Market Research Report
Global Military Simulation and Virtual Training - Market and Technology Forecast to 2027: Market Forecasts by Regions, by Platform, by Type, Market/Technologies Overview, Opportunities and Leading Companies
|Published by||Market Forecast||Product code||776922|
|Published||Content info||231 Pages
Delivery time: 1-2 business days
|Global Military Simulation and Virtual Training - Market and Technology Forecast to 2027: Market Forecasts by Regions, by Platform, by Type, Market/Technologies Overview, Opportunities and Leading Companies|
|Published: January 21, 2019||Content info: 231 Pages||
The military training and simulation market can be segmented as Live, Virtual and Constructive (LVC). Live Training refers to the use of actual equipment, ammunition and personnel, these trainings are expensive due to the near recreation of combat zone scenario. Virtual Training is the use of gaming technology to recreate the environment for training purposes, this is one of the fastest growing segments. Higher adoption of technology like the VR and AR that helps in a close to reality simulated environment are expected to drive this segment. Constructive Training and Simulation is scenario is created and a simulated environment is created, the higher need for interoperability amongst the various platforms used for training are expected to drive this segment of the market.
The report titled "Global Military Simulation and Virtual Training - Market and Technology Forecast to 2027" covers the following segments, by platform/systems, by region, by end-users, by training type and by subsystems. The market size in 2018 is estimated at around USD 10.25 billion and is expected to grow to USD 15.28 billion at a CAGR of 4.54%. The Airborne segment is expected to be the fastest growing segment.
The in-depth coverage of the report across sections are:
The report covers all aspects of training used by the Defense forces across the world, the market size includes new platform related procurement as well as refreshers which are required in a few platforms. The report covers maritime, airborne, combat, ground and other training & simulation segments individually in the market forecast chapter. This would help the reader in understanding the market dynamics across each segments better.
The report also includes around 150+ figures and more than 50 tables, a few training and simulation programs are also covered in the Market Overview Chapter. The report could also be of interest to commercial gaming developers, existing defense military training & simulation providers, gaming hardware manufacturers and new/ potential market entrants.