PUBLISHER: The Business Research Company | PRODUCT CODE: 1750986
PUBLISHER: The Business Research Company | PRODUCT CODE: 1750986
E-learning virtual reality (VR) involves the integration of 3D graphics and real-world experiences within eLearning platforms to create immersive and interactive learning environments. Unlike traditional eLearning, it engages all five senses, making the learning process more interactive and hands-on.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The main components of e-learning virtual reality include hardware and software. Hardware in e-learning VR refers to physical devices such as VR headsets, motion trackers, haptic devices, and input controllers, which facilitate immersive and interactive learning experiences in a virtual environment. It encompasses various technologies, including both non-immersive and fully immersive systems, and can be deployed either on-premise or through cloud-based platforms. Key end-users of e-learning VR include academic institutions, corporate training programs, government and defense sectors, and other organizations.
The e-learning virtual reality market research report is one of a series of new reports from The Business Research Company that provides e-learning virtual reality market statistics, including the e-learning virtual reality industry global market size, regional shares, competitors with the e-learning virtual reality market share, detailed e-learning virtual reality market segments, market trends, and opportunities, and any further data you may need to thrive in the e-learning virtual reality industry. This e-learning virtual reality market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The e-learning virtual reality market size has grown exponentially in recent years. It will grow from $6.38 billion in 2024 to $7.83 billion in 2025 at a compound annual growth rate (CAGR) of 22.7%. The growth observed in the historic period can be attributed to several factors, including the increasing penetration of the internet, the rise of digital education platforms, a growing demand for immersive learning experiences, the adoption of advanced learning technologies, and a greater focus on personalized education.
The e-learning virtual reality market size is expected to see exponential growth in the next few years. It will grow to $17.60 billion in 2029 at a compound annual growth rate (CAGR) of 22.4%. The growth projected for the forecast period can be attributed to several factors, including the increasing integration of AI in VR learning, the rise of remote education trends, growing investment in edtech startups, the adoption of 5G technology, and a rising demand for experiential learning. Key trends expected in the forecast period include advancements in VR content creation tools, the use of advanced gamification techniques in learning, innovation in interactive learning modules, the integration of biometric feedback in VR training, and the development of cloud-based VR platforms.
The growing adoption of collaborative learning and remote education is expected to drive the growth of the e-learning virtual reality market. Collaborative learning involves interactive, group-based education that promotes teamwork and knowledge sharing, while remote education allows students to access learning resources from any location. The increasing popularity of both collaborative and remote learning is driven by improved internet connectivity and a rising demand for flexible educational solutions. E-learning virtual reality enhances these learning models by creating immersive, interactive environments that foster real-time engagement and collaboration, making digital learning more effective and connected. For example, in June 2024, Coursera, a U.S.-based online learning platform, reported that in 2023, it had 148 million learners and 7,000 partner institutions, with enrollments in GenAI courses rising by an impressive 1,060%. Additionally, a new learner joined the platform every minute. As a result, the rise of collaborative and remote learning is fueling the growth of the e-learning virtual reality market.
Leading companies in the e-learning virtual reality market are focusing on innovations such as the next-gen Snapdragon XR2 Gen 2 chipsets to improve immersive learning experiences. These chipsets offer higher processing power, better graphics, and advanced AI capabilities. The Snapdragon XR2 Gen 2 is a high-performance XR processor that delivers 2x GPU power and advanced AI, enabling immersive and interactive e-learning experiences. For instance, in September 2023, Meta, a U.S.-based technology company, launched its Quest 3 VR headset with enhanced visual clarity, spatial audio, and advanced hand-tracking features. This innovation allows students to interact with 3D models, engage in realistic simulations, and participate in collaborative learning activities. These advancements enhance student engagement, knowledge retention, and accessibility in virtual learning environments.
In May 2022, eLearning Brothers, a U.S.-based company specializing in e-learning solutions, acquired CoreAxis for an undisclosed amount. The acquisition aims to strengthen eLearning Brothers' learning services and technology by integrating CoreAxis' expertise in custom corporate training, leadership development, and scalable content solutions. CoreAxis is a U.S.-based company that provides custom learning solutions, including e-learning, virtual reality training, and corporate training services.
Major players in the e-learning virtual reality market are Google LLC, Lenovo Group Limited, Accenture plc, Cisco Systems Inc., Axon Enterprise Inc. (AXON), Labster ApS, Nearpod Inc., EON Reality Inc., zSpace Inc., Strivr Labs Inc., Interplay Learning Inc., Talespin Reality Labs Inc., SQLearn S.A., Immerse Learning Limited, Prisms of Reality Inc., ThingLink Oy, VictoryXR Inc., Lifeliqe Inc., Unimersiv, 360 Immersive LLC, GIGXR Inc., VirtualSpeech Ltd, and Warp VR B.V.
North America was the largest region in the e-learning virtual reality market in 2024. The regions covered in e-learning virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the e-learning virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The e-learning virtual reality market includes revenues earned by entities by providing services such as VR content development, platform integration, technical support and maintenance, training and consulting, user experience design, customization of VR modules, virtual classroom setup, and post-deployment support. The market value includes the value of related goods sold by the service provider or included within the service offering. The e-learning virtual reality market consists of sales of products such as VR headsets, VR-compatible devices, simulation software, VR accessories, haptic devices, immersive projectors, and interactive whiteboards. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
E-Learning Virtual Reality Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on e-learning virtual reality market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for e-learning virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-learning virtual reality market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.