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Global E-Learning Apps Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 02, 2026
Length 203 Pages
SKU # APRC20798144

Description

The global E-Learning Apps market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for E-Learning Apps is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for E-Learning Apps is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for E-Learning Apps is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for E-Learning Apps is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of E-Learning Apps include SafetyCulture, Yarno, Violet InfoSystems, Kahoo Digitals, D2L, WizIQ, Hurix Digital, Qstream and Belitsoft, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for E-Learning Apps, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of E-Learning Apps, also provides the revenue of main regions and countries. Of the upcoming market potential for E-Learning Apps, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the E-Learning Apps revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global E-Learning Apps market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for E-Learning Apps revenue, projected growth trends, production technology, application and end-user industry.

E-Learning Apps Segment by Company

SafetyCulture
Yarno
Violet InfoSystems
Kahoo Digitals
D2L
WizIQ
Hurix Digital
Qstream
Belitsoft
Aims Digital
Paradiso Solutions
Blackboard Inc
EI Design
IPIX LMS
Crossknowledge
EduBrite Systems
SweetRush

E-Learning Apps Segment by Type

On Premise
Cloud Based

E-Learning Apps Segment by Application

SMEs
Large Enterprises

E-Learning Apps Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global E-Learning Apps market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of E-Learning Apps and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of E-Learning Apps.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of E-Learning Apps in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of E-Learning Apps company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, E-Learning Apps revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

203 Pages
1 Market Overview
1.1 Product Definition
1.2 E-Learning Apps Market by Type
1.2.1 Global E-Learning Apps Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 On Premise
1.2.3 Cloud Based
1.3 E-Learning Apps Market by Application
1.3.1 Global E-Learning Apps Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 SMEs
1.3.3 Large Enterprises
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 E-Learning Apps Market Dynamics
2.1 E-Learning Apps Industry Trends
2.2 E-Learning Apps Industry Drivers
2.3 E-Learning Apps Industry Opportunities and Challenges
2.4 E-Learning Apps Industry Restraints
3 Global Growth Perspective
3.1 Global E-Learning Apps Market Perspective (2021-2032)
3.2 Global E-Learning Apps Growth Trends by Region
3.2.1 Global E-Learning Apps Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global E-Learning Apps Market Size by Region (2021-2026)
3.2.3 Global E-Learning Apps Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global E-Learning Apps Revenue by Players
4.1.1 Global E-Learning Apps Revenue by Players (2021-2026)
4.1.2 Global E-Learning Apps Revenue Market Share by Players (2021-2026)
4.1.3 Global E-Learning Apps Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global E-Learning Apps Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global E-Learning Apps Key Players Headquarters & Area Served
4.4 Global E-Learning Apps Players, Product Type & Application
4.5 Global E-Learning Apps Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global E-Learning Apps Market CR5 and HHI
4.6.3 2025 E-Learning Apps Tier 1, Tier 2, and Tier 3
5 E-Learning Apps Market Size by Type
5.1 Global E-Learning Apps Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global E-Learning Apps Revenue by Type (2021-2032)
5.3 Global E-Learning Apps Revenue Market Share by Type (2021-2032)
6 E-Learning Apps Market Size by Application
6.1 Global E-Learning Apps Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global E-Learning Apps Revenue by Application (2021-2032)
6.3 Global E-Learning Apps Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 SafetyCulture
7.1.1 SafetyCulture Company Information
7.1.2 SafetyCulture Business Overview
7.1.3 SafetyCulture E-Learning Apps Revenue and Gross Margin (2021-2026)
7.1.4 SafetyCulture E-Learning Apps Product Portfolio
7.1.5 SafetyCulture Recent Developments
7.2 Yarno
7.2.1 Yarno Company Information
7.2.2 Yarno Business Overview
7.2.3 Yarno E-Learning Apps Revenue and Gross Margin (2021-2026)
7.2.4 Yarno E-Learning Apps Product Portfolio
7.2.5 Yarno Recent Developments
7.3 Violet InfoSystems
7.3.1 Violet InfoSystems Company Information
7.3.2 Violet InfoSystems Business Overview
7.3.3 Violet InfoSystems E-Learning Apps Revenue and Gross Margin (2021-2026)
7.3.4 Violet InfoSystems E-Learning Apps Product Portfolio
7.3.5 Violet InfoSystems Recent Developments
7.4 Kahoo Digitals
7.4.1 Kahoo Digitals Company Information
7.4.2 Kahoo Digitals Business Overview
7.4.3 Kahoo Digitals E-Learning Apps Revenue and Gross Margin (2021-2026)
7.4.4 Kahoo Digitals E-Learning Apps Product Portfolio
7.4.5 Kahoo Digitals Recent Developments
7.5 D2L
7.5.1 D2L Company Information
7.5.2 D2L Business Overview
7.5.3 D2L E-Learning Apps Revenue and Gross Margin (2021-2026)
7.5.4 D2L E-Learning Apps Product Portfolio
7.5.5 D2L Recent Developments
7.6 WizIQ
7.6.1 WizIQ Company Information
7.6.2 WizIQ Business Overview
7.6.3 WizIQ E-Learning Apps Revenue and Gross Margin (2021-2026)
7.6.4 WizIQ E-Learning Apps Product Portfolio
7.6.5 WizIQ Recent Developments
7.7 Hurix Digital
7.7.1 Hurix Digital Company Information
7.7.2 Hurix Digital Business Overview
7.7.3 Hurix Digital E-Learning Apps Revenue and Gross Margin (2021-2026)
7.7.4 Hurix Digital E-Learning Apps Product Portfolio
7.7.5 Hurix Digital Recent Developments
7.8 Qstream
7.8.1 Qstream Company Information
7.8.2 Qstream Business Overview
7.8.3 Qstream E-Learning Apps Revenue and Gross Margin (2021-2026)
7.8.4 Qstream E-Learning Apps Product Portfolio
7.8.5 Qstream Recent Developments
7.9 Belitsoft
7.9.1 Belitsoft Company Information
7.9.2 Belitsoft Business Overview
7.9.3 Belitsoft E-Learning Apps Revenue and Gross Margin (2021-2026)
7.9.4 Belitsoft E-Learning Apps Product Portfolio
7.9.5 Belitsoft Recent Developments
7.10 Aims Digital
7.10.1 Aims Digital Company Information
7.10.2 Aims Digital Business Overview
7.10.3 Aims Digital E-Learning Apps Revenue and Gross Margin (2021-2026)
7.10.4 Aims Digital E-Learning Apps Product Portfolio
7.10.5 Aims Digital Recent Developments
7.11 Paradiso Solutions
7.11.1 Paradiso Solutions Company Information
7.11.2 Paradiso Solutions Business Overview
7.11.3 Paradiso Solutions E-Learning Apps Revenue and Gross Margin (2021-2026)
7.11.4 Paradiso Solutions E-Learning Apps Product Portfolio
7.11.5 Paradiso Solutions Recent Developments
7.12 Blackboard Inc
7.12.1 Blackboard Inc Company Information
7.12.2 Blackboard Inc Business Overview
7.12.3 Blackboard Inc E-Learning Apps Revenue and Gross Margin (2021-2026)
7.12.4 Blackboard Inc E-Learning Apps Product Portfolio
7.12.5 Blackboard Inc Recent Developments
7.13 EI Design
7.13.1 EI Design Company Information
7.13.2 EI Design Business Overview
7.13.3 EI Design E-Learning Apps Revenue and Gross Margin (2021-2026)
7.13.4 EI Design E-Learning Apps Product Portfolio
7.13.5 EI Design Recent Developments
7.14 IPIX LMS
7.14.1 IPIX LMS Company Information
7.14.2 IPIX LMS Business Overview
7.14.3 IPIX LMS E-Learning Apps Revenue and Gross Margin (2021-2026)
7.14.4 IPIX LMS E-Learning Apps Product Portfolio
7.14.5 IPIX LMS Recent Developments
7.15 Crossknowledge
7.15.1 Crossknowledge Company Information
7.15.2 Crossknowledge Business Overview
7.15.3 Crossknowledge E-Learning Apps Revenue and Gross Margin (2021-2026)
7.15.4 Crossknowledge E-Learning Apps Product Portfolio
7.15.5 Crossknowledge Recent Developments
7.16 EduBrite Systems
7.16.1 EduBrite Systems Company Information
7.16.2 EduBrite Systems Business Overview
7.16.3 EduBrite Systems E-Learning Apps Revenue and Gross Margin (2021-2026)
7.16.4 EduBrite Systems E-Learning Apps Product Portfolio
7.16.5 EduBrite Systems Recent Developments
7.17 SweetRush
7.17.1 SweetRush Company Information
7.17.2 SweetRush Business Overview
7.17.3 SweetRush E-Learning Apps Revenue and Gross Margin (2021-2026)
7.17.4 SweetRush E-Learning Apps Product Portfolio
7.17.5 SweetRush Recent Developments
8 North America
8.1 North America E-Learning Apps Revenue (2021-2032)
8.2 North America E-Learning Apps Revenue by Type (2021-2032)
8.2.1 North America E-Learning Apps Revenue by Type (2021-2026)
8.2.2 North America E-Learning Apps Revenue by Type (2027-2032)
8.3 North America E-Learning Apps Revenue Share by Type (2021-2032)
8.4 North America E-Learning Apps Revenue by Application (2021-2032)
8.4.1 North America E-Learning Apps Revenue by Application (2021-2026)
8.4.2 North America E-Learning Apps Revenue by Application (2027-2032)
8.5 North America E-Learning Apps Revenue Share by Application (2021-2032)
8.6 North America E-Learning Apps Revenue by Country
8.6.1 North America E-Learning Apps Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America E-Learning Apps Revenue by Country (2021-2026)
8.6.3 North America E-Learning Apps Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe E-Learning Apps Revenue (2021-2032)
9.2 Europe E-Learning Apps Revenue by Type (2021-2032)
9.2.1 Europe E-Learning Apps Revenue by Type (2021-2026)
9.2.2 Europe E-Learning Apps Revenue by Type (2027-2032)
9.3 Europe E-Learning Apps Revenue Share by Type (2021-2032)
9.4 Europe E-Learning Apps Revenue by Application (2021-2032)
9.4.1 Europe E-Learning Apps Revenue by Application (2021-2026)
9.4.2 Europe E-Learning Apps Revenue by Application (2027-2032)
9.5 Europe E-Learning Apps Revenue Share by Application (2021-2032)
9.6 Europe E-Learning Apps Revenue by Country
9.6.1 Europe E-Learning Apps Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe E-Learning Apps Revenue by Country (2021-2026)
9.6.3 Europe E-Learning Apps Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China E-Learning Apps Revenue (2021-2032)
10.2 China E-Learning Apps Revenue by Type (2021-2032)
10.2.1 China E-Learning Apps Revenue by Type (2021-2026)
10.2.2 China E-Learning Apps Revenue by Type (2027-2032)
10.3 China E-Learning Apps Revenue Share by Type (2021-2032)
10.4 China E-Learning Apps Revenue by Application (2021-2032)
10.4.1 China E-Learning Apps Revenue by Application (2021-2026)
10.4.2 China E-Learning Apps Revenue by Application (2027-2032)
10.5 China E-Learning Apps Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia E-Learning Apps Revenue (2021-2032)
11.2 Asia E-Learning Apps Revenue by Type (2021-2032)
11.2.1 Asia E-Learning Apps Revenue by Type (2021-2026)
11.2.2 Asia E-Learning Apps Revenue by Type (2027-2032)
11.3 Asia E-Learning Apps Revenue Share by Type (2021-2032)
11.4 Asia E-Learning Apps Revenue by Application (2021-2032)
11.4.1 Asia E-Learning Apps Revenue by Application (2021-2026)
11.4.2 Asia E-Learning Apps Revenue by Application (2027-2032)
11.5 Asia E-Learning Apps Revenue Share by Application (2021-2032)
11.6 Asia E-Learning Apps Revenue by Country
11.6.1 Asia E-Learning Apps Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia E-Learning Apps Revenue by Country (2021-2026)
11.6.3 Asia E-Learning Apps Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA E-Learning Apps Revenue (2021-2032)
12.2 SAMEA E-Learning Apps Revenue by Type (2021-2032)
12.2.1 SAMEA E-Learning Apps Revenue by Type (2021-2026)
12.2.2 SAMEA E-Learning Apps Revenue by Type (2027-2032)
12.3 SAMEA E-Learning Apps Revenue Share by Type (2021-2032)
12.4 SAMEA E-Learning Apps Revenue by Application (2021-2032)
12.4.1 SAMEA E-Learning Apps Revenue by Application (2021-2026)
12.4.2 SAMEA E-Learning Apps Revenue by Application (2027-2032)
12.5 SAMEA E-Learning Apps Revenue Share by Application (2021-2032)
12.6 SAMEA E-Learning Apps Revenue by Country
12.6.1 SAMEA E-Learning Apps Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA E-Learning Apps Revenue by Country (2021-2026)
12.6.3 SAMEA E-Learning Apps Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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