

The global E-Learning VR market size was valued at US$ million in 2024 and is forecast to a readjusted size of USD million by 2031 with a CAGR of %during review period.
This report is a detailed and comprehensive analysis for global E-Learning VR market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global E-Learning VR market size and forecasts, in consumption value ($ Million), 2020-2031
Global E-Learning VR market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global E-Learning VR market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global E-Learning VR market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for E-Learning VR
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global E-Learning VR market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Avantis Systems, ELearning Studios, Totrain, Google, Immerse, LearnBrite, Lenovo, Meta, Babcock, SQLearn, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
E-Learning VR market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Devices
Software
Services
Market segment by Application
VR Academic Research
Corporate Training
School Education
Other
Market segment by players, this report covers
Avantis Systems
ELearning Studios
Totrain
Google
Immerse
LearnBrite
Lenovo
Meta
Babcock
SQLearn
Tesseract Learning
ThingLink
VIVED
ENGAGE XR Holdings
ZSpace
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe E-Learning VR product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of E-Learning VR, with revenue, gross margin, and global market share of E-Learning VR from 2020 to 2025.
Chapter 3, the E-Learning VR competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and E-Learning VR market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of E-Learning VR.
Chapter 13, to describe E-Learning VR research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of E-Learning VR by Type
1.3.1 Overview: Global E-Learning VR Market Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global E-Learning VR Consumption Value Market Share by Type in 2024
1.3.3 Devices
1.3.4 Software
1.3.5 Services
1.4 Global E-Learning VR Market by Application
1.4.1 Overview: Global E-Learning VR Market Size by Application: 2020 Versus 2024 Versus 2031
1.4.2 VR Academic Research
1.4.3 Corporate Training
1.4.4 School Education
1.4.5 Other
1.5 Global E-Learning VR Market Size & Forecast
1.6 Global E-Learning VR Market Size and Forecast by Region
1.6.1 Global E-Learning VR Market Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global E-Learning VR Market Size by Region, (2020-2031)
1.6.3 North America E-Learning VR Market Size and Prospect (2020-2031)
1.6.4 Europe E-Learning VR Market Size and Prospect (2020-2031)
1.6.5 Asia-Pacific E-Learning VR Market Size and Prospect (2020-2031)
1.6.6 South America E-Learning VR Market Size and Prospect (2020-2031)
1.6.7 Middle East & Africa E-Learning VR Market Size and Prospect (2020-2031)
2 Company Profiles
2.1 Avantis Systems
2.1.1 Avantis Systems Details
2.1.2 Avantis Systems Major Business
2.1.3 Avantis Systems E-Learning VR Product and Solutions
2.1.4 Avantis Systems E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.1.5 Avantis Systems Recent Developments and Future Plans
2.2 ELearning Studios
2.2.1 ELearning Studios Details
2.2.2 ELearning Studios Major Business
2.2.3 ELearning Studios E-Learning VR Product and Solutions
2.2.4 ELearning Studios E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.2.5 ELearning Studios Recent Developments and Future Plans
2.3 Totrain
2.3.1 Totrain Details
2.3.2 Totrain Major Business
2.3.3 Totrain E-Learning VR Product and Solutions
2.3.4 Totrain E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.3.5 Totrain Recent Developments and Future Plans
2.4 Google
2.4.1 Google Details
2.4.2 Google Major Business
2.4.3 Google E-Learning VR Product and Solutions
2.4.4 Google E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.4.5 Google Recent Developments and Future Plans
2.5 Immerse
2.5.1 Immerse Details
2.5.2 Immerse Major Business
2.5.3 Immerse E-Learning VR Product and Solutions
2.5.4 Immerse E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.5.5 Immerse Recent Developments and Future Plans
2.6 LearnBrite
2.6.1 LearnBrite Details
2.6.2 LearnBrite Major Business
2.6.3 LearnBrite E-Learning VR Product and Solutions
2.6.4 LearnBrite E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.6.5 LearnBrite Recent Developments and Future Plans
2.7 Lenovo
2.7.1 Lenovo Details
2.7.2 Lenovo Major Business
2.7.3 Lenovo E-Learning VR Product and Solutions
2.7.4 Lenovo E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.7.5 Lenovo Recent Developments and Future Plans
2.8 Meta
2.8.1 Meta Details
2.8.2 Meta Major Business
2.8.3 Meta E-Learning VR Product and Solutions
2.8.4 Meta E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.8.5 Meta Recent Developments and Future Plans
2.9 Babcock
2.9.1 Babcock Details
2.9.2 Babcock Major Business
2.9.3 Babcock E-Learning VR Product and Solutions
2.9.4 Babcock E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.9.5 Babcock Recent Developments and Future Plans
2.10 SQLearn
2.10.1 SQLearn Details
2.10.2 SQLearn Major Business
2.10.3 SQLearn E-Learning VR Product and Solutions
2.10.4 SQLearn E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.10.5 SQLearn Recent Developments and Future Plans
2.11 Tesseract Learning
2.11.1 Tesseract Learning Details
2.11.2 Tesseract Learning Major Business
2.11.3 Tesseract Learning E-Learning VR Product and Solutions
2.11.4 Tesseract Learning E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.11.5 Tesseract Learning Recent Developments and Future Plans
2.12 ThingLink
2.12.1 ThingLink Details
2.12.2 ThingLink Major Business
2.12.3 ThingLink E-Learning VR Product and Solutions
2.12.4 ThingLink E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.12.5 ThingLink Recent Developments and Future Plans
2.13 VIVED
2.13.1 VIVED Details
2.13.2 VIVED Major Business
2.13.3 VIVED E-Learning VR Product and Solutions
2.13.4 VIVED E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.13.5 VIVED Recent Developments and Future Plans
2.14 ENGAGE XR Holdings
2.14.1 ENGAGE XR Holdings Details
2.14.2 ENGAGE XR Holdings Major Business
2.14.3 ENGAGE XR Holdings E-Learning VR Product and Solutions
2.14.4 ENGAGE XR Holdings E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.14.5 ENGAGE XR Holdings Recent Developments and Future Plans
2.15 ZSpace
2.15.1 ZSpace Details
2.15.2 ZSpace Major Business
2.15.3 ZSpace E-Learning VR Product and Solutions
2.15.4 ZSpace E-Learning VR Revenue, Gross Margin and Market Share (2020-2025)
2.15.5 ZSpace Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global E-Learning VR Revenue and Share by Players (2020-2025)
3.2 Market Share Analysis (2024)
3.2.1 Market Share of E-Learning VR by Company Revenue
3.2.2 Top 3 E-Learning VR Players Market Share in 2024
3.2.3 Top 6 E-Learning VR Players Market Share in 2024
3.3 E-Learning VR Market: Overall Company Footprint Analysis
3.3.1 E-Learning VR Market: Region Footprint
3.3.2 E-Learning VR Market: Company Product Type Footprint
3.3.3 E-Learning VR Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
4.1 Global E-Learning VR Consumption Value and Market Share by Type (2020-2025)
4.2 Global E-Learning VR Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
5.1 Global E-Learning VR Consumption Value Market Share by Application (2020-2025)
5.2 Global E-Learning VR Market Forecast by Application (2026-2031)
6 North America
6.1 North America E-Learning VR Consumption Value by Type (2020-2031)
6.2 North America E-Learning VR Market Size by Application (2020-2031)
6.3 North America E-Learning VR Market Size by Country
6.3.1 North America E-Learning VR Consumption Value by Country (2020-2031)
6.3.2 United States E-Learning VR Market Size and Forecast (2020-2031)
6.3.3 Canada E-Learning VR Market Size and Forecast (2020-2031)
6.3.4 Mexico E-Learning VR Market Size and Forecast (2020-2031)
7 Europe
7.1 Europe E-Learning VR Consumption Value by Type (2020-2031)
7.2 Europe E-Learning VR Consumption Value by Application (2020-2031)
7.3 Europe E-Learning VR Market Size by Country
7.3.1 Europe E-Learning VR Consumption Value by Country (2020-2031)
7.3.2 Germany E-Learning VR Market Size and Forecast (2020-2031)
7.3.3 France E-Learning VR Market Size and Forecast (2020-2031)
7.3.4 United Kingdom E-Learning VR Market Size and Forecast (2020-2031)
7.3.5 Russia E-Learning VR Market Size and Forecast (2020-2031)
7.3.6 Italy E-Learning VR Market Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific E-Learning VR Consumption Value by Type (2020-2031)
8.2 Asia-Pacific E-Learning VR Consumption Value by Application (2020-2031)
8.3 Asia-Pacific E-Learning VR Market Size by Region
8.3.1 Asia-Pacific E-Learning VR Consumption Value by Region (2020-2031)
8.3.2 China E-Learning VR Market Size and Forecast (2020-2031)
8.3.3 Japan E-Learning VR Market Size and Forecast (2020-2031)
8.3.4 South Korea E-Learning VR Market Size and Forecast (2020-2031)
8.3.5 India E-Learning VR Market Size and Forecast (2020-2031)
8.3.6 Southeast Asia E-Learning VR Market Size and Forecast (2020-2031)
8.3.7 Australia E-Learning VR Market Size and Forecast (2020-2031)
9 South America
9.1 South America E-Learning VR Consumption Value by Type (2020-2031)
9.2 South America E-Learning VR Consumption Value by Application (2020-2031)
9.3 South America E-Learning VR Market Size by Country
9.3.1 South America E-Learning VR Consumption Value by Country (2020-2031)
9.3.2 Brazil E-Learning VR Market Size and Forecast (2020-2031)
9.3.3 Argentina E-Learning VR Market Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa E-Learning VR Consumption Value by Type (2020-2031)
10.2 Middle East & Africa E-Learning VR Consumption Value by Application (2020-2031)
10.3 Middle East & Africa E-Learning VR Market Size by Country
10.3.1 Middle East & Africa E-Learning VR Consumption Value by Country (2020-2031)
10.3.2 Turkey E-Learning VR Market Size and Forecast (2020-2031)
10.3.3 Saudi Arabia E-Learning VR Market Size and Forecast (2020-2031)
10.3.4 UAE E-Learning VR Market Size and Forecast (2020-2031)
11 Market Dynamics
11.1 E-Learning VR Market Drivers
11.2 E-Learning VR Market Restraints
11.3 E-Learning VR Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 E-Learning VR Industry Chain
12.2 E-Learning VR Upstream Analysis
12.3 E-Learning VR Midstream Analysis
12.4 E-Learning VR Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
Avantis Systems
ELearning Studios
Totrain
Google
Immerse
LearnBrite
Lenovo
Meta
Babcock
SQLearn
Tesseract Learning
ThingLink
VIVED
ENGAGE XR Holdings
ZSpace
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Ìý
*If Applicable.