DUBLIN–(BUSINESS WIRE)–The “Asia Virtual Training and Simulation Market by Component, End User, and Country: Opportunity Analysis and Industry Forecast, 2021-2030” report has been added to ResearchAndMarkets.com’s offering.
Virtual training is an advanced way of training and education in which the simulated virtual environment is created to teach new skills and test the capabilities of a trainee that can contribute to the learning process. 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. Virtual training and simulation training uses basic equipment and computer software to simulation model of real-world scenario. During simulation-based training, the learner is taught to perform certain tasks or activities in various real-world scenarios so they will be better prepared for the event which will actually occur.
Numerous factors such as the cost-effectivity of the virtual training and simulation solution in training and education and an increase in awareness about virtual training and simulation among industrial verticals drive the market growth in Asia. Moreover, an increase in simulation training expenditure among defence, healthcare, and education in countries such as India, China, and Japan drives the growth of the market. However, lack of awareness and resistance toward the adoption of virtual training and simulation solution hinder the growth of the market. Furthermore, the increase in the use of advanced technology and the need for improvement of training and education in the industry verticals such as mining, transportation, and energy industry creates lucrative opportunities in the market during the forecast period.
The Asia virtual training and simulation market is segmented on the basis of component, end user, and country. By component, it is categorized into hardware and software. Depending on end user, it is categorized into defense & security, civil aviation, education, entertainment, and others. By country, it is categorized into China, India, Japan, South Korea, Sri-Lanka, and the Rest of Asia.
The market players operating in the Asia virtual training and simulation market include ANSYS, Inc., BAE System, CAE Inc., Cubic Corporation, Kratos Defense & Security Solutions, Inc., Laerdal Medical Corporation, Lockheed Martin Corporation, ON24, INC, SAAB AB, and Thales Group.
KEY BENEFITS FOR STAKEHOLDERS
MARKET SEGMENTS
By Component
By End User
By Country
Companies Mentioned
Key Topics Covered:
CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.4. KEY MARKET PLAYERS IN ASIA
1.5. RESEARCH METHODOLOGY
CHAPTER 2: EXECUTIVE SUMMARY
2.1. KEY FINDINGS
2.2. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FORCES SHAPING THE ASIA VIRTUAL TRAINING AND SIMULATION MARKET
3.2.1. Moderate-to-high bargaining power of suppliers
3.2.2. Moderate-to-high bargaining power of buyers
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. MARKET DYNAMICS
3.3.1. Drivers
3.3.1.1. Increase in awareness about virtual training and simulation
3.3.1.2. Cost-effective benefits of virtual training and simulation solutions
3.3.1.3. Increase in defense, healthcare, and education expenditure by Asian countries
3.3.2. Restraints
3.3.2.1. Resistance to adopting the virtual training and simulation technology
3.3.3. Opportunities
3.3.3.1. Technological advancements
3.3.3.2. Scope for improvements in other industries (mining, transportation & healthcare)
3.4. INDUSTRY ROADMAP OF VIRTUAL TRAINING AND SIMULATION MARKET
3.5. IMPACT OF GOVERNMENT REGULATIONS ON THE ASIA VIRTUAL TRAINING AND SIMULATION MARKET
3.6. COVID-19 IMPACT ANALYSIS ON THE VIRTUAL TRAINING AND SIMULATION MARKET
3.6.1. Impact on market size
3.6.2. Consumer trends, preferences, and budget impact
3.6.3. Regulatory framework
3.6.4. Economic impact
3.6.5. Key player strategies to tackle the negative impact
3.6.6. Opportunity window
CHAPTER 4: VIRTUAL TRAINING AND SIMULATION MARKET, BY COMPONENT
4.1. OVERVIEW
4.2. HARDWARE
4.3. SOFTWARE
CHAPTER 5: VIRTUAL TRAINING AND SIMULATION MARKET, BY END USER
5.1. OVERVIEW
5.2. DEFENSE & SECURITY
5.3. CIVIL AVIATION
5.4. EDUCATION
5.5. ENTERTAINMENT
5.6. OTHERS
CHAPTER 6: ASIA VIRTUAL TRAINING AND SIMULATION MARKET, BY COUNTRY
6.1. OVERVIEW
6.2. CHINA
6.3. JAPAN
6.4. INDIA
6.5. SOUTH KOREA
6.6. SRI-LANKA
6.7. REST OF ASIA
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. KEY PLAYERS POSITIONING ANALYSIS, 2020
7.2. TOP WINNING STRATEGIES
7.3. COMPETITIVE DASHBOARD
CHAPTER 8: COMPANY PROFILES
For more information about this report visit https://www.researchandmarkets.com/r/uha5wo
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