COVID-19 Outbreak-Global Virtual Training and Simulation Industry Market Report-Development Trends, Threats, Opportunities and Competitive Landscape in 2020
- 68625
- 17-Dec
- Software & Services
- 114
- MRR
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Report Details
Virtual reality has been adopted by the military ? this includes all three services (army, navy and air force) ? where it is used for training purposes. This is particularly useful for training soldiers for combat situations or other dangerous settings where they have to learn how to react in an appropriate manner. The Virtual Training and Simulation market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025. Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform. In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Virtual Training and Simulation industry. Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain. In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy. The Virtual Training and Simulation market can be split based on product types, major applications, and important countries as follows: Key players in the global Virtual Training and Simulation market covered in Chapter 12: QinetiQ Group plc ON24, Inc. Laerdal Medical Corporation Cubic Corporation Kratos Defense & Security Solutions, Inc. ANSYS, Inc. Simultec CAE Inc. Boeing L-3 Link Simulation & Training The DiSTI Corporation BAE Systems plc In Chapter 4 and 14.1, on the basis of types, the Virtual Training and Simulation market from 2015 to 2025 is primarily split into: Headsets Combat Tools Hand Gloves Hearing Aids Mannequins Gaming Consoles Others In Chapter 5 and 14.2, on the basis of applications, the Virtual Training and Simulation market from 2015 to 2025 covers: Live Training Virtual Training Constructive Training Gaming Simulation Training Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14: North America (Covered in Chapter 7 and 14) United States Canada Mexico Europe (Covered in Chapter 8 and 14) Germany UK France Italy Spain Russia Others Asia-Pacific (Covered in Chapter 9 and 14) China Japan South Korea Australia India Southeast Asia Others Middle East and Africa (Covered in Chapter 10 and 14) Saudi Arabia UAE Egypt Nigeria South Africa Others South America (Covered in Chapter 11 and 14) Brazil Argentina Columbia Chile Others Years considered for this report: Historical Years: 2015-2019 Base Year: 2019 Estimated Year: 2020 Forecast Period: 2020-2025
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Table Of Content
Table of Content 1 Virtual Training and Simulation Introduction and Market Overview 1.1 Objectives of the Study 1.2 Overview of Virtual Training and Simulation 1.3 Scope of The Study 1.3.1 Key Market Segments 1.3.2 Players Covered 1.3.3 COVID-19's impact on the Virtual Training and Simulation industry 1.4 Methodology of The Study 1.5 Research Data Source 2 Executive Summary 2.1 Mark
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