
AR and VR training, also known as augmented reality and virtual reality training, refers to the use of immersive technologies to simulate real-world scenarios and provide interactive training experiences.
Market Analysis and Insights: Global AR and VR Training Market
The global AR and VR Training market is projected to grow from US$ 5105.7 million in 2024 to US$ 17510 million by 2030, at a Compound Annual Growth Rate (CAGR) of 22.8% during the forecast period.
AR and VR training have gained traction in various industries, including healthcare, manufacturing, education, retail, and aviation. As organizations recognize the potential of immersive technologies for training purposes, there has been an increased adoption of AR and VR training solutions to enhance learning outcomes, improve skills, and ensure workforce readiness.
Report Covers:
This report presents an overview of global market for AR and VR Training market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of AR and VR Training, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for AR and VR Training, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the AR and VR Training revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global AR and VR Training market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for AR and VR Training revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
PTC
Microsoft Corporation
HTC Corporation
Seiko Epson Corporation
Lenovo Group Limited
Upskill Inc
MAXST
EON Reality
Leap Motion
Atheer
Nintendo
Sixense Enterprises
Psious
Segment by Type
AR Training
VR Training
Segment by Application
Consumer Electronics
Aerospace And Defense
Automobile
Medical Treatment
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of AR and VR Training in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of AR and VR Training companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, AR and VR Training revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global AR and VR Training Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 AR Training
1.2.3 VR Training
1.3 Market by Application
1.3.1 Global AR and VR Training Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Consumer Electronics
1.3.3 Aerospace And Defense
1.3.4 Automobile
1.3.5 Medical Treatment
1.3.6 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global AR and VR Training Market Perspective (2019-2030)
2.2 Global AR and VR Training Growth Trends by Region
2.2.1 AR and VR Training Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 AR and VR Training Historic Market Size by Region (2019-2024)
2.2.3 AR and VR Training Forecasted Market Size by Region (2025-2030)
2.3 AR and VR Training Market Dynamics
2.3.1 AR and VR Training Industry Trends
2.3.2 AR and VR Training Market Drivers
2.3.3 AR and VR Training Market Challenges
2.3.4 AR and VR Training Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue AR and VR Training by Players
3.1.1 Global AR and VR Training Revenue by Players (2019-2024)
3.1.2 Global AR and VR Training Revenue Market Share by Players (2019-2024)
3.2 Global AR and VR Training Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of AR and VR Training, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global AR and VR Training Market Concentration Ratio
3.4.1 Global AR and VR Training Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by AR and VR Training Revenue in 2023
3.5 Global Key Players of AR and VR Training Head office and Area Served
3.6 Global Key Players of AR and VR Training, Product and Application
3.7 Global Key Players of AR and VR Training, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 AR and VR Training Breakdown Data by Type
4.1 Global AR and VR Training Historic Market Size by Type (2019-2024)
4.2 Global AR and VR Training Forecasted Market Size by Type (2025-2030)
5 AR and VR Training Breakdown Data by Application
5.1 Global AR and VR Training Historic Market Size by Application (2019-2024)
5.2 Global AR and VR Training Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America AR and VR Training Market Size (2019-2030)
6.2 North America AR and VR Training Market Size by Type
6.2.1 North America AR and VR Training Market Size by Type (2019-2024)
6.2.2 North America AR and VR Training Market Size by Type (2025-2030)
6.2.3 North America AR and VR Training Market Share by Type (2019-2030)
6.3 North America AR and VR Training Market Size by Application
6.3.1 North America AR and VR Training Market Size by Application (2019-2024)
6.3.2 North America AR and VR Training Market Size by Application (2025-2030)
6.3.3 North America AR and VR Training Market Share by Application (2019-2030)
6.4 North America AR and VR Training Market Size by Country
6.4.1 North America AR and VR Training Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America AR and VR Training Market Size by Country (2019-2024)
6.4.3 North America AR and VR Training Market Size by Country (2025-2030)
6.4.4 United States
6.4.5 Canada
7 Europe
7.1 Europe AR and VR Training Market Size (2019-2030)
7.2 Europe AR and VR Training Market Size by Type
7.2.1 Europe AR and VR Training Market Size by Type (2019-2024)
7.2.2 Europe AR and VR Training Market Size by Type (2025-2030)
7.2.3 Europe AR and VR Training Market Share by Type (2019-2030)
7.3 Europe AR and VR Training Market Size by Application
7.3.1 Europe AR and VR Training Market Size by Application (2019-2024)
7.3.2 Europe AR and VR Training Market Size by Application (2025-2030)
7.3.3 Europe AR and VR Training Market Share by Application (2019-2030)
7.4 Europe AR and VR Training Market Size by Country
7.4.1 Europe AR and VR Training Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe AR and VR Training Market Size by Country (2019-2024)
7.4.3 Europe AR and VR Training Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China AR and VR Training Market Size (2019-2030)
8.2 China AR and VR Training Market Size by Type
8.2.1 China AR and VR Training Market Size by Type (2019-2024)
8.2.2 China AR and VR Training Market Size by Type (2025-2030)
8.2.3 China AR and VR Training Market Share by Type (2019-2030)
8.3 China AR and VR Training Market Size by Application
8.3.1 China AR and VR Training Market Size by Application (2019-2024)
8.3.2 China AR and VR Training Market Size by Application (2025-2030)
8.3.3 China AR and VR Training Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia AR and VR Training Market Size (2019-2030)
9.2 Asia AR and VR Training Market Size by Type
9.2.1 Asia AR and VR Training Market Size by Type (2019-2024)
9.2.2 Asia AR and VR Training Market Size by Type (2025-2030)
9.2.3 Asia AR and VR Training Market Share by Type (2019-2030)
9.3 Asia AR and VR Training Market Size by Application
9.3.1 Asia AR and VR Training Market Size by Application (2019-2024)
9.3.2 Asia AR and VR Training Market Size by Application (2025-2030)
9.3.3 Asia AR and VR Training Market Share by Application (2019-2030)
9.4 Asia AR and VR Training Market Size by Region
9.4.1 Asia AR and VR Training Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia AR and VR Training Market Size by Region (2019-2024)
9.4.3 Asia AR and VR Training Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America AR and VR Training Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America AR and VR Training Market Size by Type
10.2.1 Middle East, Africa, and Latin America AR and VR Training Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America AR and VR Training Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America AR and VR Training Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America AR and VR Training Market Size by Application
10.3.1 Middle East, Africa, and Latin America AR and VR Training Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America AR and VR Training Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America AR and VR Training Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America AR and VR Training Market Size by Country
10.4.1 Middle East, Africa, and Latin America AR and VR Training Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America AR and VR Training Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America AR and VR Training Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 PTC
11.1.1 PTC Company Details
11.1.2 PTC Business Overview
11.1.3 PTC AR and VR Training Introduction
11.1.4 PTC Revenue in AR and VR Training Business (2019-2024)
11.1.5 PTC Recent Developments
11.2 Microsoft Corporation
11.2.1 Microsoft Corporation Company Details
11.2.2 Microsoft Corporation Business Overview
11.2.3 Microsoft Corporation AR and VR Training Introduction
11.2.4 Microsoft Corporation Revenue in AR and VR Training Business (2019-2024)
11.2.5 Microsoft Corporation Recent Developments
11.3 HTC Corporation
11.3.1 HTC Corporation Company Details
11.3.2 HTC Corporation Business Overview
11.3.3 HTC Corporation AR and VR Training Introduction
11.3.4 HTC Corporation Revenue in AR and VR Training Business (2019-2024)
11.3.5 HTC Corporation Recent Developments
11.4 Seiko Epson Corporation
11.4.1 Seiko Epson Corporation Company Details
11.4.2 Seiko Epson Corporation Business Overview
11.4.3 Seiko Epson Corporation AR and VR Training Introduction
11.4.4 Seiko Epson Corporation Revenue in AR and VR Training Business (2019-2024)
11.4.5 Seiko Epson Corporation Recent Developments
11.5 Lenovo Group Limited
11.5.1 Lenovo Group Limited Company Details
11.5.2 Lenovo Group Limited Business Overview
11.5.3 Lenovo Group Limited AR and VR Training Introduction
11.5.4 Lenovo Group Limited Revenue in AR and VR Training Business (2019-2024)
11.5.5 Lenovo Group Limited Recent Developments
11.6 Upskill Inc
11.6.1 Upskill Inc Company Details
11.6.2 Upskill Inc Business Overview
11.6.3 Upskill Inc AR and VR Training Introduction
11.6.4 Upskill Inc Revenue in AR and VR Training Business (2019-2024)
11.6.5 Upskill Inc Recent Developments
11.7 MAXST
11.7.1 MAXST Company Details
11.7.2 MAXST Business Overview
11.7.3 MAXST AR and VR Training Introduction
11.7.4 MAXST Revenue in AR and VR Training Business (2019-2024)
11.7.5 MAXST Recent Developments
11.8 EON Reality
11.8.1 EON Reality Company Details
11.8.2 EON Reality Business Overview
11.8.3 EON Reality AR and VR Training Introduction
11.8.4 EON Reality Revenue in AR and VR Training Business (2019-2024)
11.8.5 EON Reality Recent Developments
11.9 Leap Motion
11.9.1 Leap Motion Company Details
11.9.2 Leap Motion Business Overview
11.9.3 Leap Motion AR and VR Training Introduction
11.9.4 Leap Motion Revenue in AR and VR Training Business (2019-2024)
11.9.5 Leap Motion Recent Developments
11.10 Atheer
11.10.1 Atheer Company Details
11.10.2 Atheer Business Overview
11.10.3 Atheer AR and VR Training Introduction
11.10.4 Atheer Revenue in AR and VR Training Business (2019-2024)
11.10.5 Atheer Recent Developments
11.11 Nintendo
11.11.1 Nintendo Company Details
11.11.2 Nintendo Business Overview
11.11.3 Nintendo AR and VR Training Introduction
11.11.4 Nintendo Revenue in AR and VR Training Business (2019-2024)
11.11.5 Nintendo Recent Developments
11.12 Sixense Enterprises
11.12.1 Sixense Enterprises Company Details
11.12.2 Sixense Enterprises Business Overview
11.12.3 Sixense Enterprises AR and VR Training Introduction
11.12.4 Sixense Enterprises Revenue in AR and VR Training Business (2019-2024)
11.12.5 Sixense Enterprises Recent Developments
11.13 Psious
11.13.1 Psious Company Details
11.13.2 Psious Business Overview
11.13.3 Psious AR and VR Training Introduction
11.13.4 Psious Revenue in AR and VR Training Business (2019-2024)
11.13.5 Psious Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
PTC
Microsoft Corporation
HTC Corporation
Seiko Epson Corporation
Lenovo Group Limited
Upskill Inc
MAXST
EON Reality
Leap Motion
Atheer
Nintendo
Sixense Enterprises
Psious
Ìý
Ìý
*If Applicable.
