Setting

Europe 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

Published: 28 Apr 2021 | Report Code: 10247977 | Pages: 95

Europe virtual training and simulation market accounted for $40.4 billion in 2020 and will grow by 13.9% annually over 2020-2027 owing to the growing awareness, cost-effective benefits of virtual training and simulation, and rising applications across industry verticals. Highlighted with 33 tables and 43 figures, this 95-page report “Europe 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 Europe 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 Europe 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 Europe 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 Europe 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 Europe 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 Europe 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: • Germany • UK • France • Spain • Italy • Russia • Rest of Europe (further segmented into Netherlands, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland) 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.)

Table Of Contents

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 Europe 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 Europe 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 Europe 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 European Market 2020-2027 by Country 60 6.1 Overview of European Market 60 6.2 UK 63 6.3 France 65 6.4 Germany 67 6.5 Spain 70 6.6 Italy 72 6.7 Russia 74 6.8 Rest of European Market 76 7 Competitive Landscape 78 7.1 Overview of Key Vendors 78 7.2 New Product Launch, Partnership, Investment, and M&A 81 7.3 Company Profiles 82 ANSYS, Inc. 82 BAE Systems 84 CAE Inc. 85 Cubic Corporation 86 Kratos Defence & Security Solutions, Inc. 87 L-3 Link Simulation & Training 88 Laerdal Medical Corporation 89 Lockheed Martin Corporation 90 ON24, Inc. 91 QinetiQ Group PLC 92 Saab AB 93 The DiSTI Corporation 94 Related Reports and Products 95
List Of Tables

Table 1. Snapshot of Europe Virtual Training and Simulation Market in Balanced Perspective, 2020-2027 16 Table 2. Growth Rate of World GDP, 2020-2022 19 Table 3. Main Product Trends and Market Opportunities in Europe Virtual Training and Simulation Market 28 Table 4. Europe Virtual Training and Simulation Market by Component, 2017-2027, $ mn 36 Table 5. Europe Virtual Training and Simulation Market: Hardware by Segment, 2017-2027, $ mn 39 Table 6. Europe Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 48 Table 7. Europe Virtual Training and Simulation Market by End User, 2017-2027, $ mn 52 Table 8. Europe Virtual Training and Simulation Market: Education by Segment, 2017-2027, $ mn 54 Table 9. Europe Virtual Training and Simulation Market: Defense & Security by Segment, 2017-2027, $ mn 56 Table 10. Europe Virtual Training and Simulation Market by Country, 2017-2027, $ mn 62 Table 11. UK Virtual Training and Simulation Market by Component, 2017-2027, $ mn 64 Table 12. UK Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 64 Table 13. UK Virtual Training and Simulation Market by End User, 2017-2027, $ mn 64 Table 14. France Virtual Training and Simulation Market by Component, 2017-2027, $ mn 66 Table 15. France Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 66 Table 16. France Virtual Training and Simulation Market by End User, 2017-2027, $ mn 66 Table 17. Germany Virtual Training and Simulation Market by Component, 2017-2027, $ mn 68 Table 18. Germany Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 68 Table 19. Germany Virtual Training and Simulation Market by End User, 2017-2027, $ mn 68 Table 20. Spain Virtual Training and Simulation Market by Component, 2017-2027, $ mn 71 Table 21. Spain Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 71 Table 22. Spain Virtual Training and Simulation Market by End User, 2017-2027, $ mn 71 Table 23. Italy Virtual Training and Simulation Market by Component, 2017-2027, $ mn 73 Table 24. Italy Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 73 Table 25. Italy Virtual Training and Simulation Market by End User, 2017-2027, $ mn 73 Table 26. Russia Virtual Training and Simulation Market by Component, 2017-2027, $ mn 75 Table 27. Russia Virtual Training and Simulation Market by Product Type, 2017-2027, $ mn 75 Table 28. Russia Virtual Training and Simulation Market by End User, 2017-2027, $ mn 75 Table 29. Virtual Training and Simulation Market in Rest of Europe by Country, 2017-2027, $ mn 77 Table 30. ANSYS, Inc.: Company Snapshot 82 Table 31. ANSYS, Inc.: Business Segmentation 82 Table 32. ANSYS, Inc.: Product Portfolio 83 Table 33. ANSYS, Inc.: Revenue, 2017-2019, $ mn 83
List Of Figures

Figure 1. Research Method Flow Chart 9 Figure 2. Breakdown of Primary Research 11 Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 13 Figure 4. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2027 15 Figure 5. Europe Virtual Training and Simulation Market, 2017-2027, $ mn 17 Figure 6. Impact of COVID-19 on Business 20 Figure 7. Primary Drivers and Impact Factors of Europe Virtual Training and Simulation Market 22 Figure 8. Primary Restraints and Impact Factors of Europe Virtual Training and Simulation Market 25 Figure 9. Investment Opportunity Analysis 29 Figure 10. Porter’s Fiver Forces Analysis of Europe Virtual Training and Simulation Market 32 Figure 11. Breakdown of Europe Virtual Training and Simulation Market by Component, 2020-2027, % of Revenue 36 Figure 12. Contribution to Europe 2021-2027 Cumulative Revenue by Component, Value ($ mn) and Share (%) 37 Figure 13. Europe Virtual Training and Simulation Market: Hardware, 2017-2027, $ mn 38 Figure 14. Europe Virtual Training and Simulation Market: Headsets, 2017-2027, $ mn 40 Figure 15. Europe Virtual Training and Simulation Market: Combat Tools, 2017-2027, $ mn 41 Figure 16. Europe Virtual Training and Simulation Market: Hand Gloves, 2017-2027, $ mn 42 Figure 17. Europe Virtual Training and Simulation Market: Hearing Aids, 2017-2027, $ mn 43 Figure 18. Europe Virtual Training and Simulation Market: Mannequins, 2017-2027, $ mn 44 Figure 19. Europe Virtual Training and Simulation Market: Gaming Consoles, 2017-2027, $ mn 45 Figure 20. Europe Virtual Training and Simulation Market: Other Hardware, 2017-2027, $ mn 46 Figure 21. Europe Virtual Training and Simulation Market: Software & Service, 2017-2027, $ mn 47 Figure 22. Breakdown of Europe Virtual Training and Simulation Market by Product Type, 2020-2027, % of Revenue 48 Figure 23. Contribution to Europe 2021-2027 Cumulative Revenue by Product Type, Value ($ mn) and Share (%) 49 Figure 24. Europe Virtual Training and Simulation Market: Conventional Virtual Training, 2017-2027, $ mn 50 Figure 25. Europe Virtual Training and Simulation Market: Virtual Reality Based Training, 2017-2027, $ mn 51 Figure 26. Breakdown of Europe Virtual Training and Simulation Market by End User, 2020-2027, % of Revenue 53 Figure 27. Contribution to Europe 2021-2027 Cumulative Revenue by End User, Value ($ mn) and Share (%) 53 Figure 28. Europe Virtual Training and Simulation Market: Education, 2017-2027, $ mn 54 Figure 29. Europe Virtual Training and Simulation Market: Entertainment, 2017-2027, $ mn 55 Figure 30. Europe Virtual Training and Simulation Market: Defense & Security, 2017-2027, $ mn 56 Figure 31. Europe Virtual Training and Simulation Market: Civil Aviation, 2017-2027, $ mn 57 Figure 32. Europe Virtual Training and Simulation Market: Healthcare & Medical Industry, 2017-2027, $ mn 58 Figure 33. Europe Virtual Training and Simulation Market: Other End Users, 2017-2027, $ mn 59 Figure 34. Breakdown of European Virtual Training and Simulation Market by Country, 2020 and 2027, % of Revenue 61 Figure 35. Contribution to Europe 2021-2027 Cumulative Revenue by Country, Value ($ mn) and Share (%) 62 Figure 36. Virtual Training and Simulation Market in UK, 2017-2027, $ mn 63 Figure 37. Virtual Training and Simulation Market in France, 2017-2027, $ mn 65 Figure 38. Virtual Training and Simulation Market in Germany, 2017-2027, $ mn 67 Figure 39. Virtual Training and Simulation Market in Spain, 2017-2027, $ mn 70 Figure 40. Virtual Training and Simulation Market in Italy, 2017-2027, $ mn 72 Figure 41. Virtual Training and Simulation Market in Russia, 2017-2027, $ mn 74 Figure 42. Virtual Training and Simulation Market in Rest of Europe, 2017-2027, $ mn 76 Figure 43. Growth Stage of Europe Virtual Training and Simulation Industry over the Forecast Period 78
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.)