"The global market for AR, VR, and Simulation-based Learning is in the midst of profound innovation and transformation (if not outright disruption)," comments Sam S. Adkins, Metaari's Chief Researcher and author of the report.
SEATTLE (PRWEB) February 18, 2020
The growth rate for AR, VR, and Simulation-based Learning across the planet is a healthy 14.2% and revenues will surge to $15.6 billion by 2025 according to a new report called "The Worldwide 2020-2025 AR, VR, and Simulation-based Learning Market" by Metaari (formerly Ambient Insight).
AR, VR, and Simulation-based (MR) is defined as an integration of simulation, location-based learning, Augmented Reality (AR), Virtual Reality (VR), and the biophysical environment along an immersion spectrum. This immersion spectrum is described in the AR, VR, and Simulation-based Immersion Spectrum section of the report. AR, VR, and Simulation are often referred to as Mixed Reality or XR.
The new report has 281 pages, 31 forecast tables, and 13 charts. The Serious Play Conference is the exclusive reseller of the report. The report has tiered pricing and can be purchased here: https://seriousplayconf.com/downloads/metaari-2020-ar-vr-sim-based-learning-report/
"The global market for AR, VR, and Simulation-based Learning is in the midst of profound innovation and transformation (if not outright disruption)," comments Sam S. Adkins, Metaari's Chief Researcher and author of the report. "These innovations are exponential in the sense that they are not small incremental linear innovations common to traditional products; they are fundamentally new types of learning products. The one common characteristic of these new learning technologies is that they enable real-time performance improvement."
The current AR, VR, and Simulation-based Learning market is being driven by the demand for products in the industrial verticals, military agencies, and healthcare sectors in the developed economies. The demand for tourism and travel experiences is now present in both developed and developing economies.
There are three sections in this report: an analysis of the major catalysts driving the market, a demand side-analysis, and a supply-side analysis. The analysis of the catalysts provides a detailed discussion of the seven major catalysts driving the global AR, VR, and Simulation-based Learning market.
The demand-side analysis breaks out five-year revenues forecasts for seven international regions and by six buying segments. Five-year forecasts are provided for seven regions: Africa, Asia Pacific, Eastern Europe, the Middle East, Latin America, North America, and Western Europe.
The supply-side analysis provides revenue forecasts for three major product categories: packaged retail content (further broken out by eight distinct content types), custom content development services, and authoring tools & platforms.
"In educational psychology, there are two phases of the learning process: knowledge transfer and learning transfer," adds Adkins. "Knowledge transfer is the transmission of information and skills to the learner. Learning transfer is the ability of the learner to demonstrate mastery in a real world setting. Next-generation AR, VR, and Simulation-based products (particularly the new augmented field force performance support products on the market) effectively accomplish both phases simultaneously."
Over 770 suppliers operating in 126 countries across the globe are identified in this report to help suppliers locate domestic distributors, partners, and potential merger and acquisition (M&A) targets.
Metaari (formerly Ambient Insight) is an ethics-based quantitative market research firm that identifies revenue opportunities for advanced learning technology suppliers. We track the learning technology markets in 126 countries. We have the most complete view of the international learning technology market in the industry. Metaari focusses solely on advanced learning technology research on products that utilize psychometrics, neuroscience, location-based learning (location intelligence), game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.