ICT & Media

World Virtual Training and Simulation Market - Opportunities and Forecasts, 2014-2022

  • ALL769355
  • 120 Pages
  • October 2016
  • ICT & Media

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: instructor-led training and non-instructor-supported training. Simulation is the imitation of the processes of a real-world operation or system over time. Furthermore, it is used to create a virtual training environment. 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.

Increase in awareness among end users about the benefits of virtual training and simulation, and increased spending by various end users such as defense, healthcare, and education due to higher budget allocation are the major drives of the market. However, North African countries are unable to adopt this technology due to either lack of necessary infrastructures or limited knowledge about the technology. Manufacturers in 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 increase in scope of technology in other industries such as energy, transportation, and mining are expected to offer significant growth opportunities for prominent players operating in market.

The world virtual training and simulation market is segmented based on components, end user, and geography. The components segment is further divided into hardware and software. Based on end user, the market is segmented into defense & security, civil aviation, education, entertainment, and others (digital manufacturing and healthcare). The education segment is further bifurcated into e-learning and game-based learning. Based on geography, the market is analyzed across four major regions, namely, North America, Europe, Asia-Pacific, and LAMEA.

Key players in the virtual training and simulation industry include CAE Inc., L-3 Link Simulation & Training, Cubic Corporation, ON24, Inc., QinetiQ Group plc, BAE Systems plc, Laerdal Medical Corporation, Kratos Defense & Security Solutions, Inc., The DiSTI Corporation, and ANSYS, Inc. Over the years, these market leaders have established themselves with continuous investment on product innovation, which enabled them to improve the quality and performance of the training and simulation solutions. Further, these companies expanded their market 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.

Key benefits

  • An in-depth analysis of the world virtual training and simulation market is provided along with the market dynamics that would prove crucial in understanding the market.
  • Quantitative analysis of the current market and future estimations from 2014 to 2022 is projected to assist strategists to design business strategies to capitalize on the prevailing market opportunities.
  • Porter’s Five Forces analysis examines the competitive structure of the virtual training and simulation industry and also provides a clear understanding of the factors that influence the market entry and market expansion.
  • A detailed analysis of geographic segments offers identification of most profitable segments to capitalize on.
  • A comprehensive analysis of market trends, sub-segments, and key revenue pockets is provided.
  • Analysis of the key leaders and their business strategies is anticipated to assist stakeholders to make more informed business decisions.
  • A detailed company profile analysis is provided that showcases major developments such as mergers and acquisitions, expansions, and new product launch.

Key market segments

By Components

  • Hardware
  • Software

By End user

  • Defense and Security
  • Civil Aviation
  • Education
  • e-Learning
  • Game-Based Learning
  • Entertainment
  • Others (Digital Manufacturing and Healthcare)

By Geography

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Rest of Asia-Pacific
    • Latin America
    • Middle East
    • Africa

Key Players

  • CAE Inc.
  • L-3 Link Simulation & Training
  • Cubic Corporation
  • ON24, Inc.
  • QinetiQ Group plc
  • BAE Systems plc
  • Laerdal Medical Corporation
  • Kratos Defense & Security Solutions, Inc.
  • The DiSTI Corporation
  • ANSYS, Inc.

Companies mentioned in the report include:

The Boeing Company, Geomagic, Inc., SAAB Solutions, Heartwood, Inc., Microsoft Corporation, Oculus Rift, Tata Consultancy Services, Lockheed Martin Global Training and Logistics, VSTEP B.V., Fujitsu Limited, Digital Process Ltd, CTC Aviation Group, TeraLogics, LLC, PULAU Corporation, Lloyd’s Register (LR) collaborated, Paramount Group, Paramount Group., CoreAVI (Core Avionics & Industrial), Inc., MOBICA, and TE Connectivity (TE).

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