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Virtual Training and Simulation Market by Component (Hardware and Software) and End User (Defense & Security, Civil Aviation, Education, Entertainment, and Others): Global Opportunity Analysis and Industry Forecast, 2020–2027

  • ALL3907914
  • 234 Pages
  • June 2020
  • ICT & Media
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Virtual Training and Simulation Market Statistics - 2027

The virtual training and simulation market size was valued at $204.41 billion in 2019, and is projected to reach $579.44 billion by 2027, growing at a CAGR of 13.4% from 2020 to 2027.

Virtual training is a training method in which a simulated virtual environment is created to test certain abilities of a trainee that can contribute to the learning process. It is widely applicable in-flight simulation, simulation-based gaming, serious games, healthcare training, energy, transportation training, e-learning, military & navy, digital manufacturing, and others.

Rise in awareness regarding virtual training and simulation positively drives the virtual training and simulation market growth. This technology is utilized in various fields such as civil aviation, military, e-learning, serious gaming, simulation-based gaming, entertainment, digital manufacturing, and healthcare due to its advantages such as ease of handling and understanding, offers virtual environment as close as real one, and efficiency of training.

Over the past few years, increase in defense, healthcare, and education expenditure has been observed, especially in Asia-Pacific, LAMEA, and European countries; this is expected to significantly boost the growth of the virtual training and simulation market during the forecast period. With an increase in expenditure, the number of sales of related equipment in these sectors is expected to increase, including for virtual training and simulation equipment.

Virtual training and simulation is majorly used in industries such as defense & security, civil aviation, healthcare, digital manufacturing, education, and entertainment. In addition, it finds applications in other industries such as mining, energy, and transportation. In these industries, training can be made effective for respected crew members at minimum costs and without compromising any human life.

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The report focuses on the growth prospects, restraints, and market analysis. The study provides Porter’s five forces analysis of the virtual training and simulation industry to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the market.

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Over the years, these market leaders have established themselves with continuous investment on product innovation, which has enabled them to improve the quality, capability, and performance of the training and simulation solutions. Further, these companies have expanded their virtual training and simulation market opportunities presence through strategic alliances and are working toward launching upgraded products in the market to gain maximum market share as well as to deliver better benefits to the stakeholders.

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Segment review

The virtual training and simulation market is segmented on the basis of component, end user, and region. By component, it is categorized into hardware and software. Depending on end user, it is categorized into defense & security, civil aviation, education, entertainment, and others. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The market players operating in the virtual training and simulation market analysis include ANSYS, Inc., BAE Systems, CAE Inc., Cubic Corporation, The DiSTI Corporation, Kratos Defence & Security Solutions, Inc., L-3 Link Simulation & Training, Lockheed Martin Corporation, ON24, Inc., and Saab AB.

Top impacting factors

The significant impacting factors include increase in awareness about virtual training and simulation; cost-effective benefits of virtual training and simulation technology; and rise in defense, healthcare, and education expenditure. In few regions such as Africa, people are willing to adopt the technology, but lack of infrastructure and availability of solutions resist them to do so. This negatively impacts the market. Moreover, absence of novelty in products may lead to loss of interest of consumers in outdated technology and would stick to the existing one, rather than buying another one. Thus, lack of investments in R&D is projected to impact negatively on the virtual training and simulation market. Advancements in virtual training and simulation technology positively affects the market growth and is expected to continue this in the near future.

Increase in awareness about virtual training and simulation

Virtual training and simulation have found scope in various industries such as civil aviation, defense & security, healthcare, digital manufacturing, education, and entertainment. Nowadays, individuals or organizations are taking advantage of either hardware or software or combination of both solutions to train professionals, students, crews, and other associated people in an efficient way with minimum efforts. According to a primary respondent, in the near future, awareness of simulation & virtual training and the importance of training in a situation similar to real life scenario will help people in different fields to understand/utilize & train in a better state of the art technology and to develop more advanced and even sophisticated systems.

Increase in defense, healthcare, and education expenditure

In Asia-Pacific, Europe, and LAMEA, defense, healthcare, and education expenditure has increased significantly, which indicates the rise in sales for related equipment including virtual training and simulation solutions. This increase in expenditure is due to rise in air traffic and commercial aircraft fleet and increase in number of Internet users and adoption of mobile phones. In addition, virtual training and simulation market forecasts growth due to technological advancements in healthcare and digital manufacturing, growth in penetration of serious gaming in education segment, and remarkable growth in e-learning market. This in turn further supplements the adoption of virtual training and simulation solutions.

KEY BENEFITS FOR STAKEHOLDERS

• This study includes the virtual training and simulation market trends, opportunity, analysis, and future estimations to determine the imminent investment pockets.

• The report presents information related to key drivers, restraints, and opportunities of the virtual training and simulation industry.

• The virtual training and simulation market share is quantitatively analyzed from 2019 to 2027 to highlight the financial competency of the industry.

• Porter’s five forces analysis illustrates the potency of the buyers & suppliers in the virtual training and simulation market.

KEY MARKET SEGMENTS

By Component

• Hardware

• Software

By End User

• Defense & Security

• Civil Aviation

• Education

• Entertainment

• Others

By Region

• North America

o U.S.

o Canada

• Europe

o Germany

o France

o UK

o Rest of Europe

• Asia-Pacific

o Japan

o China

o India

o Rest of Asia-Pacific

• LAMEA

o Latin America

o Middle East

o Africa

KEY MARKET PLAYERS

• ANSYS, Inc.

• BAE Systems

• CAE Inc.

• Cubic Corporation

• The DiSTI Corporation

• Kratos Defence & Security Solutions, Inc.

• L-3 Link Simulation & Training

• Lockheed Martin Corporation

• ON24, Inc.

• Saab AB

CHAPTER 1:INTRODUCTION

1.1.REPORT DESCRIPTION

1.2.KEY BENEFITS FOR STAKEHOLDERS

1.3.KEY MARKET SEGMENTS

1.4.KEY MARKET PLAYERS

1.5.RESEARCH METHODOLOGY

1.5.1.Secondary research

1.5.2.Primary research

1.5.3.Analyst tools & models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.KEY FINDINGS

2.1.1.Top impacting factors

2.1.2.Top investment pockets

2.2.CXO PERSPECTIVE

CHAPTER 3:MARKET OVERVIEW

3.1.MARKET DEFINITION AND SCOPE

3.2.KEY FORCES SHAPING THE GLOBAL VIRTUAL TRAINING AND SIMULATION MARKET

3.2.1.Moderate-to-high bargaining power of suppliers

3.2.2.Moderate-to-high bargaining power of buyer

3.2.3.Moderate-to-high threat of substitutes

3.2.4.Low-to-high threat of new entrants

3.2.5.Low-to-high competitive rivalry

3.3.VALUE CHAIN ANALYSIS

3.3.1.R&D

3.3.2.Component manufacturers

3.3.3.Assembly, programming, and testing

3.3.4.Marketing and sales

3.3.5.End user

3.3.6.After-sales services

3.4.MARKET DYNAMICS

3.4.1.Drivers

3.4.1.1.Increase in awareness about virtual training and simulation

3.4.1.2.Cost-effective benefits of virtual training and simulation solutions

3.4.1.3.Increase in defense, healthcare, and education expenditure

3.4.2.Restraints

3.4.2.1.Resistance to adopt the virtual training and simulation technology

3.4.3.Opportunities

3.4.3.1.Advancements in technology

3.4.3.2.Scope for improvements in other industries (mining, transportation, and energy)

3.5.INDUSTRY ROADMAP OF VIRTUAL TRAINING AND SIMULATION MARKET

3.6.IMPACT OF GOVERNMENT REGULATIONS ON THE GLOBAL VIRTUAL TRAINING AND SIMULATION MARKET

CHAPTER 4:VIRTUAL TRAINING AND SIMULATION MARKET, BY COMPONENT

4.1.OVERVIEW

4.2.HARDWARE

4.2.1.Key market trends, growth factors, and opportunities

4.2.2.Market size and forecast, by region

4.2.3.Market analysis, by country

4.3.SOFTWARE

4.3.1.Key market trends, growth factors, and opportunities

4.3.2.Market size and forecast, by region

4.3.3.Market analysis, by country

CHAPTER 5:VIRTUAL TRAINING AND SIMULATION MARKET, BY END USER

5.1.OVERVIEW

5.2.DEFENSE & SECURITY

5.2.1.Key market trends, growth factors, and opportunities

5.2.2.Market size and forecast, by region

5.2.3.Market analysis, by country

5.3.CIVIL AVIATION

5.3.1.Key market trends, growth factors, and opportunities

5.3.2.Market size and forecast, by region

5.3.3.Market analysis, by country

5.4.EDUCATION

5.4.1.Key market trends, growth factors, and opportunities

5.4.1.1.e-Learning

5.4.1.1.1.Key market trends, growth factors, and opportunities

5.4.1.2.Game-based learning

5.4.1.2.1.Key market trends, growth factors, and opportunities

5.4.2.Market size and forecast, by region

5.4.3.Market analysis, by country

5.5.ENTERTAINMENT

5.5.1.Key market trends, growth factors, and opportunities

5.5.2.Market size and forecast, by region

5.5.3.Market analysis, by country

5.6.OTHERS

5.6.1.Key market trends, growth factors, and opportunities

5.6.2.Market size and forecast, by region

5.6.3.Market analysis, by country

CHAPTER 6:VIRTUAL TRAINING AND SIMULATION MARKET, BY REGION

6.1.OVERVIEW

6.1.1.Market size and forecast, by region

6.2.NORTH AMERICA

6.2.1.Key market trends, growth factors, and opportunities

6.2.2.Market size and forecast, by component

6.2.3.Market size and forecast, by end user

6.2.4.Market analysis, by country

6.2.4.1.U.S.

6.2.4.1.1.Market size and forecast, by component

6.2.4.1.2.Market size and forecast, by end user

6.2.4.2.Canada

6.2.4.2.1.Market size and forecast, by component

6.2.4.2.2.Market size and forecast, by end user

6.3.EUROPE

6.3.1.Key market trends, growth factors, and opportunities

6.3.2.Market size and forecast, by component

6.3.3.Market size and forecast, by end user

6.3.4.Market analysis, by country

6.3.4.1.Germany

6.3.4.1.1.Market size and forecast, by component

6.3.4.1.2.Market size and forecast, by end user

6.3.4.2.France

6.3.4.2.1.Market size and forecast, by component

6.3.4.2.2.Market size and forecast, by end user

6.3.4.3.UK

6.3.4.3.1.Market size and forecast, by component

6.3.4.3.2.Market size and forecast, by end user

6.3.4.4.Spain

6.3.4.4.1.Market size and forecast, by component

6.3.4.4.2.Market size and forecast, by end user

6.3.4.5.Italy

6.3.4.5.1.Market size and forecast, by component

6.3.4.5.2.Market size and forecast, by end user

6.3.4.6.Rest of Europe

6.3.4.6.1.Market size and forecast, by component

6.3.4.6.2.Market size and forecast, by end user

6.4.ASIA-PACIFIC

6.4.1.Key market trends, growth factors, and opportunities

6.4.2.Market size and forecast, by component

6.4.3.Market size and forecast, by end user

6.4.4.Market analysis, by country

6.4.4.1.Japan

6.4.4.1.1.Market size and forecast, by component

6.4.4.1.2.Market size and forecast, by end user

6.4.4.2.China

6.4.4.2.1.Market size and forecast, by component

6.4.4.2.2.Market size and forecast, by end user

6.4.4.3.India

6.4.4.3.1.Market size and forecast, by component

6.4.4.3.2.Market size and forecast, by end user

6.4.4.4.Rest of Asia-Pacific

6.4.4.4.1.Market size and forecast, by component

6.4.4.4.2.Market size and forecast, by end user

6.5.LAMEA

6.5.1.Key market trends, growth factors, and opportunities

6.5.2.Market size and forecast, by component

6.5.3.Market size and forecast, by end user

6.5.4.Market analysis, by country

6.5.4.1.Latin America

6.5.4.1.1.Market size and forecast, by component

6.5.4.1.2.Market size and forecast, by end user

6.5.4.2.Middle East

6.5.4.2.1.Market size and forecast, by component

6.5.4.2.2.Market size and forecast, by end user

6.5.4.3.Africa

6.5.4.3.1.Market size and forecast, by component

6.5.4.3.2.Market size and forecast, by end user

CHAPTER 7:COMPETITIVE LANDSCAPE

7.1.KEY PLAYERS POSITIONING ANALYSIS, 2019

7.2.TOP WINNING STRATEGIES

7.3.COMPETITIVE DASHBOARD

7.4.KEY DEVELOPMENTS

7.4.1.Product launches

7.4.2.Partnership

7.4.3.Product development

7.4.4.Business expansion

7.4.5.Agreement

7.4.6.Collaboration

7.5.PATENT ANALYSIS

7.5.1.By region (2016-2019)

7.5.2.By applicant

7.6.CASE STUDIES

7.6.1.United States Air Force (USAF) awarded a P5 Combat Training System (P5CTS) contract to Cubic

CHAPTER 8:COMPANY PROFILE

8.1.ANSYS, INC.

8.1.1.Company overview

8.1.2.Key executives

8.1.3.Company snapshot

8.1.4.Product portfolio

8.1.5.R&D expenditure

8.1.6.Business performance

8.1.7.Key strategic moves and developments

8.2.BAE SYSTEMS

8.2.1.Company overview

8.2.2.Key executives

8.2.3.Company snapshot

8.2.4.Operating business segments

8.2.5.Product portfolio

8.2.6.R&D expenditure

8.2.7.Business performance

8.2.8.Key strategic moves and developments

8.3.CAE INC.

8.3.1.Company overview

8.3.2.Key executives

8.3.3.Company snapshot

8.3.4.Operating business segments

8.3.5.Product portfolio

8.3.6.R&D expenditure

8.3.7.Business performance

8.3.8.Key strategic moves and developments

8.4.CUBIC CORPORATION

8.4.1.Company overview

8.4.2.Key executives

8.4.3.Company snapshot

8.4.4.Operating business segments

8.4.5.Product portfolio

8.4.6.R&D expenditure

8.4.7.Business performance

8.4.8.Key strategic moves and developments

8.5.THE DISTI CORPORATION

8.5.1.Company overview

8.5.2.Key executives

8.5.3.Company snapshot

8.5.4.Product portfolio

8.5.5.Key strategic moves and developments

8.6.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.

8.6.1.Company overview

8.6.2.Key executives

8.6.3.Company snapshot

8.6.4.Operating business segments

8.6.5.Product portfolio

8.6.6.R&D expenditure

8.6.7.Business performance

8.6.8.Key strategic moves and developments

8.7.1.Company overview

8.7.2.Key executives

8.7.3.Company snapshot

8.7.4.Product portfolio

8.7.5.Key strategic moves and developments

8.8.LOCKHEED MARTIN CORPORATION

8.8.1.Company overview

8.8.2.Key Executives

8.8.3.Company snapshot

8.8.4.Operating business segments

8.8.5.Product portfolio

8.8.6.R&D expenditure

8.8.7.Business performance

8.8.8.Key strategic moves and developments

8.9.ON24, INC.

8.9.1.Company overview

8.9.2.Key executives

8.9.3.Company snapshot

8.9.4.Product portfolio

8.10.SAAB AB

8.10.1.Company overview

8.10.2.Key Executives

8.10.3.Company snapshot

8.10.4.Operating business segments

8.10.5.Product portfolio

8.10.6.Business performance

8.10.7.Key strategic moves and developments

LIST OF TABLES

TABLE 01.GLOBAL VIRTUAL TRAINING AND SIMULATION MARKET, BY COMPONENT, 2019–2027 ($BILLION)

TABLE 02.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR HARDWARE, BY REGION, 2019–2027 ($BILLION)

TABLE 03.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR SOFTWARE, BY REGION, 2019–2027 ($BILLION)

TABLE 04.GLOBAL VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 05.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR DEFENSE & SECURITY, BY REGION 2019–2027 ($BILLION)

TABLE 06.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR CIVIL AVIATION, BY REGION, 2019–2027 ($BILLION)

TABLE 07.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR EDUCATION, BY REGION 2019–2027 ($BILLION)

TABLE 08.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR ENTERTAINMENT, BY REGION 2019–2027 ($BILLION)

TABLE 09.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE FOR OTHERS, BY REGION 2019–2027 ($BILLION)

TABLE 10.VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY REGION, 2019–2027 ($BILLION)

TABLE 11.NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 12.NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 13.NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COUNTRY, 2019–2027 ($BILLION)

TABLE 14.U.S. VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 15.U.S. VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 16.CANADA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 17.CANADA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 18.EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 19.EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 20.EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COUNTRY, 2019–2027 ($BILLION)

TABLE 21.GERMANY VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 22.GERMANY VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 23.FRANCE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 24.FRANCE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 25.UK VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 26.UK VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 27.SPAIN VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 28.SPAIN VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 29.ITALY VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 30.ITALY VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 31.REST OF EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 32.REST OF EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 33.ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 34.ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 35.ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COUNTRY, 2019–2027 ($BILLION)

TABLE 36.JAPAN VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 37.JAPAN VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 38.CHINA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 39.CHINA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 40.INDIA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 41.INDIA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 42.REST OF ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 43.REST OF ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 44.LAMEA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 45.LAMEA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 46.LAMEA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COUNTRY, 2019–2027 ($BILLION)

TABLE 47.LATIN AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 48.LATIN AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 49.MIDDLE EAST VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 50.MIDDLE EAST VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 51.AFRICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY COMPONENT 2019–2027 ($BILLION)

TABLE 52.AFRICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, BY END USER, 2019–2027 ($BILLION)

TABLE 53.KEY NEW PRODUCT LAUNCHES (2016-2019)

TABLE 54.PARTNERSHIP (2016-2019)

TABLE 55.PRODUCT DEVELOPMENT (2016-2019)

TABLE 56.KEY EXPANSION (2016-2019)

TABLE 57.AGREMEENT (2016-2019)

TABLE 58.KEY COLLABORATION (2016-2019)

TABLE 59.ANSYS, INC.: KEY EXECUTIVES

TABLE 60.ANSYS, INC.: COMPANY SNAPSHOT

TABLE 61.ANSYS, INC.: PRODUCT PORTFOLIO

TABLE 62.BAE SYSTEMS: KEY EXECUTIVES

TABLE 63.BAE SYSTEMS: COMPANY SNAPSHOT

TABLE 64.BAE SYSTEMS: OPERATING SEGMENTS

TABLE 65.BAE SYSTEMS: PRODUCT PORTFOLIO

TABLE 66.CAE INC.: KEY EXECUTIVES

TABLE 67.CAE INC.: COMPANY SNAPSHOT

TABLE 68.CAE INC.: OPERATING SEGMENTS

TABLE 69.CAE INC.: PRODUCT PORTFOLIO

TABLE 70.CUBIC CORPORATION: KEY EXECUTIVES

TABLE 71.CUBIC CORPORATION: COMPANY SNAPSHOT

TABLE 72.CUBIC CORPORATION: OPERATING SEGMENTS

TABLE 73.CUBIC CORPORATION: PRODUCT PORTFOLIO

TABLE 74.THE DISTI CORPORATION: KEY EXECUTIVES

TABLE 75.THE DISTI CORPORATION: COMPANY SNAPSHOT

TABLE 76.THE DISTI CORPORATION: PRODUCT PORTFOLIO

TABLE 77.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: KEY EXECUTIVES

TABLE 78.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: COMPANY SNAPSHOT

TABLE 79.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: OPERATING SEGMENTS

TABLE 80.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: PRODUCT PORTFOLIO

TABLE 81.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 82.L3 LINK TRAINING & SIMULATION: KEY EXECUTIVES

TABLE 83.L3 LINK TRAINING & SIMULATION: COMPANY SNAPSHOT

TABLE 84.L3 LINK TRAINING & SIMULATION: PRODUCT PORTFOLIO

TABLE 85.LOCKHEED MARTIN CORPORATION: KEY EXECUTIVES

TABLE 86.LOCKHEED MARTIN CORPORATION: COMPANY SNAPSHOT

TABLE 87.LOCKHEED MARTIN CORPORATION: OPERATING SEGMENTS

TABLE 88.LOCKHEED MARTIN CORPORATION: PRODUCT PORTFOLIO

TABLE 89.ON24, INC.: KEY EXECUTIVES

TABLE 90.ON24, INC.: COMPANY SNAPSHOT

TABLE 91.ON24, INC.: PRODUCT PORTFOLIO

TABLE 92.SAAB AB : KEY EXECUTIVES

TABLE 93.SAAB AB: COMPANY SNAPSHOT

TABLE 94.SAAB AB: OPERATING SEGMENTS

TABLE 95.SAAB AB: PRODUCT PORTFOLIO

 
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