Global AR and VR For Training Market Size By Type, By Application, By Deployment Mode, By Geographic Scope And Forecast

Report ID: 408767|No. of Pages: 202

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Global AR and VR For Training Market Size By Type, By Application, By Deployment Mode, By Geographic Scope And Forecast

Report ID: 408767|Published Date: May 2024|No. of Pages: 202|Base Year for Estimate: 2024|Format:   Report available in PDF formatReport available in Excel Format

AR and VR For Training Market Size And Forecast

AR and VR For Training Market size was valued at USD 4.5 Billion in 2024 and is projected to reach USD 140.32 Billion by 2031, growing at a CAGR of 41.5% during the forecasted period 2024 to 2031.

AR and VR For Training Market is estimated to grow at a CAGR of 41.5% & reach US$ 140.32 Bn by the end of 2031

Global AR and VR For Training Market Drivers

The market drivers for the AR and VR For Training Market can be influenced by various factors. These may include:

  • Immersive Learning Experience: When compared to traditional training techniques, AR/VR technology provides immersive and interactive learning experiences that improve engagement, retention, and information transfer, spurring adoption across a range of industries.
  • Cost savings: Organisations, particularly those with dispersed workforces or high-risk training scenarios, can save money by using virtual training, which eliminates the need for physical infrastructure, travel costs, and equipment.
  • Enhancement of Skills: Through realistic simulations of challenging tasks, processes, and scenarios made possible by AR/VR training, learners can hone their abilities in a secure setting, leading to the development of competencies and improvements in performance.
  • Safety Training: By simulating dangerous or high-risk environments in virtual reality, employers can reduce workplace accidents, injuries, and liability expenses for their staff without subjecting them to actual risks.
  • Remote Training: By enabling companies to train staff members who are spread out across different regions or who work remotely, AR/VR technology enhances the accessibility and scalability of training initiatives.
  • Customisation and Personalisation: To maximise learning effectiveness and engagement, AR/VR platforms offer training scenarios, content, and feedback systems that may be tailored to individual learning preferences, skill levels, and job positions.
  • Employee Motivation and Engagement: Learners’ attention is drawn in, motivation is increased, and a sense of achievement is fostered via immersive and gamified AR/VR training experiences, which raise engagement levels and improve information retention.
  • Talent Development and Recruitment: By recruiting tech-savvy applicants, exhibiting creative training methods, and boosting employer brand recognition, AR/VR training programmes are useful instruments for talent development, onboarding, and recruitment.
  • Applications relevant to Industry: AR/VR training solutions are designed to meet the training needs, compliance requirements, and skill shortages of specific industries, such as manufacturing, healthcare, aviation, construction, and defence.

Global AR and VR For Training Market Restraints

The Global AR and VR For Training Market has a lot of room to grow, but there are several industry limitations that could make it harder for it to do so. It’s imperative that industry stakeholders comprehend these difficulties. Among the significant market limitations are:

  • High Initial Investment: Small and medium-sized businesses (SMEs) in particular may find it difficult to implement AR/VR training solutions due to the substantial upfront costs associated with hardware, software, content creation, and training.
  • Complexity of Integration: It can be difficult and complex to integrate AR/VR technology with current IT infrastructure, learning management systems (LMS), and organisational workflows. This can cause delays in implementation and compatibility problems.
  • Difficulties in Content Development: The production of captivating and superior AR/VR training materials necessitates specific expertise, materials, and time, resulting in content development problems including overspending, delays, and outdated content.
  • Hardware Restrictions: The price, bulkiness, motion sickness, and field of vision limitations of AR/VR gear can negatively affect user experience and acceptance, which in turn prevents broad adoption and usage.
  • Technical Support and Maintenance: Continued investment in maintenance, training, and IT support resources is necessary to provide dependable performance, updates, and technical support for AR/VR gear and software solutions.
  • User Adoption and Training: It can be difficult to overcome user resistance, scepticism, or discomfort with AR/VR technology and to give instructors and learners the necessary training and assistance. These factors have an impact on training programme efficacy and adoption rates.
  • Privacy and Security Concerns: Since AR/VR training programmes may gather private user information, adoption may be hampered, particularly in highly regulated businesses, by worries about privacy, security, and compliance with laws like GDPR and HIPAA.
  • Regulatory Compliance: AR/VR training providers may face difficulties in adhering to industry standards, regulations, and certification requirements for safety procedures, training materials, and data protection. This could result in higher costs and more complicated compliance.
  • Limited Use Cases and ROI Demonstration: Due to the lack of benchmarks, success stories, and use cases, it can be difficult to demonstrate the quantifiable return on investment (ROI) and business value from AR/VR training programmes, such as enhanced learning outcomes, performance indicators, and cost savings.

Global AR and VR For Training Market Segmentation Analysis

The AR and VR For Training Market is segmented on the basis of Technology Type, Application, End-User Industry, And Geography.

AR and VR For Training Market Segmentation Analysis

By Technology Type:

  • Augmented Reality (AR): Training programmes that improve user experiences by superimposing digital data, visuals, or three-dimensional (3D) models on the user’s actual surroundings.
  • Virtual Reality (VR): Using computer-generated graphics and interactive simulations, VR provides immersive training experiences that mimic real-world situations and scenarios.

By Application

  • AR/VR training programmes for technical skills: These programmes teach technical skills, procedures, and processes in manufacturing, engineering, building, and maintenance, among other sectors.
  • Soft Skills Training: Through realistic simulations and scenarios, training programmes emphasise the development of teamwork, leadership, communication, and interpersonal skills.
  • Safety Training: AR/VR training courses designed to teach employees about industry-specific safety regulations, hazard recognition, emergency protocols, and compliance standards.
  • Product Training: Instructional materials created to teach staff members, sales teams, and clients about features, attributes, care guidelines, and troubleshooting methods of products.

By End-User Industry:

  • Manufacturing and engineering: AR/VR training solutions for manufacturing procedures, assembly line operations, equipment maintenance, and equipment operation in these fields.
  • Healthcare and Medical: Clinical procedures, patient care, surgical simulators, and medical device training are all included in training programmes for doctors, nurses, and other healthcare workers.
  • Real Estate and Construction: AR/VR training modules covering real estate sales, building inspection, equipment operation, safety on construction sites, and architectural visualisation.
  • Aviation and Defence: Mission planning, flying training, aircraft maintenance, and battlefield simulations are all covered in these training simulations for pilots, technicians, soldiers, and defence personnel.

By Geography:

  • North America: Including the United States, Canada, and Mexico.
  • Europe: Including Germany, the United Kingdom, France, Italy, Spain, and other European countries.
  • Asia Pacific: Including China, Japan, India, South Korea, Australia, and other Asia Pacific countries.
  • Latin America: Including Brazil, Argentina, Colombia, and other Latin American countries.
  • Middle East and Africa: Including Saudi Arabia, UAE, South Africa, and other Middle Eastern and African countries.

Key Players

The major players in the AR and VR For Training Market are:

  • Meta (US)
  • HTC (Taiwan)
  • Microsoft (US)
  • Sony (Japan)
  • Pico Interactive (China)
  • STRIVR (US)
  • Talespin (US)
  • Mursion (France)
  • AxonVR (US)
  • Eon Reality (US)
  • Boeing (US)
  • Siemens (Germany)
  • General Motors (US)

Report Scope

REPORT ATTRIBUTES DETAILS
STUDY PERIOD

2021-2031

BASE YEAR

2024

FORECAST PERIOD

2024-2031

HISTORICAL PERIOD

2021-2023

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Meta (US), HTC (Taiwan), Microsoft (US), Sony (Japan),  Pico Interactive (China),  STRIVR (US), Talespin (US),  Mursion (France),  AxonVR (US),  Eon Reality (US), Boeing (US), Siemens (Germany), General Motors (US)

SEGMENTS COVERED

By Type, By Application, By Deployment Mode, By Geography

CUSTOMIZATION SCOPE

Free report customization (equivalent up to 4 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope

Research Methodology of Verified Market Research:

Research Methodology VMR

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Reasons to Purchase this Report:

• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support

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Frequently Asked Questions

AR and VR For Training Market was valued at USD 4.5 Billion in 2024 and is projected to reach USD 140.32 Billion by 2031, growing at a CAGR of 41.5% during the forecasted period 2024 to 2031.

Demand for immersive, hands-on learning, cost-effectiveness, technological advancements, and increasing adoption across industries propel the AR/VR for training market.    

The major players in the Ar Vr For Training Market are Meta (US), HTC (Taiwan), Microsoft (US), Sony (Japan),  Pico Interactive (China),  STRIVR (US), Talespin (US),  Mursion (France),  AxonVR (US),  Eon Reality (US), Boeing (US), Siemens (Germany), General Motors (US).

The Ar Vr For Training Market is segmented on the basis of Technology Type, Application, Deployment Mode, And Geography.

The sample report for the Ar Vr For Training Market can be obtained on demand from the website. Also, the 24*7 chat support & direct call services are provided to procure the sample report.

1. Introduction
• Market Definition
• Market Segmentation
• Research Methodology

2. Executive Summary
• Key Findings
• Market Overview
• Market Highlights

3. Market Overview
• Market Size and Growth Potential
• Market Trends
• Market Drivers
• Market Restraints
• Market Opportunities
• Porter’s Five Forces Analysis

4. AR and VR For Training Market, By Technology Type
• Augmented Reality (AR)
• Virtual Reality (VR)

5. AR and VR For Training Market, By Application
• Technical Skills Training
• Soft Skills Training
• Safety Training
• Product Training

6. AR and VR For Training Market, By End-User Industry
• Manufacturing and Engineering
• Healthcare and Medical
• Construction and Real Estate
• Aerospace and Defense

7. Regional Analysis
• North America
• United States
• Canada
• Mexico
• Europe
• United Kingdom
• Germany
• France
• Italy
• Asia-Pacific
• China
• Japan
• India
• Australia
• Latin America
• Brazil
• Argentina
• Chile
• Middle East and Africa
• South Africa
• Saudi Arabia
• UAE

8. Market Dynamics
• Market Drivers
• Market Restraints
• Market Opportunities
• Impact of COVID-19 on the Market

9. Competitive Landscape
• Key Players
• Market Share Analysis

10. Company Profiles
• Meta (US)
• HTC (Taiwan)
• Microsoft (US)
• Sony (Japan)
• Pico Interactive (China)
• STRIVR (US)
• Talespin (US)
• Mursion (France)
• AxonVR (US)
• Eon Reality (US)
• Boeing (US)
• Siemens (Germany)
• General Motors (US)

11. Market Outlook and Opportunities
• Emerging Technologies
• Future Market Trends
• Investment Opportunities

12. Appendix
• List of Abbreviations
• Sources and References

Report Research Methodology

Research methodology

Verified Market Research uses the latest researching tools to offer accurate data insights. Our experts deliver the best research reports that have revenue generating recommendations. Analysts carry out extensive research using both top-down and bottom up methods. This helps in exploring the market from different dimensions.

This additionally supports the market researchers in segmenting different segments of the market for analysing them individually.

We appoint data triangulation strategies to explore different areas of the market. This way, we ensure that all our clients get reliable insights associated with the market. Different elements of research methodology appointed by our experts include:

Exploratory data mining

Market is filled with data. All the data is collected in raw format that undergoes a strict filtering system to ensure that only the required data is left behind. The leftover data is properly validated and its authenticity (of source) is checked before using it further. We also collect and mix the data from our previous market research reports.

All the previous reports are stored in our large in-house data repository. Also, the experts gather reliable information from the paid databases.

expert data mining

For understanding the entire market landscape, we need to get details about the past and ongoing trends also. To achieve this, we collect data from different members of the market (distributors and suppliers) along with government websites.

Last piece of the ‘market research’ puzzle is done by going through the data collected from questionnaires, journals and surveys. VMR analysts also give emphasis to different industry dynamics such as market drivers, restraints and monetary trends. As a result, the final set of collected data is a combination of different forms of raw statistics. All of this data is carved into usable information by putting it through authentication procedures and by using best in-class cross-validation techniques.

Data Collection Matrix

PerspectivePrimary ResearchSecondary Research
Supplier side
  • Fabricators
  • Technology purveyors and wholesalers
  • Competitor company’s business reports and newsletters
  • Government publications and websites
  • Independent investigations
  • Economic and demographic specifics
Demand side
  • End-user surveys
  • Consumer surveys
  • Mystery shopping
  • Case studies
  • Reference customer

Econometrics and data visualization model

data visualiztion model

Our analysts offer market evaluations and forecasts using the industry-first simulation models. They utilize the BI-enabled dashboard to deliver real-time market statistics. With the help of embedded analytics, the clients can get details associated with brand analysis. They can also use the online reporting software to understand the different key performance indicators.

All the research models are customized to the prerequisites shared by the global clients.

The collected data includes market dynamics, technology landscape, application development and pricing trends. All of this is fed to the research model which then churns out the relevant data for market study.

Our market research experts offer both short-term (econometric models) and long-term analysis (technology market model) of the market in the same report. This way, the clients can achieve all their goals along with jumping on the emerging opportunities. Technological advancements, new product launches and money flow of the market is compared in different cases to showcase their impacts over the forecasted period.

Analysts use correlation, regression and time series analysis to deliver reliable business insights. Our experienced team of professionals diffuse the technology landscape, regulatory frameworks, economic outlook and business principles to share the details of external factors on the market under investigation.

Different demographics are analyzed individually to give appropriate details about the market. After this, all the region-wise data is joined together to serve the clients with glo-cal perspective. We ensure that all the data is accurate and all the actionable recommendations can be achieved in record time. We work with our clients in every step of the work, from exploring the market to implementing business plans. We largely focus on the following parameters for forecasting about the market under lens:

  • Market drivers and restraints, along with their current and expected impact
  • Raw material scenario and supply v/s price trends
  • Regulatory scenario and expected developments
  • Current capacity and expected capacity additions up to 2027

We assign different weights to the above parameters. This way, we are empowered to quantify their impact on the market’s momentum. Further, it helps us in delivering the evidence related to market growth rates.

Primary validation

The last step of the report making revolves around forecasting of the market. Exhaustive interviews of the industry experts and decision makers of the esteemed organizations are taken to validate the findings of our experts.

The assumptions that are made to obtain the statistics and data elements are cross-checked by interviewing managers over F2F discussions as well as over phone calls.

primary validation

Different members of the market’s value chain such as suppliers, distributors, vendors and end consumers are also approached to deliver an unbiased market picture. All the interviews are conducted across the globe. There is no language barrier due to our experienced and multi-lingual team of professionals. Interviews have the capability to offer critical insights about the market. Current business scenarios and future market expectations escalate the quality of our five-star rated market research reports. Our highly trained team use the primary research with Key Industry Participants (KIPs) for validating the market forecasts:

  • Established market players
  • Raw data suppliers
  • Network participants such as distributors
  • End consumers

The aims of doing primary research are:

  • Verifying the collected data in terms of accuracy and reliability.
  • To understand the ongoing market trends and to foresee the future market growth patterns.

Industry Analysis Matrix

Qualitative analysisQuantitative analysis
  • Global industry landscape and trends
  • Market momentum and key issues
  • Technology landscape
  • Market’s emerging opportunities
  • Porter’s analysis and PESTEL analysis
  • Competitive landscape and component benchmarking
  • Policy and regulatory scenario
  • Market revenue estimates and forecast up to 2027
  • Market revenue estimates and forecasts up to 2027, by technology
  • Market revenue estimates and forecasts up to 2027, by application
  • Market revenue estimates and forecasts up to 2027, by type
  • Market revenue estimates and forecasts up to 2027, by component
  • Regional market revenue forecasts, by technology
  • Regional market revenue forecasts, by application
  • Regional market revenue forecasts, by type
  • Regional market revenue forecasts, by component

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