive learning experiences. Companies in every industry, like, for example, health care, manufacturing, and even retail, have started to appreciate the power of VR technology and how it can help in improving the effectiveness as well as the retention capabilities of training. With VR, employees can take part in realistic exercises that duplicate the actual work environment, resulting in better acquisition of the skills required and better readiness for any on-the-job task. Most organizations are finding it difficult to control the training costs without compromising employee productivity. Hence, it is anticipated that there will be a rise in the use of VR training solutions. Moreover, the reduction in prices of VR equipment and the development of more complex software systems are further contributing to why these technologies are becoming more available for businesses of all sizes. The VR incorporation in the already existing training systems may also be industry-orientated, where it fits well in particular industries with specific training challenges.Key Target Audience
Enterprise training is certainly not confined to one industry. It is also targeted at those who might be convinced that the best method of doing it is training their employees with the aid of tools such as VR. Such organisations range from large and sometimes small to medium-sized (SME) babysitting services, healthcare, manufacturing, travel, retail, and more. These organisations allocate resources to the adoption of VR technology within the organisation for improving the training of their workers in terms of effective grasp of content, acquisition of practical skills, economic use of physical resources, and less travel for training purposes.,, Moreover, educational establishments and training companies also play a crucial role in the area of VR enterprise training. More and more universities and vocational colleges invest large amounts of resources in virtual reality these days, seeking to provide training that is adequate and appropriate for the real world, especially the practical aspects of training such as in medicine or complicated engineering designs.Merger and acquisition
The mergers and acquisitions that have been going on in the virtual reality (VR) enterprise training market have lately gained pace. Companies need to expand their market reach, product offerings, and provide access to new technologies. Some notable examples include: Meta Platforms, Inc., formerly known as Facebook, has been on the acquisition spree in order to strengthen its leadership position through VR-based companies. For example, Oculus VR and Bigbox VR and Within recently. Microsoft has also heavily invested in the VR market. The companies bought by the firm include AltspaceVR and HoloLens. Further expansion of the capability was made by the company to be able to provide a wide range of solutions in enterprise training. Such mergers and acquisitions have been responsible for the increased consolidation of players in the market with a few big players. However, this doesn't mean such smaller companies can't compete or innovate, particularly when talking about niche areas and new technologies in the VR training space.- 1.1 Report description
- 1.2 Key market segments
- 1.3 Key benefits to the stakeholders
2: Executive Summary
- 2.1 Virtual reality in enterprise training- Snapshot
- 2.2 Virtual reality in enterprise training- Segment Snapshot
- 2.3 Virtual reality in enterprise training- Competitive Landscape Snapshot
3: Market Overview
- 3.1 Market definition and scope
- 3.2 Key findings
- 3.2.1 Top impacting factors
- 3.2.2 Top investment pockets
- 3.3 Porter’s five forces analysis
- 3.3.1 Low bargaining power of suppliers
- 3.3.2 Low threat of new entrants
- 3.3.3 Low threat of substitutes
- 3.3.4 Low intensity of rivalry
- 3.3.5 Low bargaining power of buyers
- 3.4 Market dynamics
- 3.4.1 Drivers
- 3.4.2 Restraints
- 3.4.3 Opportunities
4: Virtual reality in enterprise training Market by Device
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Head-Mounted Displays
- 4.2.1 Key market trends, factors driving growth, and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market share analysis by country
- 4.3 Desktop/Laptop Computers
- 4.3.1 Key market trends, factors driving growth, and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market share analysis by country
- 4.4 Mobile Devices
- 4.4.1 Key market trends, factors driving growth, and opportunities
- 4.4.2 Market size and forecast, by region
- 4.4.3 Market share analysis by country
5: Virtual reality in enterprise training Market by Training
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 Soft Skills Training
- 5.2.1 Key market trends, factors driving growth, and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market share analysis by country
- 5.3 Technical Training
- 5.3.1 Key market trends, factors driving growth, and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market share analysis by country
- 5.4 Simulation and Gamification
- 5.4.1 Key market trends, factors driving growth, and opportunities
- 5.4.2 Market size and forecast, by region
- 5.4.3 Market share analysis by country
6: Virtual reality in enterprise training Market by Region
- 6.1 Overview
- 6.1.1 Market size and forecast By Region
- 6.2 North America
- 6.2.1 Key trends and opportunities
- 6.2.2 Market size and forecast, by Type
- 6.2.3 Market size and forecast, by Application
- 6.2.4 Market size and forecast, by country
- 6.2.4.1 United States
- 6.2.4.1.1 Key market trends, factors driving growth, and opportunities
- 6.2.4.1.2 Market size and forecast, by Type
- 6.2.4.1.3 Market size and forecast, by Application
- 6.2.4.2 Canada
- 6.2.4.2.1 Key market trends, factors driving growth, and opportunities
- 6.2.4.2.2 Market size and forecast, by Type
- 6.2.4.2.3 Market size and forecast, by Application
- 6.2.4.3 Mexico
- 6.2.4.3.1 Key market trends, factors driving growth, and opportunities
- 6.2.4.3.2 Market size and forecast, by Type
- 6.2.4.3.3 Market size and forecast, by Application
- 6.2.4.1 United States
- 6.3 South America
- 6.3.1 Key trends and opportunities
- 6.3.2 Market size and forecast, by Type
- 6.3.3 Market size and forecast, by Application
- 6.3.4 Market size and forecast, by country
- 6.3.4.1 Brazil
- 6.3.4.1.1 Key market trends, factors driving growth, and opportunities
- 6.3.4.1.2 Market size and forecast, by Type
- 6.3.4.1.3 Market size and forecast, by Application
- 6.3.4.2 Argentina
- 6.3.4.2.1 Key market trends, factors driving growth, and opportunities
- 6.3.4.2.2 Market size and forecast, by Type
- 6.3.4.2.3 Market size and forecast, by Application
- 6.3.4.3 Chile
- 6.3.4.3.1 Key market trends, factors driving growth, and opportunities
- 6.3.4.3.2 Market size and forecast, by Type
- 6.3.4.3.3 Market size and forecast, by Application
- 6.3.4.4 Rest of South America
- 6.3.4.4.1 Key market trends, factors driving growth, and opportunities
- 6.3.4.4.2 Market size and forecast, by Type
- 6.3.4.4.3 Market size and forecast, by Application
- 6.3.4.1 Brazil
- 6.4 Europe
- 6.4.1 Key trends and opportunities
- 6.4.2 Market size and forecast, by Type
- 6.4.3 Market size and forecast, by Application
- 6.4.4 Market size and forecast, by country
- 6.4.4.1 Germany
- 6.4.4.1.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.1.2 Market size and forecast, by Type
- 6.4.4.1.3 Market size and forecast, by Application
- 6.4.4.2 France
- 6.4.4.2.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.2.2 Market size and forecast, by Type
- 6.4.4.2.3 Market size and forecast, by Application
- 6.4.4.3 Italy
- 6.4.4.3.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.3.2 Market size and forecast, by Type
- 6.4.4.3.3 Market size and forecast, by Application
- 6.4.4.4 United Kingdom
- 6.4.4.4.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.4.2 Market size and forecast, by Type
- 6.4.4.4.3 Market size and forecast, by Application
- 6.4.4.5 Benelux
- 6.4.4.5.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.5.2 Market size and forecast, by Type
- 6.4.4.5.3 Market size and forecast, by Application
- 6.4.4.6 Nordics
- 6.4.4.6.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.6.2 Market size and forecast, by Type
- 6.4.4.6.3 Market size and forecast, by Application
- 6.4.4.7 Rest of Europe
- 6.4.4.7.1 Key market trends, factors driving growth, and opportunities
- 6.4.4.7.2 Market size and forecast, by Type
- 6.4.4.7.3 Market size and forecast, by Application
- 6.4.4.1 Germany
- 6.5 Asia Pacific
- 6.5.1 Key trends and opportunities
- 6.5.2 Market size and forecast, by Type
- 6.5.3 Market size and forecast, by Application
- 6.5.4 Market size and forecast, by country
- 6.5.4.1 China
- 6.5.4.1.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.1.2 Market size and forecast, by Type
- 6.5.4.1.3 Market size and forecast, by Application
- 6.5.4.2 Japan
- 6.5.4.2.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.2.2 Market size and forecast, by Type
- 6.5.4.2.3 Market size and forecast, by Application
- 6.5.4.3 India
- 6.5.4.3.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.3.2 Market size and forecast, by Type
- 6.5.4.3.3 Market size and forecast, by Application
- 6.5.4.4 South Korea
- 6.5.4.4.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.4.2 Market size and forecast, by Type
- 6.5.4.4.3 Market size and forecast, by Application
- 6.5.4.5 Australia
- 6.5.4.5.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.5.2 Market size and forecast, by Type
- 6.5.4.5.3 Market size and forecast, by Application
- 6.5.4.6 Southeast Asia
- 6.5.4.6.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.6.2 Market size and forecast, by Type
- 6.5.4.6.3 Market size and forecast, by Application
- 6.5.4.7 Rest of Asia-Pacific
- 6.5.4.7.1 Key market trends, factors driving growth, and opportunities
- 6.5.4.7.2 Market size and forecast, by Type
- 6.5.4.7.3 Market size and forecast, by Application
- 6.5.4.1 China
- 6.6 MEA
- 6.6.1 Key trends and opportunities
- 6.6.2 Market size and forecast, by Type
- 6.6.3 Market size and forecast, by Application
- 6.6.4 Market size and forecast, by country
- 6.6.4.1 Middle East
- 6.6.4.1.1 Key market trends, factors driving growth, and opportunities
- 6.6.4.1.2 Market size and forecast, by Type
- 6.6.4.1.3 Market size and forecast, by Application
- 6.6.4.2 Africa
- 6.6.4.2.1 Key market trends, factors driving growth, and opportunities
- 6.6.4.2.2 Market size and forecast, by Type
- 6.6.4.2.3 Market size and forecast, by Application
- 6.6.4.1 Middle East
- 7.1 Overview
- 7.2 Key Winning Strategies
- 7.3 Top 10 Players: Product Mapping
- 7.4 Competitive Analysis Dashboard
- 7.5 Market Competition Heatmap
- 7.6 Leading Player Positions, 2022
8: Company Profiles
- 8.1 Microsoft Corporation
- 8.1.1 Company Overview
- 8.1.2 Key Executives
- 8.1.3 Company snapshot
- 8.1.4 Active Business Divisions
- 8.1.5 Product portfolio
- 8.1.6 Business performance
- 8.1.7 Major Strategic Initiatives and Developments
- 8.2 Google LLC
- 8.2.1 Company Overview
- 8.2.2 Key Executives
- 8.2.3 Company snapshot
- 8.2.4 Active Business Divisions
- 8.2.5 Product portfolio
- 8.2.6 Business performance
- 8.2.7 Major Strategic Initiatives and Developments
- 8.3 Apple Inc.
- 8.3.1 Company Overview
- 8.3.2 Key Executives
- 8.3.3 Company snapshot
- 8.3.4 Active Business Divisions
- 8.3.5 Product portfolio
- 8.3.6 Business performance
- 8.3.7 Major Strategic Initiatives and Developments
- 8.4 Meta Platforms
- 8.4.1 Company Overview
- 8.4.2 Key Executives
- 8.4.3 Company snapshot
- 8.4.4 Active Business Divisions
- 8.4.5 Product portfolio
- 8.4.6 Business performance
- 8.4.7 Major Strategic Initiatives and Developments
- 8.5 Magic Leap
- 8.5.1 Company Overview
- 8.5.2 Key Executives
- 8.5.3 Company snapshot
- 8.5.4 Active Business Divisions
- 8.5.5 Product portfolio
- 8.5.6 Business performance
- 8.5.7 Major Strategic Initiatives and Developments
- 8.6 Inc.
- 8.6.1 Company Overview
- 8.6.2 Key Executives
- 8.6.3 Company snapshot
- 8.6.4 Active Business Divisions
- 8.6.5 Product portfolio
- 8.6.6 Business performance
- 8.6.7 Major Strategic Initiatives and Developments
- 8.7 Samsung Electronics Co.
- 8.7.1 Company Overview
- 8.7.2 Key Executives
- 8.7.3 Company snapshot
- 8.7.4 Active Business Divisions
- 8.7.5 Product portfolio
- 8.7.6 Business performance
- 8.7.7 Major Strategic Initiatives and Developments
- 8.8 Ltd.
- 8.8.1 Company Overview
- 8.8.2 Key Executives
- 8.8.3 Company snapshot
- 8.8.4 Active Business Divisions
- 8.8.5 Product portfolio
- 8.8.6 Business performance
- 8.8.7 Major Strategic Initiatives and Developments
- 8.9 Blippar
- 8.9.1 Company Overview
- 8.9.2 Key Executives
- 8.9.3 Company snapshot
- 8.9.4 Active Business Divisions
- 8.9.5 Product portfolio
- 8.9.6 Business performance
- 8.9.7 Major Strategic Initiatives and Developments
- 8.10 3D Systems
- 8.10.1 Company Overview
- 8.10.2 Key Executives
- 8.10.3 Company snapshot
- 8.10.4 Active Business Divisions
- 8.10.5 Product portfolio
- 8.10.6 Business performance
- 8.10.7 Major Strategic Initiatives and Developments
- 8.11 Inc.
- 8.11.1 Company Overview
- 8.11.2 Key Executives
- 8.11.3 Company snapshot
- 8.11.4 Active Business Divisions
- 8.11.5 Product portfolio
- 8.11.6 Business performance
- 8.11.7 Major Strategic Initiatives and Developments
- 8.12 PTC Inc.
- 8.12.1 Company Overview
- 8.12.2 Key Executives
- 8.12.3 Company snapshot
- 8.12.4 Active Business Divisions
- 8.12.5 Product portfolio
- 8.12.6 Business performance
- 8.12.7 Major Strategic Initiatives and Developments
- 8.13 Varjo Technologies
- 8.13.1 Company Overview
- 8.13.2 Key Executives
- 8.13.3 Company snapshot
- 8.13.4 Active Business Divisions
- 8.13.5 Product portfolio
- 8.13.6 Business performance
- 8.13.7 Major Strategic Initiatives and Developments
- 8.14 Avegant Corporation
- 8.14.1 Company Overview
- 8.14.2 Key Executives
- 8.14.3 Company snapshot
- 8.14.4 Active Business Divisions
- 8.14.5 Product portfolio
- 8.14.6 Business performance
- 8.14.7 Major Strategic Initiatives and Developments
- 8.15 Sony Corporation
- 8.15.1 Company Overview
- 8.15.2 Key Executives
- 8.15.3 Company snapshot
- 8.15.4 Active Business Divisions
- 8.15.5 Product portfolio
- 8.15.6 Business performance
- 8.15.7 Major Strategic Initiatives and Developments
- 8.16 Innovega Inc.
- 8.16.1 Company Overview
- 8.16.2 Key Executives
- 8.16.3 Company snapshot
- 8.16.4 Active Business Divisions
- 8.16.5 Product portfolio
- 8.16.6 Business performance
- 8.16.7 Major Strategic Initiatives and Developments
- 8.17 HTC Corporation
- 8.17.1 Company Overview
- 8.17.2 Key Executives
- 8.17.3 Company snapshot
- 8.17.4 Active Business Divisions
- 8.17.5 Product portfolio
- 8.17.6 Business performance
- 8.17.7 Major Strategic Initiatives and Developments
- 8.18 Qualcomm Technologies
- 8.18.1 Company Overview
- 8.18.2 Key Executives
- 8.18.3 Company snapshot
- 8.18.4 Active Business Divisions
- 8.18.5 Product portfolio
- 8.18.6 Business performance
- 8.18.7 Major Strategic Initiatives and Developments
- 8.19 Inc.
- 8.19.1 Company Overview
- 8.19.2 Key Executives
- 8.19.3 Company snapshot
- 8.19.4 Active Business Divisions
- 8.19.5 Product portfolio
- 8.19.6 Business performance
- 8.19.7 Major Strategic Initiatives and Developments
9: Analyst Perspective and Conclusion
- 9.1 Concluding Recommendations and Analysis
- 9.2 Strategies for Market Potential
Scope of Report
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By Device |
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By Training |
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