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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

  • ALL4059004
  • 234 Pages
  • August 2020
  • ICT & Media
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Virtual training is a methodology in which a simulated virtual environment is created to test the capabilities of a trainee that can contribute to the learning process. It can be of two types, namely, instructor-led training and non-instructor-led training. Simulation is the imitation of the processes of a real-world operation or system over time.

Further, simulation is used to create a virtual environment that can be used for training purposes. Virtual training and simulation tools comprise hardware and software. Hardware components include headsets, combat tools, hand-gloves, hearing aids, mannequins, gaming consoles, and others; while software components are programs or set of instructions that are used to perform the activities in the system.

The virtual training and simulation market is primarily driven by growth in awareness among end users about the benefits of virtual training & simulation and increased spending by various end users such as defense, healthcare, and education due to higher budget allocation. However, there are some regions such as North African countries, which are unable to adopt this technology due to either lack of necessary infrastructures or limited knowledge about the technology.

Manufacturers in the virtual training and simulation market lack in terms of investments in R&D, which limits the innovation potential and market expansion. However, advancements in technology, rise in number of internet users, and widening scope of technology in other industries such as energy, transportation, and mining are estimated to provide significant growth opportunities to the key players operating in the global virtual training and simulation market.

The virtual training and simulation market is segmented on the basis of component, end user, and region. By component, it is categorized 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 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.

KEY BENEFITS FOR STAKEHOLDERS

• The study provides an in-depth analysis of the current & future trends of the market to elucidate the imminent investment pockets.

• Information about key drivers, restraints, and opportunities and their impact analysis on the global virtual training and simulation market size is provided.

• Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the global virtual training and simulation industry.

• The quantitative analysis of the market from 2019 to 2027 is provided to determine the global virtual training and simulation market potential.

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

3.7.COVID-19 IMPACT ANALYSIS ON VIRTUAL TRAINING AND SIMULATION MARKET

3.7.1.Impact on market size

3.7.2.Consumer trends, preferences, and budget impact

3.7.3.Regulatory framework

3.7.4.Economic impact

3.7.5.Key player strategies to tackle negative impact

3.7.6.Opportunity window

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.Acquisition

7.4.7.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 PROFILES

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.L3 LINK TRAINING & SIMULATION

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 (2017-2020)

TABLE 54.PARTNERSHIP (2017-2020)

TABLE 55.PRODUCT DEVELOPMENT (2017-2020)

TABLE 56.KEY EXPANSION (2017-2020)

TABLE 57.AGREMEENT (2017-2020)

TABLE 58.ACQUISITION (2017-2020)

TABLE 59.KEY COLLABORATION (2017-2020)

TABLE 60.ANSYS, INC.: KEY EXECUTIVES

TABLE 61.ANSYS, INC.: COMPANY SNAPSHOT

TABLE 62.ANSYS, INC.: PRODUCT PORTFOLIO

TABLE 63.BAE SYSTEMS: KEY EXECUTIVES

TABLE 64.BAE SYSTEMS: COMPANY SNAPSHOT

TABLE 65.BAE SYSTEMS: OPERATING SEGMENTS

TABLE 66.BAE SYSTEMS: PRODUCT PORTFOLIO

TABLE 67.CAE INC.: KEY EXECUTIVES

TABLE 68.CAE INC.: COMPANY SNAPSHOT

TABLE 69.CAE INC.: OPERATING SEGMENTS

TABLE 70.CAE INC.: PRODUCT PORTFOLIO

TABLE 71.CUBIC CORPORATION: KEY EXECUTIVES

TABLE 72.CUBIC CORPORATION: COMPANY SNAPSHOT

TABLE 73.CUBIC CORPORATION: OPERATING SEGMENTS

TABLE 74.CUBIC CORPORATION: PRODUCT PORTFOLIO

TABLE 75.THE DISTI CORPORATION: KEY EXECUTIVES

TABLE 76.THE DISTI CORPORATION: COMPANY SNAPSHOT

TABLE 77.THE DISTI CORPORATION: PRODUCT PORTFOLIO

TABLE 78.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: KEY EXECUTIVES

TABLE 79.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: COMPANY SNAPSHOT

TABLE 80.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: OPERATING SEGMENTS

TABLE 81.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: PRODUCT PORTFOLIO

TABLE 82.KRATOS DEFENSE & SECURITY SOLUTIONS, INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS

TABLE 83.L3 LINK TRAINING & SIMULATION: KEY EXECUTIVES

TABLE 84.L3 LINK TRAINING & SIMULATION: COMPANY SNAPSHOT

TABLE 85.L3 LINK TRAINING & SIMULATION: PRODUCT PORTFOLIO

TABLE 86.LOCKHEED MARTIN CORPORATION: KEY EXECUTIVES

TABLE 87.LOCKHEED MARTIN CORPORATION: COMPANY SNAPSHOT

TABLE 88.LOCKHEED MARTIN CORPORATION: OPERATING SEGMENTS

TABLE 89.LOCKHEED MARTIN CORPORATION: PRODUCT PORTFOLIO

TABLE 90.ON24, INC.: KEY EXECUTIVES

TABLE 91.ON24, INC.: COMPANY SNAPSHOT

TABLE 92.ON24, INC.: PRODUCT PORTFOLIO

TABLE 93.SAAB AB: KEY EXECUTIVES

TABLE 94.SAAB AB: COMPANY SNAPSHOT

TABLE 95.SAAB AB: OPERATING SEGMENTS

TABLE 96.SAAB AB: PRODUCT PORTFOLIO

 
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