TABLE OF CONTENTS
1 MARKET INTRODUCTION
1.1 INTRODUCTION
1.2 SCOPE OF STUDY
1.2.1 RESEARCH OBJECTIVE
1.2.2 ASSUMPTIONS
1.2.3 LIMITATIONS
1.3 MARKET STRUCTURE
2 RESEARCH METHODOLOGY
2.1 RESEARCH NETWORK TECHNOLOGY SOFTWARE
2.2 PRIMARY RESEARCH
2.3 SECONDARY RESEARCH
2.4 FORECAST MODEL
2.4.1 MARKET DATA COLLECTION, ANALYSIS & FORECAST
2.4.2 MARKET SIZE ESTIMATION
3 MARKET DYNAMICS
3.1 INTRODUCTION
3.2 MARKET DRIVERS
3.3 MARKET CHALLENGES
3.4 MARKET OPPORTUNITIES
3.5 MARKET RESTRAINTS
4 EXECUTIVE SUMMARY
5. MARKET FACTOR ANALYSIS
5.1 PORTERโS FIVE FORCES ANALYSIS
5.2 SUPPLY CHAIN ANALYSIS
6 E-LEARNING VIRTUAL REALITY MARKET, BY SEGMENTS
6.1 INTRODUCTION
6.2 MARKET STATISTICS
6.2.1 BY COMPONENT
6.2.1.1 HARDWARE
6.2.1.1.1 COMPUTERS
6.2.1.1.2 MOBILES
6.2.1.1.3 CONSOLES
6.2.1.1.4 OTHERS
6.2.1.2 SOFTWARE
6.2.1.2.1 SOFTWARE DEVELOPMENT KITS
6.2.1.2.2 CLOUD BASED SOLUTIONS
6.2.1.3 SERVICES
6.2.1.3.1 VIRTUAL REALITY TRAINING
6.2.1.3.2 TAILOR MODE E-LEARNING
6.2.1.3.3 GAMES FOR E-LEARNING
6.2.1.3.4 MOBILE LEARNING
6.2.1.3.5 PUBLIC SPEAKING VR SIMULATION
6.2.1.3.6 E-LEARNING TOOLS
6.2.2 BY TECHNOLOGY
6.2.2.1 HEAD MOUNT
6.2.2.2 GESTURE CONTROL
6.2.2.3 PROJECTORS
6.2.3 BY APPLICATION
6.2.3.1 ACADEMIC
6.2.3.2 CORPORATE
6.2.4 BY GEOGRAPHY
6.2.4.1 NORTH AMERICA
6.2.4.2 EUROPE
6.2.4.3 ASIA-PACIFIC
6.2.4.4 REST OF THE WORLD
7 COMPETITIVE ANALYSIS
7.1 MARKET SHARE ANALYSIS
7.2 COMPANY PROFILES
7.2.1 IMMERSIVE VR EDUCATION (IRELAND)
7.3. 2 OCULUS VR (U.S.)
7.3.3 GOOGLE INC. (U.S.)
7.3.4 ZSPACE, INC. (U.S.)
7.3.5 CURISCOPE (U.K.)
7.3.6 NEARPOD (U.S.)
7.3.7 EON REALITY INC (U.S.)
7.3.8 SCHELL GAMES (U.S.)
7.3.9 GAMAR (U.S.)
7.3.10 THINGLINK (FINLAND)
7.3.11 OTHERS
LIST OF TABLES
TABLE 1 E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 2 E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 3 E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 4 E-LEARNING VIRTUAL REALITY MARKET, BY GEOGRAPHY
TABLE 5 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 6 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 7 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 8 U.S E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 9 U.S. E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 10 U.S. E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 11 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 12 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 13 CANADA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 14 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 15 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 16 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 17 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 18 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 19 GERMANY E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 20 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 21 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 2 2 FRANCE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 23 U.K. E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 24 U.K. E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 2 5 U.K E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 26 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 27 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 2 8 REST OF EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 29 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 30 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 31 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
TABLE 32 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT
TABLE 33 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY
TABLE 34 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION
LIST OF FIGURES
FIGURE 1 RESEARCH METHODOLOGY
FIGURE 2 E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)
FIGURE 3 E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)
FIGURE 4 E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)
FIGURE 5 E-LEARNING VIRTUAL REALITY MARKET, BY REGIONS (%)
FIGURE 6 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)
FIGURE 7 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)
FIGURE 8 NORTH AMERICA E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)
FIGURE 9 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)
FIGURE 10 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)
FIGURE 11 EUROPE E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)
FIGURE 12 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)
FIGURE 13 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)
FIGURE 14 ASIA-PACIFIC E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)
FIGURE 15 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY COMPONENT (%)
FIGURE 16 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY TECHNOLOGY (%)
FIGURE 17 REST OF THE WORLD E-LEARNING VIRTUAL REALITY MARKET, BY APPLICATION (%)