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AR and VR Training-Global Market Insights and Sales Trends 2025

AR and VR Training-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1871769

No of Pages : 104

Synopsis
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.
The global AR and VR Training market size is expected to reach US$ 17510 million by 2029, growing at a CAGR of 22.8% from 2023 to 2029. The market is mainly driven by the significant applications of AR and VR Training in various end use industries. The expanding demands from the Consumer Electronics, Aerospace And Defense, Automobile and Medical Treatment, are propelling AR and VR Training market. AR Training, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the VR Training segment is estimated at % CAGR for the next seven-year 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 Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for AR and VR Training, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global AR and VR Training market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global AR and VR Training market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, AR and VR Training sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of AR and VR Training covered in this report include PTC, Microsoft Corporation, HTC Corporation, Seiko Epson Corporation, Lenovo Group Limited, Upskill Inc, MAXST, EON Reality and Leap Motion, etc.
The global AR and VR Training market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
PTC
Microsoft Corporation
HTC Corporation
Seiko Epson Corporation
Lenovo Group Limited
Upskill Inc
MAXST
EON Reality
Leap Motion
Atheer
Nintendo
Sixense Enterprises
Psious
Global AR and VR Training market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global AR and VR Training market, Segment by Type:
AR Training
VR Training
Global AR and VR Training market, by Application
Consumer Electronics
Aerospace And Defense
Automobile
Medical Treatment
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). 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 Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of AR and VR Training companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: 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 Twelve: Research Finding/Conclusion
Index
1 Market Overview of AR and VR Training
1.1 AR and VR Training Market Overview
1.1.1 AR and VR Training Product Scope
1.1.2 AR and VR Training Market Status and Outlook
1.2 Global AR and VR Training Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global AR and VR Training Market Size by Region (2018-2029)
1.4 Global AR and VR Training Historic Market Size by Region (2018-2023)
1.5 Global AR and VR Training Market Size Forecast by Region (2024-2029)
1.6 Key Regions, AR and VR Training Market Size (2018-2029)
1.6.1 North America AR and VR Training Market Size (2018-2029)
1.6.2 Europe AR and VR Training Market Size (2018-2029)
1.6.3 Asia-Pacific AR and VR Training Market Size (2018-2029)
1.6.4 Latin America AR and VR Training Market Size (2018-2029)
1.6.5 Middle East & Africa AR and VR Training Market Size (2018-2029)
2 AR and VR Training Market by Type
2.1 Introduction
2.1.1 AR Training
2.1.2 VR Training
2.2 Global AR and VR Training Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global AR and VR Training Historic Market Size by Type (2018-2023)
2.2.2 Global AR and VR Training Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America AR and VR Training Revenue Breakdown by Type (2018-2029)
2.3.2 Europe AR and VR Training Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific AR and VR Training Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America AR and VR Training Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa AR and VR Training Revenue Breakdown by Type (2018-2029)
3 AR and VR Training Market Overview by Application
3.1 Introduction
3.1.1 Consumer Electronics
3.1.2 Aerospace And Defense
3.1.3 Automobile
3.1.4 Medical Treatment
3.1.5 Others
3.2 Global AR and VR Training Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global AR and VR Training Historic Market Size by Application (2018-2023)
3.2.2 Global AR and VR Training Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America AR and VR Training Revenue Breakdown by Application (2018-2029)
3.3.2 Europe AR and VR Training Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific AR and VR Training Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America AR and VR Training Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa AR and VR Training Revenue Breakdown by Application (2018-2029)
4 AR and VR Training Competition Analysis by Players
4.1 Global AR and VR Training Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in AR and VR Training as of 2022)
4.3 Date of Key Players Enter into AR and VR Training Market
4.4 Global Top Players AR and VR Training Headquarters and Area Served
4.5 Key Players AR and VR Training Product Solution and Service
4.6 Competitive Status
4.6.1 AR and VR Training Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 PTC
5.1.1 PTC Profile
5.1.2 PTC Main Business
5.1.3 PTC AR and VR Training Products, Services and Solutions
5.1.4 PTC AR and VR Training Revenue (US$ Million) & (2018-2023)
5.1.5 PTC Recent Developments
5.2 Microsoft Corporation
5.2.1 Microsoft Corporation Profile
5.2.2 Microsoft Corporation Main Business
5.2.3 Microsoft Corporation AR and VR Training Products, Services and Solutions
5.2.4 Microsoft Corporation AR and VR Training Revenue (US$ Million) & (2018-2023)
5.2.5 Microsoft Corporation Recent Developments
5.3 HTC Corporation
5.3.1 HTC Corporation Profile
5.3.2 HTC Corporation Main Business
5.3.3 HTC Corporation AR and VR Training Products, Services and Solutions
5.3.4 HTC Corporation AR and VR Training Revenue (US$ Million) & (2018-2023)
5.3.5 Seiko Epson Corporation Recent Developments
5.4 Seiko Epson Corporation
5.4.1 Seiko Epson Corporation Profile
5.4.2 Seiko Epson Corporation Main Business
5.4.3 Seiko Epson Corporation AR and VR Training Products, Services and Solutions
5.4.4 Seiko Epson Corporation AR and VR Training Revenue (US$ Million) & (2018-2023)
5.4.5 Seiko Epson Corporation Recent Developments
5.5 Lenovo Group Limited
5.5.1 Lenovo Group Limited Profile
5.5.2 Lenovo Group Limited Main Business
5.5.3 Lenovo Group Limited AR and VR Training Products, Services and Solutions
5.5.4 Lenovo Group Limited AR and VR Training Revenue (US$ Million) & (2018-2023)
5.5.5 Lenovo Group Limited Recent Developments
5.6 Upskill Inc
5.6.1 Upskill Inc Profile
5.6.2 Upskill Inc Main Business
5.6.3 Upskill Inc AR and VR Training Products, Services and Solutions
5.6.4 Upskill Inc AR and VR Training Revenue (US$ Million) & (2018-2023)
5.6.5 Upskill Inc Recent Developments
5.7 MAXST
5.7.1 MAXST Profile
5.7.2 MAXST Main Business
5.7.3 MAXST AR and VR Training Products, Services and Solutions
5.7.4 MAXST AR and VR Training Revenue (US$ Million) & (2018-2023)
5.7.5 MAXST Recent Developments
5.8 EON Reality
5.8.1 EON Reality Profile
5.8.2 EON Reality Main Business
5.8.3 EON Reality AR and VR Training Products, Services and Solutions
5.8.4 EON Reality AR and VR Training Revenue (US$ Million) & (2018-2023)
5.8.5 EON Reality Recent Developments
5.9 Leap Motion
5.9.1 Leap Motion Profile
5.9.2 Leap Motion Main Business
5.9.3 Leap Motion AR and VR Training Products, Services and Solutions
5.9.4 Leap Motion AR and VR Training Revenue (US$ Million) & (2018-2023)
5.9.5 Leap Motion Recent Developments
5.10 Atheer
5.10.1 Atheer Profile
5.10.2 Atheer Main Business
5.10.3 Atheer AR and VR Training Products, Services and Solutions
5.10.4 Atheer AR and VR Training Revenue (US$ Million) & (2018-2023)
5.10.5 Atheer Recent Developments
5.11 Nintendo
5.11.1 Nintendo Profile
5.11.2 Nintendo Main Business
5.11.3 Nintendo AR and VR Training Products, Services and Solutions
5.11.4 Nintendo AR and VR Training Revenue (US$ Million) & (2018-2023)
5.11.5 Nintendo Recent Developments
5.12 Sixense Enterprises
5.12.1 Sixense Enterprises Profile
5.12.2 Sixense Enterprises Main Business
5.12.3 Sixense Enterprises AR and VR Training Products, Services and Solutions
5.12.4 Sixense Enterprises AR and VR Training Revenue (US$ Million) & (2018-2023)
5.12.5 Sixense Enterprises Recent Developments
5.13 Psious
5.13.1 Psious Profile
5.13.2 Psious Main Business
5.13.3 Psious AR and VR Training Products, Services and Solutions
5.13.4 Psious AR and VR Training Revenue (US$ Million) & (2018-2023)
5.13.5 Psious Recent Developments
6 North America
6.1 North America AR and VR Training Market Size by Country (2018-2029)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe AR and VR Training Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific AR and VR Training Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America AR and VR Training Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa AR and VR Training Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 AR and VR Training Market Dynamics
11.1 AR and VR Training Industry Trends
11.2 AR and VR Training Market Drivers
11.3 AR and VR Training Market Challenges
11.4 AR and VR Training Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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