North America Virtual Training and Simulation Market 2020-2027 by Component (Hardware, Software), Product Type (Conventional, VR), End User (Education, Entertainment, Defense & Security, Healthcare), and Country: Trend Outlook and Growth Opportunity

  • North America virtual training and simulation market is expected to grow by 13.7% annually in the forecast period and reach $183.5 billion by 2027 driven by the growing awareness, cost-effective benefits of virtual training and simulation, and rising applications across industry verticals.

    Highlighted with 23 tables and 39 figures, this 87-page report “North America Virtual Training and Simulation Market 2020-2027 by Component (Hardware, Software), Product Type (Conventional, VR), End User (Education, Entertainment, Defense & Security, Healthcare), and Country: Trend Outlook and Growth Opportunity” is based on a comprehensive research of the entire North America virtual training and simulation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2017-2019 and provides estimate/forecast from 2020 till 2027 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

    In-depth qualitative analyses include identification and investigation of the following aspects:

    • Market Structure

    • Growth Drivers

    • Restraints and Challenges

    • Emerging Product Trends & Market Opportunities

    • Porter’s Fiver Forces

    The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify North America virtual training and simulation market in every aspect of the classification from perspectives of Component, Product Type, End User, and Country.

    Based on Component, the North America market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

    • Hardware

    o Headsets

    o Combat Tools

    o Hand Gloves

    o Hearing Aids

    o Mannequins

    o Gaming Consoles

    o Other Hardware

    • Software & Service

    Based on Product Type, the North America market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

    • Conventional Virtual Training

    • Virtual Reality Based Training

    Based on End User, the North America market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

    • Education

    o e-Learning

    o Game-based Learning

    • Entertainment

    • Defense & Security

    o Air-Borne Defence & Security

    o Naval Defence & Security

    o Ground Defence & Security

    • Civil Aviation

    • Healthcare & Medical Industry

    • Other End Users

    Geographically, the following national/local markets are fully investigated:

    • U.S.

    • Canada

    • Mexico

    For each key country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of key national markets by Component, Product Type, and End User over the forecast years are also included.

    The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

    Key Players (this may not be a complete list and extra companies can be added upon request):

    ANSYS, Inc.

    BAE Systems

    CAE Inc.

    Cubic Corporation

    Kratos Defence & Security Solutions, Inc.

    L-3 Link Simulation & Training

    Laerdal Medical Corporation

    Lockheed Martin Corporation

    ON24, Inc.

    QinetiQ Group PLC

    Saab AB

    The DiSTI Corporation

    (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

     

  • With tables and figures helping analyze worldwide North America Virtual Training and Simulation market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.


    1 Introduction 5

    1.1 Industry Definition and Research Scope 5

    1.1.1 Industry Definition 5
    1.1.2 Research Scope 6

    1.2 Research Methodology 9

    1.2.1 Overview of Market Research Methodology 9
    1.2.2 Market Assumption 10
    1.2.3 Secondary Data 10
    1.2.4 Primary Data 10
    1.2.5 Data Filtration and Model Design 12
    1.2.6 Market Size/Share Estimation 13
    1.2.7 Research Limitations 14

    1.3 Executive Summary 15


    2 Market Overview and Dynamics 17

    2.1 Market Size and Forecast 17

    2.1.1 Impact of COVID-19 on World Economy 18
    2.1.2 Impact of COVID-19 on the Market 20

    2.2 Major Growth Drivers 22

    2.3 Market Restraints and Challenges 25

    2.4 Emerging Opportunities and Market Trends 28

    2.5 Porter’s Fiver Forces Analysis 32


    3 Segmentation of North America Market by Component 36

    3.1 Market Overview by Component 36

    3.2 Hardware 38

    3.2.1 Headsets 40
    3.2.2 Combat Tools 41
    3.2.3 Hand Gloves 42
    3.2.4 Hearing Aids 43
    3.2.5 Mannequins 44
    3.2.6 Gaming Consoles 45
    3.2.7 Other Hardware 46

    3.3 Software & Service 47


    4 Segmentation of North America Market by Product Type 48

    4.1 Market Overview by Product Type 48

    4.2 Conventional Virtual Training 50

    4.3 Virtual Reality Based Training 51


    5 Segmentation of North America Market by End User 52

    5.1 Market Overview by End User 52

    5.2 Education 54

    5.3 Entertainment 55

    5.4 Defense & Security 56

    5.5 Civil Aviation 57

    5.6 Healthcare & Medical Industry 58

    5.7 Other End Users 59

    6 North America Market 2020-2027 by Country 60

    6.1 Overview of North America Market 60

    6.2 U.S. 63

    6.3 Canada 66

    6.4 Mexico 68


    7 Competitive Landscape 70

    7.1 Overview of Key Vendors 70

    7.2 New Product Launch, Partnership, Investment, and M&A 73

    7.3 Company Profiles 74

    ANSYS, Inc. 74
    BAE Systems 76
    CAE Inc. 77
    Cubic Corporation 78
    Kratos Defence & Security Solutions, Inc. 79
    L-3 Link Simulation & Training 80
    Laerdal Medical Corporation 81
    Lockheed Martin Corporation 82
    ON24, Inc. 83
    QinetiQ Group PLC 84
    Saab AB 85
    The DiSTI Corporation 86
    Related Reports and Products 87

     

  • The North America Virtual Training and Simulation Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
      By Regions:
        By Type:
          By Application:
          Frequently asked questions(FAQ's):
          What are the major applications for North America Virtual Training and Simulation?

          North America Virtual Training and Simulation has a wide range of applications, including and others.

          What is the current state of the North America Virtual Training and Simulation Industry, and what is the projected growth trajectory through 2029?

          In 2023, the North America Virtual Training and Simulation Market share surpassed USD xx million, and between 2024 and 2029, it will grow at a CAGR of yy%.

          Where does the North America Virtual Training and Simulation Industry stands in terms of scaling end-use implementations?

          According to the North America Virtual Training and Simulation Market research paper, organizations are making more progress than their supply chain counterparts, including suppliers.

          What are the top priorities for the growth of the North America Virtual Training and Simulation Market?

          In this highly competitive and rapidly evolving North America Virtual Training and Simulation Industry, top strategic priorities such as innovation, diversification, and M&A would remain consistent.

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