▶ 調査レポート

eラーニングにおける拡張現実(AR)のグローバル市場(~2027):ハードウェア、サービス、ソリューション

• 英文タイトル:Augmented Reality in eLearning Market Research Report by Component, Application, Deployment, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

Augmented Reality in eLearning Market Research Report by Component, Application, Deployment, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19「eラーニングにおける拡張現実(AR)のグローバル市場(~2027):ハードウェア、サービス、ソリューション」(市場規模、市場予測)調査レポートです。• レポートコード:MRC2305D088
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、251ページ
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レポート概要
360iResearch社は、世界のeラーニングにおける拡張現実(AR)市場規模が2021年に120.1億ドル、2022年には149.9億ドルに達し、更に年平均25.00%成長して2027年には458.4億ドルまで拡大すると予測しています。当調査資料は、eラーニングにおける拡張現実(AR)の世界市場についての多面的な調査を元に、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、コンポーネント別分析(ハードウェア、サービス、ソリューション)、用途別分析(学術、企業、防衛、政府、医療)、展開別分析(オンクラウド、オンプレミス)、地域別分析(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)、競争状況、企業情報などの構成でまとめております。また、当書には、Apple Inc.、Barco NV、BigBlueButton、Blackboard Inc.、BrainCert、CemtrexLabs、Cisco Systems, Inc.、Dell Technologies、Digital Samba SL、Edvance360、Electa Communications Ltd.、Google, LLC、Hitachi, Ltd.、Immertive Pvt. Ltd.、Impero Softwareなどの企業情報が含まれています。

・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のeラーニングにおける拡張現実(AR)市場規模:コンポーネント別
- ハードウェアの市場規模
- サービスの市場規模
- ソリューションの市場規模
・世界のeラーニングにおける拡張現実(AR)市場規模:用途別
- 学術における市場規模
- 企業における市場規模
- 防衛における市場規模
- 政府における市場規模
- 医療における市場規模
・世界のeラーニングにおける拡張現実(AR)市場規模:展開別
- オンクラウドの市場規模
- オンプレミスの市場規模
・世界のeラーニングにおける拡張現実(AR)市場規模:地域別
- 南北アメリカのeラーニングにおける拡張現実(AR)市場規模
アメリカのeラーニングにおける拡張現実(AR)市場規模
カナダのeラーニングにおける拡張現実(AR)市場規模
ブラジルのeラーニングにおける拡張現実(AR)市場規模
...
- アジア太平洋のeラーニングにおける拡張現実(AR)市場規模
日本のeラーニングにおける拡張現実(AR)市場規模
中国のeラーニングにおける拡張現実(AR)市場規模
インドのeラーニングにおける拡張現実(AR)市場規模
韓国のeラーニングにおける拡張現実(AR)市場規模
台湾のeラーニングにおける拡張現実(AR)市場規模
...
- ヨーロッパ/中東/アフリカのeラーニングにおける拡張現実(AR)市場規模
イギリスのeラーニングにおける拡張現実(AR)市場規模
ドイツのeラーニングにおける拡張現実(AR)市場規模
フランスのeラーニングにおける拡張現実(AR)市場規模
ロシアのeラーニングにおける拡張現実(AR)市場規模
...
- その他地域のeラーニングにおける拡張現実(AR)市場規模
・競争状況
・企業情報

The Global Augmented Reality in eLearning Market size was estimated at USD 12.01 billion in 2021 and expected to reach USD 14.99 billion in 2022, and is projected to grow at a CAGR 25.00% to reach USD 45.84 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

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

Based on Component, the market was studied across Hardware, Services, and Solution.

Based on Application, the market was studied across Academic, Corporate, Defense, Government, Healthcare, Manufacturing, and Retail.

Based on Deployment, the market was studied across On-Cloud and On-Premises.

Based on Region, the market was 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.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Augmented Reality in eLearning market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Augmented Reality in eLearning Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Augmented Reality in eLearning Market, including Apple Inc., Barco NV, BigBlueButton, Blackboard Inc., BrainCert, CemtrexLabs, Cisco Systems, Inc., Dell Technologies, Digital Samba SL, Edvance360, Electa Communications Ltd., Google, LLC, Hitachi, Ltd., Immertive Pvt. Ltd., Impero Software, International Business Machines Corporation, LG Electronics, Microsoft Corp, Nextech Systems, LLC, Oracle Corporation, Panasonic Corporation, Rams Creative Technologies Pvt. Ltd., Samsung Electronics Co., Ltd., SkyPre, Sony Corporation, TutorRoom, Veative Labs, and WIZ IQ.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Augmented Reality in eLearning Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Augmented Reality in eLearning Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Augmented Reality in eLearning Market?
4. What is the competitive strategic window for opportunities in the Global Augmented Reality in eLearning Market?
5. What are the technology trends and regulatory frameworks in the Global Augmented Reality in eLearning Market?
6. What is the market share of the leading vendors in the Global Augmented Reality in eLearning Market?
7. What modes and strategic moves are considered suitable for entering the Global Augmented Reality in eLearning Market?

レポート目次

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. Limitations
1.7. Assumptions
1.8. 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. Growing acceptance of AR technology for corporate education or training
5.1.1.2. Rising focused towards digitalization of the education system
5.1.1.3. Demand for a personal learning experience in diversified fields
5.1.2. Restraints
5.1.2.1. Lack of industry standards and operability
5.1.3. Opportunities
5.1.3.1. Continuous technology advancement in augmented reality
5.1.3.2. Growing adopting in defense and healthcare for simulation and training
5.1.4. Challenges
5.1.4.1. High capital investment and reluctance to new technologies
5.2. Cumulative Impact of COVID-19

6. Augmented Reality in eLearning Market, by Component
6.1. Introduction
6.2. Hardware
6.3. Services
6.4. Solution

7. Augmented Reality in eLearning Market, by Application
7.1. Introduction
7.2. Academic
7.3. Corporate
7.4. Defense
7.5. Government
7.6. Healthcare
7.7. Manufacturing
7.8. Retail

8. Augmented Reality in eLearning Market, by Deployment
8.1. Introduction
8.2. On-Cloud
8.3. On-Premises

9. Americas Augmented 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 Augmented 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 Augmented 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. FPNV Positioning Matrix
12.1.1. Quadrants
12.1.2. Business Strategy
12.1.3. Product Satisfaction
12.2. Market Ranking Analysis, By Key Player
12.3. Market Share Analysis, By Key Player
12.4. Competitive Scenario
12.4.1. Merger & Acquisition
12.4.2. Agreement, Collaboration, & Partnership
12.4.3. New Product Launch & Enhancement
12.4.4. Investment & Funding
12.4.5. Award, Recognition, & Expansion

13. Company Usability Profiles
13.1. Apple Inc.
13.1.1. Business Overview
13.1.2. Key Executives
13.1.3. Product & Services
13.2. Barco NV
13.2.1. Business Overview
13.2.2. Key Executives
13.2.3. Product & Services
13.3. BigBlueButton
13.3.1. Business Overview
13.3.2. Key Executives
13.3.3. Product & Services
13.4. Blackboard Inc.
13.4.1. Business Overview
13.4.2. Key Executives
13.4.3. Product & Services
13.5. BrainCert
13.5.1. Business Overview
13.5.2. Key Executives
13.5.3. Product & Services
13.6. CemtrexLabs
13.6.1. Business Overview
13.6.2. Key Executives
13.6.3. Product & Services
13.7. Cisco Systems, Inc.
13.7.1. Business Overview
13.7.2. Key Executives
13.7.3. Product & Services
13.8. Dell Technologies
13.8.1. Business Overview
13.8.2. Key Executives
13.8.3. Product & Services
13.9. Digital Samba SL
13.9.1. Business Overview
13.9.2. Key Executives
13.9.3. Product & Services
13.10. Edvance360
13.10.1. Business Overview
13.10.2. Key Executives
13.10.3. Product & Services
13.11. Electa Communications Ltd.
13.11.1. Business Overview
13.11.2. Key Executives
13.11.3. Product & Services
13.12. Google, LLC
13.12.1. Business Overview
13.12.2. Key Executives
13.12.3. Product & Services
13.13. Hitachi, Ltd.
13.13.1. Business Overview
13.13.2. Key Executives
13.13.3. Product & Services
13.14. Immertive Pvt. Ltd.
13.14.1. Business Overview
13.14.2. Key Executives
13.14.3. Product & Services
13.15. Impero Software
13.15.1. Business Overview
13.15.2. Key Executives
13.15.3. Product & Services
13.16. International Business Machines Corporation
13.16.1. Business Overview
13.16.2. Key Executives
13.16.3. Product & Services
13.17. LG Electronics
13.17.1. Business Overview
13.17.2. Key Executives
13.17.3. Product & Services
13.18. Microsoft Corp
13.18.1. Business Overview
13.18.2. Key Executives
13.18.3. Product & Services
13.19. Nextech Systems, LLC
13.19.1. Business Overview
13.19.2. Key Executives
13.19.3. Product & Services
13.20. Oracle Corporation
13.20.1. Business Overview
13.20.2. Key Executives
13.20.3. Product & Services
13.21. Panasonic Corporation
13.21.1. Business Overview
13.21.2. Key Executives
13.21.3. Product & Services
13.22. Rams Creative Technologies Pvt. Ltd.
13.22.1. Business Overview
13.22.2. Key Executives
13.22.3. Product & Services
13.23. Samsung Electronics Co., Ltd.
13.23.1. Business Overview
13.23.2. Key Executives
13.23.3. Product & Services
13.24. SkyPre
13.24.1. Business Overview
13.24.2. Key Executives
13.24.3. Product & Services
13.25. Sony Corporation
13.25.1. Business Overview
13.25.2. Key Executives
13.25.3. Product & Services
13.26. TutorRoom
13.26.1. Business Overview
13.26.2. Key Executives
13.26.3. Product & Services
13.27. Veative Labs
13.27.1. Business Overview
13.27.2. Key Executives
13.27.3. Product & Services
13.28. WIZ IQ
13.28.1. Business Overview
13.28.2. Key Executives
13.28.3. Product & Services

14. Appendix
14.1. Discussion Guide
14.2. License & Pricing