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市場調查報告書
商品編碼
1698307

沉浸式培訓市場機會、成長動力、產業趨勢分析及 2025-2034 年預測

Immersive Training Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2025-2034

出版日期: | 出版商: Global Market Insights Inc. | 英文 170 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2024 年全球沉浸式培訓市場規模達到 119 億美元,預計 2025 年至 2034 年的複合年成長率將達到 22.4%。這一成長得益於虛擬實境 (VR) 和擴增實境 (AR) 的進步,使培訓體驗更加逼真、更容易獲得。改進的顯示解析度增強了深度感知,而人工智慧驅動的學習可以根據個人使用者的需求調整內容,從而提高記憶力。觸覺回饋和運動追蹤為醫療保健、製造業和國防等行業創造了實用的實踐經驗,而傳統的培訓在這些行業中可能成本高昂或存在風險。基於雲端的 VR 解決方案正在降低硬體費用、提高可擴展性並加速多個領域的應用。面臨勞動力短缺和技能差距的企業擴大使用沉浸式培訓來提高和重新培訓員工的技能。勞動力中自動化和人工智慧的興起使得這些技術對於面向未來的產業至關重要。

沉浸式訓練市場 - IMG1

市場依組件分為軟體、硬體和服務。 2024 年,硬體佔了超過 50% 的市場佔有率,預計到 2034 年將超過 400 億美元。對 VR 和 AR 耳機、觸覺設備和其他穿戴式裝置的需求不斷成長正在推動這一擴張。硬體在醫療保健、國防、教育和製造業領域提供真實的培訓體驗方面發揮關鍵作用,持續的技術進步將維持其成長。

市場範圍
起始年份 2024
預測年份 2025-2034
起始值 119億美元
預測值 868億美元
複合年成長率 22.4%

按技術分類,沉浸式培訓市場包括虛擬實境、擴增實境、混合實境和 360 度影片。 360 度影片領域由於其互動性以及與 VR 和 AR 相比更低的製作成本,將在 2024 年佔據 30% 的市場佔有率。這些影片無需專門的設備即可提供身臨其境的體驗,這對於預算有限的組織來說是一個有吸引力的選擇。由於其可訪問性以及在提高參與度和技能發展方面的有效性,它們被廣泛應用於各行各業的培訓計劃。

從應用方面來看,市場分為硬技能培訓、軟技能培訓、安全與合規培訓、入職與員工培訓。硬技能培訓領域引領市場,2024 年創造 43 億美元的市場價值。技術專業知識需求旺盛,各行各業都在利用 VR 和 AR 平台提供編碼、機器操作和其他專業技能的實務培訓。例如,製造專業人員受益於逼真的虛擬環境,這使他們能夠在處理真實設備之前安全地操作機器,從而降低風險並提高效率。

沉浸式訓練市場進一步按行業細分,包括醫療保健、國防和軍事、製造業、零售和電子商務以及教育機構。醫療保健成為主導領域,到 2024 年將佔據 20% 的市場。醫療專業人員使用 VR 和 AR 進行手術模擬、復健計劃和患者護理培訓。這些技術有助於創造個人化的復健體驗,使患者更有效地恢復運動技能和認知功能。

2024年,北美將引領全球沉浸式培訓市場,佔據總市場佔有率的35%以上。美國仍然是主要參與者,預計到 2034 年將達到 250 億美元。這一領導地位得益於對研發的大力投資,特別是在國防、醫療保健和製造業。這些行業的企業正在將 VR、AR 和混合實境融入其培訓計劃中,以提高員工的能力。政府和企業對技術進步的資助進一步鞏固了北美在沉浸式培訓市場的主導地位。

目錄

第1章:方法論與範圍

  • 研究設計
    • 研究方法
    • 資料收集方法
  • 基礎估算與計算
    • 基準年計算
    • 市場評估的主要趨勢
  • 預測模型
  • 初步研究和驗證
    • 主要來源
    • 資料探勘來源
  • 市場範圍和定義

第2章:執行摘要

第3章:行業洞察

  • 產業生態系統分析
    • 供應商格局
      • 硬體提供者
      • 軟體開發者
      • 系統整合商
      • 內容開發者
      • 最終用途
    • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 監管格局
  • 案例研究
  • 衝擊力
    • 成長動力
      • 推進VR和AR技術
      • 擴大遠距和混合工作
      • 對教育科技和培訓解決方案的投資不斷增加
      • 對熟練勞動力的需求不斷成長
    • 產業陷阱與挑戰
      • 初期投資高
      • 技術限制
  • 成長潛力分析
  • 波特的分析
  • PESTEL 分析

第4章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第5章:市場估計與預測:依組成部分,2021 - 2034 年

  • 主要趨勢
  • 硬體
    • 耳機
    • 控制器
    • 運動感應器
    • 觸覺回饋設備
  • 軟體
    • 模擬軟體
    • 培訓應用
    • 互動內容平台
  • 服務
    • 諮詢
    • 維護和支援
    • 訓練部署

第6章:市場估計與預測:依技術分類,2021 - 2034 年

  • 主要趨勢
  • 虛擬實境
  • 擴增實境
  • 混合實境
  • 360度影片

第7章:市場估計與預測:按應用,2021 - 2034 年

  • 主要趨勢
  • 軟技能培訓
  • 硬技能培訓
  • 安全與合規培訓
  • 入職和員工培訓

第8章:市場估計與預測:按行業,2021 - 2034 年

  • 主要趨勢
  • 衛生保健
  • 國防與軍事
  • 製造業
  • 零售與電子商務
  • 教育機構
  • 其他

第9章:市場估計與預測:按地區,2021 - 2034 年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 北歐人
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 韓國
    • 東南亞
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • 中東及非洲
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯

第10章:公司簡介

  • Boeing
  • EON Reality
  • Fundamental VR
  • GE Healthcare
  • Google LLC
  • HTC Corporation
  • Improbable
  • Lockheed Martin
  • Magic Leap
  • Meta Platforms
  • Microsoft
  • NVIDIA
  • Pico Interactive
  • Samsung Electronics
  • Siemens AG
  • Sony Corporation
  • Strivr
  • Unity Software
  • Vuzix
  • Walmart
簡介目錄
Product Code: 13169

The Global Immersive Training Market reached USD 11.9 billion in 2024 and is projected to grow at a CAGR of 22.4% from 2025 to 2034. This growth is fueled by advancements in virtual reality (VR) and augmented reality (AR), making training experiences more realistic and accessible. Improved display resolution enhances depth perception, while AI-driven learning adapts content to individual user needs, leading to better retention. Haptic feedback and motion tracking create practical, hands-on experiences across industries such as healthcare, manufacturing, and defense, where traditional training can be costly or risky. Cloud-based VR solutions are reducing hardware expenses, increasing scalability, and accelerating adoption across multiple sectors. Businesses facing labor shortages and skill gaps are increasingly using immersive training to upskill and reskill employees. The rise of automation and AI in the workforce has made these technologies crucial for future-proofing industries.

Immersive Training Market - IMG1

The market is segmented by component into software, hardware, and services. In 2024, hardware accounted for over 50% of the market and is expected to surpass USD 40 billion by 2034. Growing demand for VR and AR headsets, haptic devices, and other wearables is driving this expansion. Hardware plays a key role in delivering realistic training experiences across healthcare, defense, education, and manufacturing, and continuous technological advancements will sustain its growth.

Market Scope
Start Year2024
Forecast Year2025-2034
Start Value$11.9 Billion
Forecast Value$86.8 Billion
CAGR22.4%

By technology, the immersive training market includes virtual reality, augmented reality, mixed reality, and 360-degree video. The 360-degree video segment held a 30% market share in 2024 due to its interactive nature and lower production costs compared to VR and AR. These videos provide immersive experiences without requiring specialized equipment, making them an attractive option for organizations with budget constraints. They are widely used for training programs across various industries due to their accessibility and effectiveness in enhancing engagement and skill development.

In terms of application, the market is divided into hard skills training, soft skills training, safety and compliance training, and onboarding and employee training. The hard skills training segment led the market, generating USD 4.3 billion in 2024. Technical expertise is in high demand, and industries are leveraging VR and AR platforms to provide hands-on training in coding, machine operations, and other specialized skills. Manufacturing professionals, for example, benefit from realistic virtual environments that allow them to operate machinery safely before handling real equipment, reducing risks and improving efficiency.

The immersive training market is further segmented by industry, including healthcare, defense and military, manufacturing, retail and e-commerce, and educational institutions. Healthcare emerged as the dominant segment, holding a 20% market share in 2024. Medical professionals use VR and AR for surgical simulations, rehabilitation programs, and patient care training. These technologies help create personalized rehabilitation experiences, allowing patients to regain motor skills and cognitive function more effectively.

North America led the global immersive training market in 2024, accounting for over 35% of the total market share. The U.S. remains the key player, expected to reach USD 25 billion by 2034. This leadership is driven by strong investments in research and development, particularly in defense, healthcare, and manufacturing. Enterprises across these industries are integrating VR, AR, and mixed reality into their training programs to enhance workforce capabilities. Government and corporate funding in technological advancements further solidify North America's dominance in the immersive training market.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates & calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimation
  • 1.3 Forecast model
  • 1.4 Primary research and validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market scope & definition

Chapter 2 Executive Summary

  • 2.1 Industry 3600 synopsis, 2021 - 2034

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Supplier landscape
      • 3.1.1.1 Hardware providers
      • 3.1.1.2 Software developers
      • 3.1.1.3 System integrators
      • 3.1.1.4 Content developers
      • 3.1.1.5 End use
    • 3.1.2 Profit margin analysis
  • 3.2 Technology & innovation landscape
  • 3.3 Patent analysis
  • 3.4 Regulatory landscape
  • 3.5 Case studies
  • 3.6 Impact forces
    • 3.6.1 Growth drivers
      • 3.6.1.1 Advancing VR & AR technologies
      • 3.6.1.2 Expanding remote & hybrid work
      • 3.6.1.3 Growing investment in Edtech & training solutions
      • 3.6.1.4 Rising demand for skilled workforce
    • 3.6.2 Industry pitfalls & challenges
      • 3.6.2.1 High initial investment
      • 3.6.2.2 Technical limitations
  • 3.7 Growth potential analysis
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2024

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Components, 2021 - 2034 ($Bn)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Headsets
    • 5.2.2 Controllers
    • 5.2.3 Motion sensors
    • 5.2.4 Haptic feedback equipment
  • 5.3 Software
    • 5.3.1 Simulation software
    • 5.3.2 Training applications
    • 5.3.3 Interactive content platforms
  • 5.4 Services
    • 5.4.1 Consulting
    • 5.4.2 Maintenance and support
    • 5.4.3 Training deployment

Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2034 ($Bn)

  • 6.1 Key trends
  • 6.2 Virtual Reality
  • 6.3 Augmented Reality
  • 6.4 Mixed Reality
  • 6.5 360-Degree Video

Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2034 ($Bn)

  • 7.1 Key trends
  • 7.2 Soft skills training
  • 7.3 Hard skills training
  • 7.4 Safety & compliance training
  • 7.5 Onboarding & employee training

Chapter 8 Market Estimates & Forecast, By Industry, 2021 - 2034 ($Bn)

  • 8.1 Key trends
  • 8.2 Healthcare
  • 8.3 Defense & military
  • 8.4 Manufacturing
  • 8.5 Retail & e-commerce
  • 8.6 Education institutes
  • 8.7 Others

Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2034 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Russia
    • 9.3.7 Nordics
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 Australia
    • 9.4.5 South Korea
    • 9.4.6 Southeast Asia
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia

Chapter 10 Company Profiles

  • 10.1 Boeing
  • 10.2 EON Reality
  • 10.3 Fundamental VR
  • 10.4 GE Healthcare
  • 10.5 Google LLC
  • 10.6 HTC Corporation
  • 10.7 Improbable
  • 10.8 Lockheed Martin
  • 10.9 Magic Leap
  • 10.10 Meta Platforms
  • 10.11 Microsoft
  • 10.12 NVIDIA
  • 10.13 Pico Interactive
  • 10.14 Samsung Electronics
  • 10.15 Siemens AG
  • 10.16 Sony Corporation
  • 10.17 Strivr
  • 10.18 Unity Software
  • 10.19 Vuzix
  • 10.20 Walmart