세계의 가상 트레이닝 및 시뮬레이션 시장 : 시장 규모, 점유율, 동향 분석 보고서-컴포넌트별, 최종 사용자별, 제공 제품별, 지역별 전망 및 예측(2024-2031년)
Global Virtual Training & Simulation Market Size, Share & Trends Analysis Report By Component (Hardware and Software), By End User, By Offering (Solutions and Services), By Regional Outlook and Forecast, 2024 - 2031
상품코드:1599384
리서치사:KBV Research
발행일:2024년 11월
페이지 정보:영문 249 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 가상 트레이닝 및 시뮬레이션 시장 규모는 예측 기간 동안 12.7%의 연평균 복합 성장률(CAGR)로 시장 성장할 전망이며, 2031년까지 1조 1,000억 달러에 달할 것으로 예상됩니다.
KBV Cardinal matrix-가상 트레이닝 및 시뮬레이션 시장 경쟁 분석
KBV Cardinal matrix에서 제시된 분석을 바탕으로 Lockheed Martin Corporation은 가상 트레이닝 및 시뮬레이션 시장의 선구자입니다. 2024년 2월, Lockheed Martin Corporation과 Red 6은 TF-50 전투기 시뮬레이터에 통합된 증강현실(AR) 기술을 발표하고 파일럿 훈련을 강화했습니다. 이 프로그램은 최소 비행 시간으로 파일럿 준비를 개선하고 4세대 그리고 5세대 전투기 임무의 고급 훈련을 위해 TF-50 설계로 AR 통합을 가속화하는 것을 목표로 합니다. BAE Systems PLC, RTX Corporation, L3Harris Technologies, Inc.와 같은 기업은 가상 트레이닝 및 시뮬레이션 시장의 주요 혁신자의 일부입니다.
촉진요인 및 억제요인
촉진요인 : 다양한 산업에서 비용 효율적인 교육 솔루션의 요구가 증가하고 있습니다.
종업원의 트레이닝 및 개발의 중요성 증가
E러닝 업계 및 온라인 교육 플랫폼 확대
억제요인 : 가상 트레이닝 및 시뮬레이션 시스템의 높은 초기 비용
한정된 컨텐츠의 가용성과 커스터마이즈 옵션
기회 : 교육 프로그램에서 게이미피케이션의 인기 증가
5G나 엣지 컴퓨팅 등의 신기술 활용
과제 : 전통적인 교육 방법의 변화에 대한 저항
시뮬레이션 취기나 신체적 불쾌감의 가능성
시장 성장 요인
물리적 장비와 대면지도가 있는 전통적인 교육 방법은 많은 산업에서 비용이 많이 들 수 있습니다. 가상 트레이닝 및 시뮬레이션은 비용 효율적인 대체 수단을 제공하며, 기업은 고가의 재료나 여비를 들이지 않고 직원을 훈련할 수 있습니다. 이것은 실천적인 훈련에 고위험 시나리오와 고가의 장비가 포함되는 경우가 많은 항공, 헬스케어, 방위 분야에서 도움이 됩니다. 결론적으로, 다양한 업계에서 비용 효율이 높은 트레이닝 솔루션에 대한 요구가 높아지고 있는 것이 시장의 성장을 뒷받침하고 있습니다.
또한 경쟁력을 유지하기 위해 지속적인 직원 교육 및 개발이 중요하다는 인식이 높아지고 있습니다. 기업은 직원의 기술과 능력을 높이기 위해 훈련 프로그램에 점점 더 투자하고 있습니다. 가상 트레이닝 및 시뮬레이션은 직원들의 학습 성과를 크게 향상시킬 수 있는 몰입형, 인터랙티브한 경험을 제공합니다. 따라서 직원의 훈련과 개발에 대한 중점이 높아지고 있는 것이 시장의 성장을 촉진하고 있습니다.
시장 성장 억제요인
그러나 이 시장이 직면하고 있는 주요 과제 중 하나는 이러한 시스템을 구현하는 초기 비용이 높다는 것입니다. 고급 가상 훈련 솔루션을 개발하고 도입하려면 하드웨어, 소프트웨어, 인프라에 많은 투자가 필요합니다. 여기에는 가상현실(VR) 헤드셋, 고성능 컴퓨터 및 몰입형 훈련 환경을 만드는 데 필요한 기타 전용 기기의 취득 비용이 포함됩니다. 따라서 가상 트레이닝 및 시뮬레이션 시스템의 초기 비용이 높은 것이 시장의 성장을 방해하고 있습니다.
컴포넌트 전망
컴포넌트를 기반으로 가상 트레이닝 및 시뮬레이션 시장은 하드웨어와 소프트웨어로 나뉘어져 있습니다. 소프트웨어 부문은 2023년에 이 시장에서 44%의 수익 점유율을 차지했습니다. 소프트웨어 컴포넌트에는 시뮬레이션 플랫폼, 교육 프로그램 및 가상 교육 시스템의 기능을 촉진하는 통합 솔루션이 포함됩니다. 보다 인터랙티브하고 시나리오 기반의 학습 체험에 대한 요구의 고조로 인해, 특히 항공, 군사, 의료의 트레이닝에 있어서, 세련된 소프트웨어 솔루션의 수요가 높아지고 있습니다.
최종 사용자 전망
최종 사용자별로 볼 때, 가상 트레이닝 및 시뮬레이션 시장은 국방, 보안, 민간 항공, 교육, 엔터테인먼트, 기타 등으로 분류됩니다. 교육 부문은 2023년에 이 시장에서 18%의 수익 점유율을 획득했습니다. 교육 분야에서는 특히 원격학습의 증가와 혁신적인 교육방법의 필요성으로 인해 몰입형과 인터랙티브한 학습체험으로의 큰 전환을 볼 수 있었습니다. 가상 트레이닝 및 시뮬레이션 기술을 통해 학생들은 실제 학습에 참여하고 시뮬레이션된 환경에서 실험하며 물리적 자원의 제약 없이 실용적인 기술을 익힐 수 있습니다.
제공 제품 전망
가상 트레이닝 및 시뮬레이션 시장은 제공 제품을 기반으로 솔루션과 서비스로 분류됩니다. 2023년에는 서비스 부문이 이 시장에서 28%의 수익 점유율을 획득했습니다. 이 컨텍스트에서의 서비스에는 컨설팅, 시스템 통합, 유지보수, 지원이 포함되며 조직이 가상 훈련 시스템을 정상적으로 구현 및 최적화하기 위해 필수적입니다. 이러한 서비스를 통해 가상 트레이닝 및 시뮬레이션 플랫폼은 클라이언트의 요구에 맞게 조정되고 원활하게 기능하며 기술 진보에 맞춰 최신 상태를 유지할 수 있습니다.
지역 전망
지역별로 볼 때 가상 트레이닝 및 시뮬레이션 시장은 북미, 유럽, 아시아태평양, 라틴아메리카, 중동 및 아프리카에서 분석되고 있습니다. 아시아 태평양은 2023년에 이 시장에서 26%의 수익 점유율을 창출했습니다. 중국, 일본, 인도, 호주 등의 국가에서 선진 기술의 채택이 증가함에 따라 시장은 강력한 성장을 이루고 있습니다. 이 지역의 방위 및 항공 우주 부문의 확대와 교육의 급속한 진보는, 시장의 확대에 크게 공헌하고 있습니다.
시장 경쟁 및 특성
가상 트레이닝 및 시뮬레이션 시장에서의 경쟁은 주요 기업을 제외한 혁신 중심의 중소기업, 신흥 기업, 건강 관리, 교육 및 방어와 같은 특정 업계에 중점을 둔 틈새 공급자에 의해 특징 지어집니다. 이러한 기업은, AR/VR이나 AI등의 고도의 테크놀로지를 활용해 차별화를 도모하고 있습니다. 파트너십, 저렴한 가격, 커스터마이징 가능한 솔루션은 진입 장벽이 중간 정도인 가운데 시장 점유율을 획득하기 위한 중요한 전략으로 계속되고 있습니다.
목차
제1장 시장 범위 및 조사 방법
시장의 정의
목적
시장 범위
세분화
조사 방법
제2장 시장 요람
주요 하이라이트
제3장 시장 개요
서문
개요
시장구성 및 시나리오
시장에 영향을 미치는 주요 요인
시장 성장 촉진요인
시장 성장 억제요인
시장 기회
시장의 과제
제4장 경쟁 분석-세계
KBV Cardinal Matrix
최근 업계 전체의 전략적 전개
파트너십,협업 및 계약
제품 출시 및 제품 확대
인수 및 합병
시장 점유율 분석(2023년)
주요 성공 전략
주요 전략
주요 전략적 움직임
Porter's Five Forces 분석
제5장 세계의 가상 트레이닝 및 시뮬레이션 시장 : 컴포넌트별
세계의 하드웨어 시장 : 지역별
세계의 소프트웨어 시장 : 지역별
제6장 세계의 가상 트레이닝 및 시뮬레이션 시장 : 최종 사용자별
세계의 방위 및 안전 보장 시장 : 지역별
세계의 민간 항공 시장 : 지역별
세계의 교육 시장 : 지역별
세계의 엔터테인먼트 시장 : 지역별
세계의 다른 최종 사용자 시장 : 지역별
제7장 세계의 가상 트레이닝 및 시뮬레이션 시장 : 제공 제품별
세계의 솔루션 시장 : 지역별
세계의 서비스 시장 : 지역별
제8장 세계의 가상 트레이닝 및 시뮬레이션 시장 : 지역별
북미
북미의 가상 트레이닝 및 시뮬레이션 시장 : 국가별
미국
캐나다
멕시코
기타 북미
유럽
유럽의 가상 트레이닝 및 시뮬레이션 시장 : 국가별
독일
영국
프랑스
러시아
스페인
이탈리아
기타 유럽
아시아태평양
아시아태평양의 가상 트레이닝 및 시뮬레이션 시장 : 국가별
중국
일본
인도
한국
싱가포르
말레이시아
기타 아시아태평양
라틴아메리카, 중동 및 아프리카
라틴아메리카, 중동 및 아프리카의 가상 트레이닝 및 시뮬레이션 시장 : 국가별
브라질
아르헨티나
아랍에미리트(UAE)
사우디아라비아
남아프리카
나이지리아
기타 라틴아메리카, 중동 및 아프리카
제9장 기업 프로파일
CAE Inc
L3Harris Technologies, Inc
Lockheed Martin Corporation
BAE Systems PLC
RTX Corporation
ON24, Inc
QinetiQ Group PLC(The Carlyle Group)
ANSYS, Inc
Kratos Defense & Security Solutions, Inc
The DiSTI Corporation
제10장 가상 트레이닝 및 시뮬레이션 시장에서의 성공 필수 조건
AJY
영문 목차
영문목차
The Global Virtual Training & Simulation Market size is expected to reach $1.1 Trillion by 2031, rising at a market growth of 12.7% CAGR during the forecast period.
The North America region witnessed 38% revenue share in this Market in 2023. North America, particularly the United States and Canada, has been a leader in adopting advanced training and simulation technologies. The defense and security sectors and industries such as civil aviation, healthcare, and education have significantly driven demand for virtual training solutions.
The major strategies followed by the market participants are Product Launches as the key developmental strategy to keep pace with the changing demands of end users. For instance, In October, 2024, BAE Systems PLC unveiled its ADAPT platform to accelerate mission simulations for the Defense Department's Combined Joint All-Domain Command and Control initiative. The upgrade will enable faster-than-real-time simulations, optimizing autonomous system training. Moreover, In July, 2024, L3Harris Technologies, Inc. unveiled Reality7e Boeing 787-9 Full Flight Simulator (FFS), which has received approval from the Japanese Civil Aviation Bureau (JCAB), marking its first JCAB-approved device and first delivery to ANA. Now operational at ANA's Tokyo training center, it boosts ANA's pilot training capacity for its 787 fleet.
Based on the Analysis presented in the KBV Cardinal matrix; Lockheed Martin Corporation is the forerunner in the Virtual Training & Simulation Market. In February, 2024, Lockheed Martin Corporation and Red 6 unveiled integrated augmented reality (AR) technology with the TF-50 fighter jet simulator, enhancing pilot training. This program aims to improve pilot readiness with minimal flight hours and accelerate AR integration into TF-50 design for advanced training of fourth and fifth-generation fighter missions. Companies such as BAE Systems PLC, RTX Corporation, and L3Harris Technologies, Inc. are some of the key innovators in Virtual Training & Simulation Market.
Driving and Restraining Factors
Drivers * Growing Need For Cost-Effective Training Solutions In Various Industries
Rising Emphasis On Employee Training And Development
Expansion Of The E-Learning Industry And Online Education Platforms
Restraints * High Initial Costs Of Virtual Training And Simulation Systems
Limited Content Availability And Customization Options
Opportunities * Rising Popularity Of Gamification In Training Programs
Leveraging Emerging Technologies Such As 5G And Edge Computing
Challenges * Resistance To Change From Traditional Training Methods
Potential For Simulation Sickness And Physical Discomfort
Market Growth Factors
Traditional training methods involving physical equipment and in-person instruction can be expensive in many industries. Virtual training and simulation offer a cost-effective alternative, allowing companies to train employees without costly materials or travel expenses. This benefits aviation, healthcare, and defense, where practical training often involves high-risk scenarios and expensive equipment. In conclusion, growing need for cost-effective training solutions in various industries is propelling the growth of the market.
Additionally, There is a growing recognition of the importance of continuous employee training and development in maintaining a competitive edge. Companies are increasingly investing in training programs to enhance the skills and competencies of their workforce. Virtual training and simulation offer immersive and interactive experiences that can significantly improve employees' learning outcomes. Therefore, rising emphasis on employee training and development is propelling the growth of the market.
Market Restraining Factors
However, One of the primary challenges facing this Market is the high initial cost of implementing these systems. Developing and deploying sophisticated virtual training solutions requires significant hardware, software, and infrastructure investment. This includes the costs of acquiring virtual reality (VR) headsets, high-performance computers, and other specialized equipment needed to create immersive training environments. Hence, high initial costs of virtual training and simulation systems is hampering the growth of the market.
Component Outlook
Based on component, the Virtual Training & Simulation Market is divided into hardware and software. The software segment held 44% revenue share in this Market in 2023. The software component includes simulation platforms, training programs, and integrated solutions that drive the functionality of virtual training systems. The growing need for more interactive and scenario-based learning experiences has spurred the demand for sophisticated software solutions, especially in aviation, military, and medical training.
End User Outlook
By end user, the Virtual Training & Simulation Market is divided into defense & security, civil aviation, education, entertainment, and others. The education segment procured 18% revenue share in this Market in 2023. The education sector has witnessed a significant shift towards immersive and interactive learning experiences, particularly with the rise of remote learning and the need for innovative teaching methods. Virtual training and simulation technologies allow students to engage in hands-on learning, experiment in simulated environments, and develop practical skills without the constraints of physical resources.
Offering Outlook
On the basis of offering, the Virtual Training & Simulation Market is segmented into solutions and services. In 2023, the services segment attained 28% revenue share in this Market. Services in this context include consulting, system integration, maintenance, and support, which are critical for organizations to successfully implement and optimize virtual training systems. These services ensure that virtual training and simulation platforms are tailored to meet clients' needs, function seamlessly, and remain up to date with technological advancements.
Regional Outlook
Region-wise, the Virtual Training & Simulation Market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific region generated 26% revenue share in this Market in 2023. The increasing adoption of advanced technologies in countries like China, Japan, India, and Australia has led to strong growth in the market. The region's expanding defense and aerospace sectors and rapid advancements in education have significantly contributed to the market's expansion.
Market Competition and Attributes
The competition in the Virtual Training & Simulation Market, excluding top players, is marked by innovation-driven smaller firms, startups, and niche providers focusing on specific industries like healthcare, education, and defense. These companies leverage advanced technologies such as AR/VR and AI to differentiate. Partnerships, affordability, and customizable solutions remain key strategies to capture market share amid moderate barriers to entry.
Recent Strategies Deployed in the Market
May-2024: Lockheed Martin Corporation partnered with Maxar Intelligence to enhance F-35 pilot training through improved geospatial information. The partnership will optimize the F-35 Full Mission Simulator, using Maxar's high-resolution images and 3D Earth models.
Jan-2024: Kratos Defense & Security Solutions, Inc. teamed up with Rancher Government Solutions to enhance the deployment of Kratos' OpenSpace Platform, a software-defined, virtual satellite ground system. This collaboration enables faster, flexible, and cost-effective satellite mission support by leveraging Kubernetes and containerized applications, simplifying deployment across hybrid and multi-cloud environments.
Nov-2023: RTX Corporation unveiled Arcus, a new image generator combining advanced rendering tools and gaming technology. Designed with a flexible architecture, Arcus offers realistic, modular training environments for various aircraft. Developed with Epic Games' Unreal Engine, it enhances visual realism and adapts to diverse training needs, reducing costs.
Jul-2023: ANSYS, Inc. unveiled the limited beta release of AnsysGPT, an AI-powered virtual assistant built on ChatGPT technology. It provides multilingual, 24/7 technical support using Ansys data for product-related queries. AnsysGPT will offer efficient, reliable assistance without storing customer inputs or using proprietary data.
Feb-2023: ANSYS, Inc. announced the partnership with Microsoft to enhance virtual product design through cloud-based access to simulation solutions and CAE tools. The new Ansys Access on Microsoft Azure, available on the Azure Marketplace, offers cost savings, improved data management, and flexibility, enabling customers to integrate Ansys applications with Azure services.
List of Key Companies Profiled
CAE Inc.
L3Harris Technologies, Inc.
Lockheed Martin Corporation
BAE Systems PLC
RTX Corporation
ON24, Inc.
QinetiQ Group PLC (The Carlyle Group)
ANSYS, Inc.
Kratos Defense & Security Solutions, Inc.
The DiSTI Corporation
Global Virtual Training & Simulation Market Report Segmentation
By Component
Hardware
Software
By End User
Defense & Security
Civil Aviation
Education
Entertainment
Other End User
By Offering
Solutions
Services
By Geography
North America
US
Canada
Mexico
Rest of North America
Europe
Germany
UK
France
Russia
Spain
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Singapore
Malaysia
Rest of Asia Pacific
LAMEA
Brazil
Argentina
UAE
Saudi Arabia
South Africa
Nigeria
Rest of LAMEA
Table of Contents
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Training & Simulation Market, by Component
1.4.2 Global Virtual Training & Simulation Market, by End User
1.4.3 Global Virtual Training & Simulation Market, by Offering
1.4.4 Global Virtual Training & Simulation Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2021, Nov - 2024, Oct) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Global Virtual Training & Simulation Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
Chapter 6. Global Virtual Training & Simulation Market by End User
6.1 Global Defense & Security Market by Region
6.2 Global Civil Aviation Market by Region
6.3 Global Education Market by Region
6.4 Global Entertainment Market by Region
6.5 Global Other End User Market by Region
Chapter 7. Global Virtual Training & Simulation Market by Offering
7.1 Global Solutions Market by Region
7.2 Global Services Market by Region
Chapter 8. Global Virtual Training & Simulation Market by Region
8.1 North America Virtual Training & Simulation Market
8.1.1 North America Virtual Training & Simulation Market by Component
8.1.1.1 North America Hardware Market by Country
8.1.1.2 North America Software Market by Country
8.1.2 North America Virtual Training & Simulation Market by End User
8.1.2.1 North America Defense & Security Market by Country
8.1.2.2 North America Civil Aviation Market by Country
8.1.2.3 North America Education Market by Country
8.1.2.4 North America Entertainment Market by Country
8.1.2.5 North America Other End User Market by Country
8.1.3 North America Virtual Training & Simulation Market by Offering
8.1.3.1 North America Solutions Market by Country
8.1.3.2 North America Services Market by Country
8.1.4 North America Virtual Training & Simulation Market by Country
8.1.4.1 US Virtual Training & Simulation Market
8.1.4.1.1 US Virtual Training & Simulation Market by Component
8.1.4.1.2 US Virtual Training & Simulation Market by End User
8.1.4.1.3 US Virtual Training & Simulation Market by Offering
8.1.4.2 Canada Virtual Training & Simulation Market
8.1.4.2.1 Canada Virtual Training & Simulation Market by Component
8.1.4.2.2 Canada Virtual Training & Simulation Market by End User
8.1.4.2.3 Canada Virtual Training & Simulation Market by Offering
8.1.4.3 Mexico Virtual Training & Simulation Market
8.1.4.3.1 Mexico Virtual Training & Simulation Market by Component
8.1.4.3.2 Mexico Virtual Training & Simulation Market by End User
8.1.4.3.3 Mexico Virtual Training & Simulation Market by Offering
8.1.4.4 Rest of North America Virtual Training & Simulation Market
8.1.4.4.1 Rest of North America Virtual Training & Simulation Market by Component
8.1.4.4.2 Rest of North America Virtual Training & Simulation Market by End User
8.1.4.4.3 Rest of North America Virtual Training & Simulation Market by Offering
8.2 Europe Virtual Training & Simulation Market
8.2.1 Europe Virtual Training & Simulation Market by Component
8.2.1.1 Europe Hardware Market by Country
8.2.1.2 Europe Software Market by Country
8.2.2 Europe Virtual Training & Simulation Market by End User
8.2.2.1 Europe Defense & Security Market by Country
8.2.2.2 Europe Civil Aviation Market by Country
8.2.2.3 Europe Education Market by Country
8.2.2.4 Europe Entertainment Market by Country
8.2.2.5 Europe Other End User Market by Country
8.2.3 Europe Virtual Training & Simulation Market by Offering
8.2.3.1 Europe Solutions Market by Country
8.2.3.2 Europe Services Market by Country
8.2.4 Europe Virtual Training & Simulation Market by Country
8.2.4.1 Germany Virtual Training & Simulation Market
8.2.4.1.1 Germany Virtual Training & Simulation Market by Component
8.2.4.1.2 Germany Virtual Training & Simulation Market by End User
8.2.4.1.3 Germany Virtual Training & Simulation Market by Offering
8.2.4.2 UK Virtual Training & Simulation Market
8.2.4.2.1 UK Virtual Training & Simulation Market by Component
8.2.4.2.2 UK Virtual Training & Simulation Market by End User
8.2.4.2.3 UK Virtual Training & Simulation Market by Offering
8.2.4.3 France Virtual Training & Simulation Market
8.2.4.3.1 France Virtual Training & Simulation Market by Component
8.2.4.3.2 France Virtual Training & Simulation Market by End User
8.2.4.3.3 France Virtual Training & Simulation Market by Offering
8.2.4.4 Russia Virtual Training & Simulation Market
8.2.4.4.1 Russia Virtual Training & Simulation Market by Component
8.2.4.4.2 Russia Virtual Training & Simulation Market by End User
8.2.4.4.3 Russia Virtual Training & Simulation Market by Offering
8.2.4.5 Spain Virtual Training & Simulation Market
8.2.4.5.1 Spain Virtual Training & Simulation Market by Component
8.2.4.5.2 Spain Virtual Training & Simulation Market by End User
8.2.4.5.3 Spain Virtual Training & Simulation Market by Offering
8.2.4.6 Italy Virtual Training & Simulation Market
8.2.4.6.1 Italy Virtual Training & Simulation Market by Component
8.2.4.6.2 Italy Virtual Training & Simulation Market by End User
8.2.4.6.3 Italy Virtual Training & Simulation Market by Offering
8.2.4.7 Rest of Europe Virtual Training & Simulation Market
8.2.4.7.1 Rest of Europe Virtual Training & Simulation Market by Component
8.2.4.7.2 Rest of Europe Virtual Training & Simulation Market by End User
8.2.4.7.3 Rest of Europe Virtual Training & Simulation Market by Offering
8.3 Asia Pacific Virtual Training & Simulation Market
8.3.1 Asia Pacific Virtual Training & Simulation Market by Component
8.3.1.1 Asia Pacific Hardware Market by Country
8.3.1.2 Asia Pacific Software Market by Country
8.3.2 Asia Pacific Virtual Training & Simulation Market by End User
8.3.2.1 Asia Pacific Defense & Security Market by Country
8.3.2.2 Asia Pacific Civil Aviation Market by Country
8.3.2.3 Asia Pacific Education Market by Country
8.3.2.4 Asia Pacific Entertainment Market by Country
8.3.2.5 Asia Pacific Other End User Market by Country
8.3.3 Asia Pacific Virtual Training & Simulation Market by Offering
8.3.3.1 Asia Pacific Solutions Market by Country
8.3.3.2 Asia Pacific Services Market by Country
8.3.4 Asia Pacific Virtual Training & Simulation Market by Country
8.3.4.1 China Virtual Training & Simulation Market
8.3.4.1.1 China Virtual Training & Simulation Market by Component
8.3.4.1.2 China Virtual Training & Simulation Market by End User
8.3.4.1.3 China Virtual Training & Simulation Market by Offering
8.3.4.2 Japan Virtual Training & Simulation Market
8.3.4.2.1 Japan Virtual Training & Simulation Market by Component
8.3.4.2.2 Japan Virtual Training & Simulation Market by End User
8.3.4.2.3 Japan Virtual Training & Simulation Market by Offering
8.3.4.3 India Virtual Training & Simulation Market
8.3.4.3.1 India Virtual Training & Simulation Market by Component
8.3.4.3.2 India Virtual Training & Simulation Market by End User
8.3.4.3.3 India Virtual Training & Simulation Market by Offering
8.3.4.4 South Korea Virtual Training & Simulation Market
8.3.4.4.1 South Korea Virtual Training & Simulation Market by Component
8.3.4.4.2 South Korea Virtual Training & Simulation Market by End User
8.3.4.4.3 South Korea Virtual Training & Simulation Market by Offering
8.3.4.5 Singapore Virtual Training & Simulation Market
8.3.4.5.1 Singapore Virtual Training & Simulation Market by Component
8.3.4.5.2 Singapore Virtual Training & Simulation Market by End User
8.3.4.5.3 Singapore Virtual Training & Simulation Market by Offering
8.3.4.6 Malaysia Virtual Training & Simulation Market
8.3.4.6.1 Malaysia Virtual Training & Simulation Market by Component
8.3.4.6.2 Malaysia Virtual Training & Simulation Market by End User
8.3.4.6.3 Malaysia Virtual Training & Simulation Market by Offering
8.3.4.7 Rest of Asia Pacific Virtual Training & Simulation Market
8.3.4.7.1 Rest of Asia Pacific Virtual Training & Simulation Market by Component
8.3.4.7.2 Rest of Asia Pacific Virtual Training & Simulation Market by End User
8.3.4.7.3 Rest of Asia Pacific Virtual Training & Simulation Market by Offering
8.4 LAMEA Virtual Training & Simulation Market
8.4.1 LAMEA Virtual Training & Simulation Market by Component
8.4.1.1 LAMEA Hardware Market by Country
8.4.1.2 LAMEA Software Market by Country
8.4.2 LAMEA Virtual Training & Simulation Market by End User
8.4.2.1 LAMEA Defense & Security Market by Country
8.4.2.2 LAMEA Civil Aviation Market by Country
8.4.2.3 LAMEA Education Market by Country
8.4.2.4 LAMEA Entertainment Market by Country
8.4.2.5 LAMEA Other End User Market by Country
8.4.3 LAMEA Virtual Training & Simulation Market by Offering
8.4.3.1 LAMEA Solutions Market by Country
8.4.3.2 LAMEA Services Market by Country
8.4.4 LAMEA Virtual Training & Simulation Market by Country
8.4.4.1 Brazil Virtual Training & Simulation Market
8.4.4.1.1 Brazil Virtual Training & Simulation Market by Component
8.4.4.1.2 Brazil Virtual Training & Simulation Market by End User
8.4.4.1.3 Brazil Virtual Training & Simulation Market by Offering
8.4.4.2 Argentina Virtual Training & Simulation Market
8.4.4.2.1 Argentina Virtual Training & Simulation Market by Component
8.4.4.2.2 Argentina Virtual Training & Simulation Market by End User
8.4.4.2.3 Argentina Virtual Training & Simulation Market by Offering
8.4.4.3 UAE Virtual Training & Simulation Market
8.4.4.3.1 UAE Virtual Training & Simulation Market by Component
8.4.4.3.2 UAE Virtual Training & Simulation Market by End User
8.4.4.3.3 UAE Virtual Training & Simulation Market by Offering
8.4.4.4 Saudi Arabia Virtual Training & Simulation Market
8.4.4.4.1 Saudi Arabia Virtual Training & Simulation Market by Component
8.4.4.4.2 Saudi Arabia Virtual Training & Simulation Market by End User
8.4.4.4.3 Saudi Arabia Virtual Training & Simulation Market by Offering
8.4.4.5 South Africa Virtual Training & Simulation Market
8.4.4.5.1 South Africa Virtual Training & Simulation Market by Component
8.4.4.5.2 South Africa Virtual Training & Simulation Market by End User
8.4.4.5.3 South Africa Virtual Training & Simulation Market by Offering
8.4.4.6 Nigeria Virtual Training & Simulation Market
8.4.4.6.1 Nigeria Virtual Training & Simulation Market by Component
8.4.4.6.2 Nigeria Virtual Training & Simulation Market by End User
8.4.4.6.3 Nigeria Virtual Training & Simulation Market by Offering
8.4.4.7 Rest of LAMEA Virtual Training & Simulation Market
8.4.4.7.1 Rest of LAMEA Virtual Training & Simulation Market by Component
8.4.4.7.2 Rest of LAMEA Virtual Training & Simulation Market by End User
8.4.4.7.3 Rest of LAMEA Virtual Training & Simulation Market by Offering
Chapter 9. Company Profiles
9.1 CAE Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 L3Harris Technologies, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Recent strategies and developments:
9.2.4.1 Product Launches and Product Expansions:
9.2.5 SWOT Analysis
9.3 Lockheed Martin Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expense
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 BAE Systems PLC
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.5.2 Product Launches and Product Expansions:
9.4.5.3 Acquisition and Mergers:
9.4.6 SWOT Analysis
9.5 RTX Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expense
9.5.5 Recent strategies and developments:
9.5.5.1 Product Launches and Product Expansions:
9.5.6 SWOT Analysis
9.6 ON24, Inc.
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 Research & Development Expenses
9.7 QinetiQ Group PLC (The Carlyle Group)
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research and Development Expense
9.8 ANSYS, Inc.
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 Recent strategies and developments:
9.8.5.1 Partnerships, Collaborations, and Agreements:
9.8.5.2 Product Launches and Product Expansions:
9.8.6 SWOT Analysis
9.9 Kratos Defense & Security Solutions, Inc.
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental Analysis
9.9.4 Research & Development Expenses
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.10. The DiSTI Corporation
9.10.1 Company Overview
Chapter 10. Winning Imperatives for Virtual Training & Simulation Market