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E-Learning Virtual Reality Market Revenue, Insights, Overview, Outlook, Analysis | Valuates Reports

01-30-2025 03:15 PM CET | Advertising, Media Consulting, Marketing Research

Press release from: Valuates Reports

eLearning Virtual Reality Market

The global E-Learning Virtual Reality market is projected to grow from US$ 83 million in 2024 to US$ 300.3 million by 2030, at a Compound Annual Growth Rate (CAGR) of 23.8% during the forecast period.

Get Free Sample: https://reports.valuates.com/request/sample/QYRE-Othe-3O250/Global_E_Learning_Virtual_Reality_Market_Insights_and_Forecast_to_2028

Trends Influencing the Global eLearning Virtual Reality Market:

The popularity of VR devices in the education industry

Immersive classrooms are gaining traction as images and videos are projected onto the inner walls of the classroom through VR-connected devices or headsets. This increases student engagement as a child gets to experience a real-world simulation rather than traditional reading and writing. This opens up travel experiences, promotes inclusivity, and creates out-of-the-box thinking all while sitting inside a classroom. Thus the potential for revolutionizing the education industry will create huge growth opportunities for the eLearning virtual reality market during the forecast period.

Technological advancements and preference for a customized learning

The virtual reality industry has made rapid strides in technological advancements with respect to decreasing hardware, software costs, full-body tracking, and wireless headsets. The freedom of no wires, computers extends the immersive experience manifold. It also adapts itself to every student's needs thereby boosting the overall learning outcomes. The capability to interact directly with the content in a virtual environment enables students to steer their own learning. This boosts confidence, creativity, critical thinking, and promotes collaboration through group-based problem-solving. This in turn will drive the growth of the eLearning virtual reality market in the coming years.

Increasing use in the corporate sector

Virtual reality offers a 3D simulated environment imitating a real-world experience. Many corporate organizations are transitioning to VR solutions for teaching skills such as business, soft skills, negotiation, networking, and sales. Things such as diversity, inclusion, customer handling, recruitment, harassment, and compliance lessons are being made interactive and interesting through VR-enabled eLearning software. Moreover, employees can make mistakes and learn on the go without any real-world consequences. Companies benefit as they incur no additional expenses thereby reducing training costs. These factors will drive the growth of the eLearning virtual reality market during the forecast period.

eLearning Virtual Reality Market Share

Based on type, the devices segment will provide huge scope for growth in the eLearning virtual reality market share due to largescale adoption of connected devices across corporate and education industries.

Based on application, school education will grow the highest in the eLearning virtual reality market share due to the rapid adoption of VR-based eLearning solutions in schools and educational institutions.

Based on region, North America is expected to dominate in the eLearning virtual reality market share due to the presence of key players, technological advancements, and integration of VR devices across various industries.

eLearning Virtual Reality Market Segmentation

By Type
• Devices
• Software
• Services

By Application
• VR Academic Research
• Corporate Training
• School Education
• Other

By Company
• Avantis Systems
• ELearning Studios
• Enlighten
• Google
• Immerse
• LearnBrite
• Lenovo
• Oculus VR (Facebook)
• Skills2Learn
• SQLearn
• Tesseract Learning
• ThingLink
• VIVED
• VR Education Holdings
• ZSpace

View Full Report: https://reports.valuates.com/market-reports/QYRE-Othe-3O250/global-e-learning-virtual-reality

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