Global virtual training and simulation market will reach $519.7 billion by 2027, growing by 15.2% annually over 2020-2027 driven by the growing awareness, cost-effective benefits of virtual training and simulation, and rising applications across industry verticals.
Highlighted with 82 tables and 75 figures, this 147-page report “Global Virtual Training and Simulation Market 2020-2027 by Component (Hardware, Software), Product Type (Conventional, VR), End User (Education, Entertainment, Defense & Security, Healthcare), and Region: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire global virtual training and simulation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2017-2019 and provides estimate/forecast from 2020 till 2027 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
- Market Structure
- Growth Drivers
- Restraints and Challenges
- Emerging Product Trends & Market Opportunities
- Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global virtual training and simulation market in every aspect of the classification from perspectives of Component, Product Type, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
o Combat Tools
o Hand Gloves
o Hearing Aids
o Gaming Consoles
o Other Hardware
- Software & Service
Based on Product Type, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
- Conventional Virtual Training
- Virtual Reality Based Training
Based on End User, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
o Game-based Learning
- Defense & Security
o Air-Borne Defence & Security
o Naval Defence & Security
o Ground Defence & Security
- Civil Aviation
- Healthcare & Medical Industry
- Other End Users
Geographically, the following regions together with the listed national/local markets are fully investigated:
- APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
- Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Netherlands, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
- North America (U.S., Canada, and Mexico)
- South America (Brazil, Chile, Argentina, Rest of South America)
- MEA (UAE, Saudi Arabia, South Africa)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of all regional markets by country and split of key national markets by Component, Product Type, and End User over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Key Players (this may not be a complete list and extra companies can be added upon request):
Kratos Defence & Security Solutions, Inc.
L-3 Link Simulation & Training
Laerdal Medical Corporation
Lockheed Martin Corporation
QinetiQ Group PLC
The DiSTI Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)