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市場調查報告書
商品編碼
1599314

數位學習市場中的虛擬實境:按技術、組件和應用分類 - 2025-2030 年全球預測

Virtual Reality in eLearning Market by Technology (Gesture Control, Head Mount, Projectors), Component (Hardware, Services, Software), Application - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 184 Pages | 商品交期: 最快1-2個工作天內

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2023年,數位學習中的虛擬實境市場價值為3.0935億美元,預計到2024年將達到4.4633億美元,複合年成長率為44.37%,到2030年將達到40.444億美元。

數位學習中的虛擬實境 (VR) 提供超越傳統學習方法的身臨其境型互動體驗,正在改變教育環境。 VR 在數位學習中的範圍和定義是利用 VR 技術創建有利於學習的模擬和環境,從而提高對複雜科目的參與、記憶力和理解。 VR在數位學習中的需求在於它能夠提供不受地域或身體限制的動手、實踐體驗,這對於技能培訓、醫學教育和技術領域尤其有利。最終用途廣泛,包括教育機構、企業和職業培訓中心。關鍵的成長要素是技術進步、數位學習平台的廣泛採用,以及因 COVID-19 大流行等世界事件而需要持續轉向遠距學習。開發經濟實惠的 VR 解決方案、擴展跨學科的內容庫以及整合人工智慧以實現個人化學習體驗都存在機會。為了利用這些機會,公司應該投資與教育機構和技術開發商的夥伴關係。然而,市場成長面臨初始成本高、需要強大的基礎設施以及用戶抵制採用新技術等挑戰。缺乏標準化和內容飽和等限制也可能降低學習材料的品質。透過探索節省成本的技術、讓更多用戶能夠使用 VR 的包容性設計以及開發滿足多樣化教育需求的可擴展解決方案,創新蓬勃發展。了解快速發展的市場的本質並比早期採用者俱有競爭優勢,公司可以透過專注於使用者體驗和價值提案來對自己進行策略定位。為了釋放 VR 在數位學習中的潛力,重要的是要專注於易用性、可近性和可衡量的教育成果。

主要市場統計
基準年[2023] 30935萬美元
預測年份 [2024] 44633萬美元
預測年份 [2030] 40.444 億美元
複合年成長率(%) 44.37%

市場動態:針對數位學習市場快速發展的虛擬實境揭示的關鍵市場洞察

數位學習中的虛擬實境市場正因供需的動態交互作用而轉變。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 增加對虛擬實境教室的投資
    • 加強數位學習課程中的線上訓練模擬和遊戲化
    • AR/VR 在企業培訓和發展計劃中廣泛接受
  • 市場限制因素
    • 互通性標準定義鬆散
  • 市場機會
    • VR數位學習的技術進步
    • 在基於網路的課程中部署客製化學習選項
  • 市場挑戰
    • 隱私和網路安全威脅

波特的五力:數位學習虛擬實境市場的策略工具

波特的五力架構是了解數位學習市場虛擬實境競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解數位學習市場虛擬實境的外部影響

外部宏觀環境因素在塑造數位學習市場虛擬實境的績效動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解數位學習虛擬實境市場的競爭狀況

對數位學習市場中虛擬實境的詳細市場佔有率分析可以對供應商的績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣數位學習中虛擬實境市場供應商的績效評估

FPNV 定位矩陣是評估數位學習市場虛擬實境供應商的重要工具。此矩陣允許業務組織根據供應商的商務策略和產品滿意度評估供應商,從而做出符合其目標的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

透過策略分析和數位學習建議,規劃您在虛擬實境市場的成功之路

對於旨在加強其在全球市場的影響力的公司來說,對數位學習市場中的虛擬實境進行策略分析至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機,並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:對當前市場環境的詳細審查、主要企業的廣泛資料、對其在市場中的影響力和整體影響力的評估。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點關注可望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 增加對虛擬實境教室的投資
      • 加強數位學習課程中的線上訓練模擬和遊戲化
      • AR/VR 在企業培訓和發展計劃中廣泛接受
    • 抑制因素
      • 互通性標準定義模糊
    • 機會
      • VR數位學習的技術進步
      • 為基於網路的課程部署客製化學習選項
    • 任務
      • 隱私和網路安全威脅
  • 市場區隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章數位學習中的虛擬實境市場:依技術分類

  • 手勢控制
  • 頭戴式
  • 投影儀

第7章數位學習市場中的虛擬實境:按組成部分

  • 硬體
  • 服務
  • 軟體

第8章數位學習市場中的虛擬實境:依應用分類

  • 學術的
  • 公司

第9章美洲數位學習中的虛擬實境市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章亞太地區數位學習市場的虛擬實境

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章歐洲、中東和非洲數位學習中的虛擬實境市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
  • 戰略分析和建議

公司名單

  • Avantis Systems Ltd.
  • E-learning Studios
  • Enlighten Media Pvt. Ltd.
  • Google LLC
  • Immerse Learning Limited
  • LearnBrite by ExitReality Inc.
  • Lenovo Group Limited
  • Meta Platforms, Inc.
  • Sify Technologies Ltd.
  • SQLearn SA
  • Tesseract Learning Pvt Ltd.
  • ThingLink Oy
  • Unimersiv
  • VIVED Learning
  • zSpace, Inc.
Product Code: MRR-6611A51114D3

The Virtual Reality in eLearning Market was valued at USD 309.35 million in 2023, expected to reach USD 446.33 million in 2024, and is projected to grow at a CAGR of 44.37%, to USD 4,044.40 million by 2030.

Virtual Reality (VR) in eLearning represents a transformative shift in the educational landscape by offering immersive, interactive experiences that go beyond traditional learning methods. The scope and definition of VR in eLearning encompass the use of VR technologies to create simulations and environments conducive to learning, which enhances engagement, retention, and understanding of complex subjects. The necessity of VR in eLearning is driven by its ability to provide practical, hands-on experiences without geographical or physical constraints, making it particularly beneficial for skills-based training, medical education, and technical fields. Application areas include virtual classrooms, interactive labs, and corporate training programs, with end-use spanning educational institutions, corporates, and vocational training centers. Key growth factors are technological advancements, increasing adoption of digital learning platforms, and the ongoing shift towards remote learning necessitated by global events like the COVID-19 pandemic. Opportunities lie in developing affordable VR solutions, expanding content libraries across diverse fields, and integrating AI for personalized learning experiences. To leverage these opportunities, companies should invest in partnerships with educational institutions and technology developers. However, market growth faces challenges such as high initial costs, the need for robust infrastructure, and user resistance to adopting new technologies. Limitations also include a lack of standardization and potential content saturation which could dilute the quality of learning materials. Innovation can flourish through research into cost-reduction technologies, inclusive designs making VR accessible to more users, and creating scalable solutions for diverse educational needs. Understanding the nature of the market, which is fast-evolving with a competitive edge towards early adopters, businesses can position themselves strategically by focusing on user experience and value proposition. Emphasizing ease of use, accessibility, and measurable educational outcomes will be crucial in tapping the potential of VR in eLearning.

KEY MARKET STATISTICS
Base Year [2023] USD 309.35 million
Estimated Year [2024] USD 446.33 million
Forecast Year [2030] USD 4,044.40 million
CAGR (%) 44.37%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality in eLearning Market

The Virtual Reality in eLearning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increased investment in virtual reality classrooms
    • Enhanced online training simulations and gamification in eLearning courses
    • Wide acceptance of AR/VR for corporate training & development programs
  • Market Restraints
    • Loosely defined interoperability standards
  • Market Opportunities
    • Technological advancements in VR eLearning
    • Deployment of customized learning options for web-based courses
  • Market Challenges
    • Privacy and cyber security threats

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality in eLearning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality in eLearning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Reality in eLearning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality in eLearning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Reality in eLearning Market

A detailed market share analysis in the Virtual Reality in eLearning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Reality in eLearning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality in eLearning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Reality in eLearning Market

A strategic analysis of the Virtual Reality in eLearning Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality in eLearning Market, highlighting leading vendors and their innovative profiles. These include Avantis Systems Ltd., E-learning Studios, Enlighten Media Pvt. Ltd., Google LLC, Immerse Learning Limited, LearnBrite by ExitReality Inc., Lenovo Group Limited, Meta Platforms, Inc., Sify Technologies Ltd., SQLearn SA, Tesseract Learning Pvt Ltd., ThingLink Oy, Unimersiv, VIVED Learning, and zSpace, Inc..

Market Segmentation & Coverage

This research report categorizes the Virtual Reality in eLearning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Technology, market is studied across Gesture Control, Head Mount, and Projectors.
  • Based on Component, market is studied across Hardware, Services, and Software.
  • Based on Application, market is studied across Academic and Corporate.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increased investment in virtual reality classrooms
      • 5.1.1.2. Enhanced online training simulations and gamification in eLearning courses
      • 5.1.1.3. Wide acceptance of AR/VR for corporate training & development programs
    • 5.1.2. Restraints
      • 5.1.2.1. Loosely defined interoperability standards
    • 5.1.3. Opportunities
      • 5.1.3.1. Technological advancements in VR eLearning
      • 5.1.3.2. Deployment of customized learning options for web-based courses
    • 5.1.4. Challenges
      • 5.1.4.1. Privacy and cyber security threats
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality in eLearning Market, by Technology

  • 6.1. Introduction
  • 6.2. Gesture Control
  • 6.3. Head Mount
  • 6.4. Projectors

7. Virtual Reality in eLearning Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
  • 7.3. Services
  • 7.4. Software

8. Virtual Reality in eLearning Market, by Application

  • 8.1. Introduction
  • 8.2. Academic
  • 8.3. Corporate

9. Americas Virtual Reality in eLearning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Reality in eLearning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Reality in eLearning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Avantis Systems Ltd.
  • 2. E-learning Studios
  • 3. Enlighten Media Pvt. Ltd.
  • 4. Google LLC
  • 5. Immerse Learning Limited
  • 6. LearnBrite by ExitReality Inc.
  • 7. Lenovo Group Limited
  • 8. Meta Platforms, Inc.
  • 9. Sify Technologies Ltd.
  • 10. SQLearn SA
  • 11. Tesseract Learning Pvt Ltd.
  • 12. ThingLink Oy
  • 13. Unimersiv
  • 14. VIVED Learning
  • 15. zSpace, Inc.

LIST OF FIGURES

  • FIGURE 1. VIRTUAL REALITY IN ELEARNING MARKET RESEARCH PROCESS
  • FIGURE 2. VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VIRTUAL REALITY IN ELEARNING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VIRTUAL REALITY IN ELEARNING MARKET DYNAMICS
  • TABLE 7. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY GESTURE CONTROL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HEAD MOUNT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY PROJECTORS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY ACADEMIC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY CORPORATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 21. AMERICAS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 23. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. ARGENTINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 26. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 27. BRAZIL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 29. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 30. CANADA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 32. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 33. MEXICO VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 37. UNITED STATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 41. ASIA-PACIFIC VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 43. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. AUSTRALIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 46. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 47. CHINA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 49. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 50. INDIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 52. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 53. INDONESIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 55. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 56. JAPAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 58. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 59. MALAYSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 61. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 62. PHILIPPINES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 64. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 65. SINGAPORE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 67. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 68. SOUTH KOREA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 70. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 71. TAIWAN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 73. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 74. THAILAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 76. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 77. VIETNAM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 81. EUROPE, MIDDLE EAST & AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 83. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. DENMARK VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 86. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 87. EGYPT VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 89. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 90. FINLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 92. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 93. FRANCE VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 95. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 96. GERMANY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 98. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 99. ISRAEL VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 101. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 102. ITALY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 104. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 105. NETHERLANDS VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 107. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 108. NIGERIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 110. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 111. NORWAY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 113. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 114. POLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 116. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 117. QATAR VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 119. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 120. RUSSIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 122. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 123. SAUDI ARABIA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 126. SOUTH AFRICA VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 128. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 129. SPAIN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 131. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 132. SWEDEN VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 134. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 135. SWITZERLAND VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 137. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 138. TURKEY VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED ARAB EMIRATES VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY TECHNOLOGY, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED KINGDOM VIRTUAL REALITY IN ELEARNING MARKET SIZE, BY APPLICATION, 2018-2030 (USD MILLION)
  • TABLE 145. VIRTUAL REALITY IN ELEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 146. VIRTUAL REALITY IN ELEARNING MARKET, FPNV POSITIONING MATRIX, 2023