
E-Learning Virtual Reality refers to an immersive E-Learning experience in a computer-generated environment for better learning outcomes
Market Analysis and Insights: Global E-Learning Virtual Reality Market
The global E-Learning Virtual Reality market is projected to grow from US$ 83 million in 2024 to US$ 300.3 million by 2030, at a Compound Annual Growth Rate (CAGR) of 23.8% during the forecast period.
The US & Canada market for E-Learning Virtual Reality is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for E-Learning Virtual Reality is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for E-Learning Virtual Reality is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of E-Learning Virtual Reality include Avantis Systems, ELearning Studios, Enlighten, Google, Immerse, LearnBrite, Lenovo, Oculus VR (Facebook) and Skills2Learn, etc. In 2023, the global top five players had a share approximately % in terms of revenue.
E-Learning Virtual Reality is widely used in various fields, such as VR Academic Research, Corporate Training, School Education and Other, etc. VR Academic Research provides greatest supports to the E-Learning Virtual Reality industry development. In 2023, global % revenue of E-Learning Virtual Reality went into VR Academic Research filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for E-Learning Virtual Reality 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 E-Learning Virtual Reality, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for E-Learning Virtual Reality, 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 E-Learning Virtual Reality revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global E-Learning Virtual Reality 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 E-Learning Virtual Reality revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
Avantis Systems
ELearning Studios
Enlighten
Google
Immerse
LearnBrite
Lenovo
Oculus VR (Facebook)
Skills2Learn
SQLearn
Tesseract Learning
ThingLink
VIVED
VR Education Holdings
ZSpace
Segment by Type
Devices
Software
Services
Segment by Application
VR Academic Research
Corporate Training
School Education
Other
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 E-Learning Virtual Reality 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 E-Learning Virtual Reality 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, E-Learning Virtual Reality revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-Learning Virtual Reality Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Devices
1.2.3 Software
1.2.4 Services
1.3 Market by Application
1.3.1 Global E-Learning Virtual Reality Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 VR Academic Research
1.3.3 Corporate Training
1.3.4 School Education
1.3.5 Other
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global E-Learning Virtual Reality Market Perspective (2019-2030)
2.2 Global E-Learning Virtual Reality Growth Trends by Region
2.2.1 E-Learning Virtual Reality Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 E-Learning Virtual Reality Historic Market Size by Region (2019-2024)
2.2.3 E-Learning Virtual Reality Forecasted Market Size by Region (2025-2030)
2.3 E-Learning Virtual Reality Market Dynamics
2.3.1 E-Learning Virtual Reality Industry Trends
2.3.2 E-Learning Virtual Reality Market Drivers
2.3.3 E-Learning Virtual Reality Market Challenges
2.3.4 E-Learning Virtual Reality Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue E-Learning Virtual Reality by Players
3.1.1 Global E-Learning Virtual Reality Revenue by Players (2019-2024)
3.1.2 Global E-Learning Virtual Reality Revenue Market Share by Players (2019-2024)
3.2 Global E-Learning Virtual Reality Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of E-Learning Virtual Reality, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global E-Learning Virtual Reality Market Concentration Ratio
3.4.1 Global E-Learning Virtual Reality Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Learning Virtual Reality Revenue in 2023
3.5 Global Key Players of E-Learning Virtual Reality Head office and Area Served
3.6 Global Key Players of E-Learning Virtual Reality, Product and Application
3.7 Global Key Players of E-Learning Virtual Reality, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Learning Virtual Reality Breakdown Data by Type
4.1 Global E-Learning Virtual Reality Historic Market Size by Type (2019-2024)
4.2 Global E-Learning Virtual Reality Forecasted Market Size by Type (2025-2030)
5 E-Learning Virtual Reality Breakdown Data by Application
5.1 Global E-Learning Virtual Reality Historic Market Size by Application (2019-2024)
5.2 Global E-Learning Virtual Reality Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America E-Learning Virtual Reality Market Size (2019-2030)
6.2 North America E-Learning Virtual Reality Market Size by Type
6.2.1 North America E-Learning Virtual Reality Market Size by Type (2019-2024)
6.2.2 North America E-Learning Virtual Reality Market Size by Type (2025-2030)
6.2.3 North America E-Learning Virtual Reality Market Share by Type (2019-2030)
6.3 North America E-Learning Virtual Reality Market Size by Application
6.3.1 North America E-Learning Virtual Reality Market Size by Application (2019-2024)
6.3.2 North America E-Learning Virtual Reality Market Size by Application (2025-2030)
6.3.3 North America E-Learning Virtual Reality Market Share by Application (2019-2030)
6.4 North America E-Learning Virtual Reality Market Size by Country
6.4.1 North America E-Learning Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America E-Learning Virtual Reality Market Size by Country (2019-2024)
6.4.3 North America E-Learning Virtual Reality Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe E-Learning Virtual Reality Market Size (2019-2030)
7.2 Europe E-Learning Virtual Reality Market Size by Type
7.2.1 Europe E-Learning Virtual Reality Market Size by Type (2019-2024)
7.2.2 Europe E-Learning Virtual Reality Market Size by Type (2025-2030)
7.2.3 Europe E-Learning Virtual Reality Market Share by Type (2019-2030)
7.3 Europe E-Learning Virtual Reality Market Size by Application
7.3.1 Europe E-Learning Virtual Reality Market Size by Application (2019-2024)
7.3.2 Europe E-Learning Virtual Reality Market Size by Application (2025-2030)
7.3.3 Europe E-Learning Virtual Reality Market Share by Application (2019-2030)
7.4 Europe E-Learning Virtual Reality Market Size by Country
7.4.1 Europe E-Learning Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe E-Learning Virtual Reality Market Size by Country (2019-2024)
7.4.3 Europe E-Learning Virtual Reality 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 E-Learning Virtual Reality Market Size (2019-2030)
8.2 China E-Learning Virtual Reality Market Size by Type
8.2.1 China E-Learning Virtual Reality Market Size by Type (2019-2024)
8.2.2 China E-Learning Virtual Reality Market Size by Type (2025-2030)
8.2.3 China E-Learning Virtual Reality Market Share by Type (2019-2030)
8.3 China E-Learning Virtual Reality Market Size by Application
8.3.1 China E-Learning Virtual Reality Market Size by Application (2019-2024)
8.3.2 China E-Learning Virtual Reality Market Size by Application (2025-2030)
8.3.3 China E-Learning Virtual Reality Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia E-Learning Virtual Reality Market Size (2019-2030)
9.2 Asia E-Learning Virtual Reality Market Size by Type
9.2.1 Asia E-Learning Virtual Reality Market Size by Type (2019-2024)
9.2.2 Asia E-Learning Virtual Reality Market Size by Type (2025-2030)
9.2.3 Asia E-Learning Virtual Reality Market Share by Type (2019-2030)
9.3 Asia E-Learning Virtual Reality Market Size by Application
9.3.1 Asia E-Learning Virtual Reality Market Size by Application (2019-2024)
9.3.2 Asia E-Learning Virtual Reality Market Size by Application (2025-2030)
9.3.3 Asia E-Learning Virtual Reality Market Share by Application (2019-2030)
9.4 Asia E-Learning Virtual Reality Market Size by Region
9.4.1 Asia E-Learning Virtual Reality Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia E-Learning Virtual Reality Market Size by Region (2019-2024)
9.4.3 Asia E-Learning Virtual Reality 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 E-Learning Virtual Reality Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Type
10.2.1 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Application
10.3.1 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Country
10.4.1 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America E-Learning Virtual Reality Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America E-Learning Virtual Reality 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 Avantis Systems
11.1.1 Avantis Systems Company Details
11.1.2 Avantis Systems Business Overview
11.1.3 Avantis Systems E-Learning Virtual Reality Introduction
11.1.4 Avantis Systems Revenue in E-Learning Virtual Reality Business (2019-2024)
11.1.5 Avantis Systems Recent Developments
11.2 ELearning Studios
11.2.1 ELearning Studios Company Details
11.2.2 ELearning Studios Business Overview
11.2.3 ELearning Studios E-Learning Virtual Reality Introduction
11.2.4 ELearning Studios Revenue in E-Learning Virtual Reality Business (2019-2024)
11.2.5 ELearning Studios Recent Developments
11.3 Enlighten
11.3.1 Enlighten Company Details
11.3.2 Enlighten Business Overview
11.3.3 Enlighten E-Learning Virtual Reality Introduction
11.3.4 Enlighten Revenue in E-Learning Virtual Reality Business (2019-2024)
11.3.5 Enlighten Recent Developments
11.4 Google
11.4.1 Google Company Details
11.4.2 Google Business Overview
11.4.3 Google E-Learning Virtual Reality Introduction
11.4.4 Google Revenue in E-Learning Virtual Reality Business (2019-2024)
11.4.5 Google Recent Developments
11.5 Immerse
11.5.1 Immerse Company Details
11.5.2 Immerse Business Overview
11.5.3 Immerse E-Learning Virtual Reality Introduction
11.5.4 Immerse Revenue in E-Learning Virtual Reality Business (2019-2024)
11.5.5 Immerse Recent Developments
11.6 LearnBrite
11.6.1 LearnBrite Company Details
11.6.2 LearnBrite Business Overview
11.6.3 LearnBrite E-Learning Virtual Reality Introduction
11.6.4 LearnBrite Revenue in E-Learning Virtual Reality Business (2019-2024)
11.6.5 LearnBrite Recent Developments
11.7 Lenovo
11.7.1 Lenovo Company Details
11.7.2 Lenovo Business Overview
11.7.3 Lenovo E-Learning Virtual Reality Introduction
11.7.4 Lenovo Revenue in E-Learning Virtual Reality Business (2019-2024)
11.7.5 Lenovo Recent Developments
11.8 Oculus VR (Facebook)
11.8.1 Oculus VR (Facebook) Company Details
11.8.2 Oculus VR (Facebook) Business Overview
11.8.3 Oculus VR (Facebook) E-Learning Virtual Reality Introduction
11.8.4 Oculus VR (Facebook) Revenue in E-Learning Virtual Reality Business (2019-2024)
11.8.5 Oculus VR (Facebook) Recent Developments
11.9 Skills2Learn
11.9.1 Skills2Learn Company Details
11.9.2 Skills2Learn Business Overview
11.9.3 Skills2Learn E-Learning Virtual Reality Introduction
11.9.4 Skills2Learn Revenue in E-Learning Virtual Reality Business (2019-2024)
11.9.5 Skills2Learn Recent Developments
11.10 SQLearn
11.10.1 SQLearn Company Details
11.10.2 SQLearn Business Overview
11.10.3 SQLearn E-Learning Virtual Reality Introduction
11.10.4 SQLearn Revenue in E-Learning Virtual Reality Business (2019-2024)
11.10.5 SQLearn Recent Developments
11.11 Tesseract Learning
11.11.1 Tesseract Learning Company Details
11.11.2 Tesseract Learning Business Overview
11.11.3 Tesseract Learning E-Learning Virtual Reality Introduction
11.11.4 Tesseract Learning Revenue in E-Learning Virtual Reality Business (2019-2024)
11.11.5 Tesseract Learning Recent Developments
11.12 ThingLink
11.12.1 ThingLink Company Details
11.12.2 ThingLink Business Overview
11.12.3 ThingLink E-Learning Virtual Reality Introduction
11.12.4 ThingLink Revenue in E-Learning Virtual Reality Business (2019-2024)
11.12.5 ThingLink Recent Developments
11.13 VIVED
11.13.1 VIVED Company Details
11.13.2 VIVED Business Overview
11.13.3 VIVED E-Learning Virtual Reality Introduction
11.13.4 VIVED Revenue in E-Learning Virtual Reality Business (2019-2024)
11.13.5 VIVED Recent Developments
11.14 VR Education Holdings
11.14.1 VR Education Holdings Company Details
11.14.2 VR Education Holdings Business Overview
11.14.3 VR Education Holdings E-Learning Virtual Reality Introduction
11.14.4 VR Education Holdings Revenue in E-Learning Virtual Reality Business (2019-2024)
11.14.5 VR Education Holdings Recent Developments
11.15 ZSpace
11.15.1 ZSpace Company Details
11.15.2 ZSpace Business Overview
11.15.3 ZSpace E-Learning Virtual Reality Introduction
11.15.4 ZSpace Revenue in E-Learning Virtual Reality Business (2019-2024)
11.15.5 ZSpace 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
Avantis Systems
ELearning Studios
Enlighten
Google
Immerse
LearnBrite
Lenovo
Oculus VR (Facebook)
Skills2Learn
SQLearn
Tesseract Learning
ThingLink
VIVED
VR Education Holdings
ZSpace
Ìý
Ìý
*If Applicable.
