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AR and VR in Training Market - Global AR and VR in Training Industry Analysis, Size, Share, Growth, Trends, and Forecast 2025-2032 – (By Technology ,By Training Type,By Application, By Geographic Coverage and By Company)

Published Nov 27, 2025
Length 193 Pages
SKU # FCSL20637895

Description

The Global AR and VR in Training Market is poised for significant expansion, driven by the increasing adoption of immersive technologies across industries. Valued at USD 19.2 billion in 2025, the market is projected to reach USD 68.8 billion by 2032, growing at a CAGR of 20% during the forecast period. The growing need for cost-effective, interactive, and engaging training solutions is driving organizations worldwide to integrate Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality technologies into their training programs.

Market Insights

The AR and VR in Training Market has witnessed rapid transformation, fueled by advancements in hardware, software, and cloud-based solutions. Industries such as healthcare, aerospace and defense, corporate enterprises, and education are increasingly leveraging immersive training solutions to improve workforce efficiency, safety, and skill acquisition. The integration of AI and analytics into AR/VR platforms further enhances personalized learning experiences, enabling organizations to track progress, measure performance, and optimize training outcomes.

Technological innovations such as lightweight AR glasses, high-resolution VR headsets, and mixed reality environments are making immersive training solutions more accessible and scalable. The growing popularity of simulation-based training and gamification strategies is also driving market growth, as these methods improve engagement, retention, and practical skill application.

Market Drivers

Several factors are propelling the AR and VR in Training Market forward:
• Rising Demand for Workforce Upskilling: Organizations are increasingly prioritizing employee skill development, particularly in technical and safety-critical sectors. AR and VR solutions offer immersive, risk-free training environments.
• Cost Efficiency: Compared to traditional training methods, AR and VR reduce travel, instructor, and equipment costs while enabling repeatable practice.
• Technological Advancements: Improvements in AR/VR hardware, software, and connectivity have enhanced the quality and effectiveness of training programs.
• COVID-19 Impact: The pandemic accelerated digital transformation and remote training adoption, emphasizing the importance of virtual learning solutions.

Business Opportunities

The market presents lucrative opportunities for stakeholders across the value chain, including hardware manufacturers, software developers, content providers, and training solution integrators. Growing collaboration between AR/VR platform providers and educational institutions, corporate enterprises, and defense organizations is expanding adoption. Additionally, emerging economies in Asia Pacific and Latin America offer untapped potential as organizations in these regions increasingly invest in digital training infrastructure.

Region Analysis

North America dominates the AR and VR in Training Market, owing to high technological adoption, strong presence of major vendors, and significant investments in workforce development. Europe is witnessing steady growth, driven by corporate and educational sector adoption, particularly in the United Kingdom, Germany, and France. Asia Pacific is expected to exhibit the highest growth rate due to rapid digitalization, government initiatives, and increasing industrial training demands in countries like China, India, and Japan. The Latin America and Middle East & Africa regions are also experiencing gradual adoption, supported by pilot programs, strategic collaborations, and investments in AR/VR infrastructure.

Key Players

The AR and VR in Training Market is highly competitive, with several established players driving innovation and adoption:
• Microsoft Corporation
• Meta Platforms, Inc.
• HTC Corporation
• PTC Inc.
• Unity Technologies
• EON Reality Inc.
• Seiko Epson Corporation
• Upskill Inc.
• Atheer, Inc.
• Strivr Labs, Inc.
• VirtaMed AG
• Osso VR Inc.
• zSpace, Inc.
• VR Vision Inc.
• Fusion VR

Market Segmentation

By Technology:
• Augmented Reality (AR)
• Virtual Reality (VR)
• Mixed Reality

By Training Type:
• Soft Skills Training
• Technical Training
• Simulation and Gamification

By Application:
• Healthcare & Medical Training
• Aerospace And Defence Training
• Corporate/Enterprise Training
• Education
• Others

By Region:
• North America
• Europe
• Asia Pacific
• Latin America
• Middle East & Africa

Please note: Delivery Timelines - 5 working days.

Table of Contents

193 Pages
1. Executive Summary
1.1. Global AR and VR in Training Market Snapshot
1.2. Future Projections
1.3. Key Market Trends
1.4. Regional Snapshot, by Value, 2025
1.5. Analyst Recommendations
2. Market Overview
2.1. Market Definitions and Segmentations
2.2. Market Dynamics
2.2.1. Drivers
2.2.2. Restraints
2.2.3. Market Opportunities
2.3. Value Chain Analysis
2.4. COVID-19 Impact Analysis
2.5. Porter's Fiver Forces Analysis
2.6. Impact of Russia-Ukraine Conflict
2.7. PESTLE Analysis
2.8. Regulatory Analysis
2.9. Price Trend Analysis
2.9.1. Current Prices and Future Projections, 2024-2032
2.9.2. Price Impact Factors
3. Global AR and VR in Training Market Outlook, 2019-2032
3.1. Global AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
3.1.1. Augmented Reality (AR)
3.1.2. Virtual Reality (VR)
3.1.3. Mixed Reality
3.2. Global AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
3.2.1. Soft Skills Training
3.2.2. Technical Training
3.2.3. Simulation and Gamification
3.3. Global AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
3.3.1. Healthcare & Medical Training
3.3.2. Aerospace And Defence Training
3.3.3. Corporate/Enterprise Training
3.3.4. Education
3.3.5. Others
3.4. Global AR and VR in Training Market Outlook, by Region, Value (US$ Bn), 2019-2032
3.4.1. North America
3.4.2. Europe
3.4.3. Asia Pacific
3.4.4. Latin America
3.4.5. Middle East & Africa
4. North America AR and VR in Training Market Outlook, 2019-2032
4.1. North America AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
4.1.1. Augmented Reality (AR)
4.1.2. Virtual Reality (VR)
4.1.3. Mixed Reality
4.2. North America AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
4.2.1. Soft Skills Training
4.2.2. Technical Training
4.2.3. Simulation and Gamification
4.3. North America AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
4.3.1. Healthcare & Medical Training
4.3.2. Aerospace And Defence Training
4.3.3. Corporate/Enterprise Training
4.3.4. Education
4.3.5. Others
4.4. North America AR and VR in Training Market Outlook, by Country, Value (US$ Bn), 2019-2032
4.4.1. U.S. AR and VR in Training Market Outlook, by Technology, 2019-2032
4.4.2. U.S. AR and VR in Training Market Outlook, by Training Type, 2019-2032
4.4.3. U.S. AR and VR in Training Market Outlook, by Application, 2019-2032
4.4.4. Canada AR and VR in Training Market Outlook, by Technology, 2019-2032
4.4.5. Canada AR and VR in Training Market Outlook, by Training Type, 2019-2032
4.4.6. Canada AR and VR in Training Market Outlook, by Application, 2019-2032
4.5. BPS Analysis/Market Attractiveness Analysis
5. Europe AR and VR in Training Market Outlook, 2019-2032
5.1. Europe AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
5.1.1. Augmented Reality (AR)
5.1.2. Virtual Reality (VR)
5.1.3. Mixed Reality
5.2. Europe AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
5.2.1. Soft Skills Training
5.2.2. Technical Training
5.2.3. Simulation and Gamification
5.3. Europe AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
5.3.1. Healthcare & Medical Training
5.3.2. Aerospace And Defence Training
5.3.3. Corporate/Enterprise Training
5.3.4. Education
5.3.5. Others
5.4. Europe AR and VR in Training Market Outlook, by Country, Value (US$ Bn), 2019-2032
5.4.1. Germany AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.2. Germany AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.3. Germany AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.4. Italy AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.5. Italy AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.6. Italy AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.7. France AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.8. France AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.9. France AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.10. U.K. AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.11. U.K. AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.12. U.K. AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.13. Spain AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.14. Spain AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.15. Spain AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.16. Russia AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.17. Russia AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.18. Russia AR and VR in Training Market Outlook, by Application, 2019-2032
5.4.19. Rest of Europe AR and VR in Training Market Outlook, by Technology, 2019-2032
5.4.20. Rest of Europe AR and VR in Training Market Outlook, by Training Type, 2019-2032
5.4.21. Rest of Europe AR and VR in Training Market Outlook, by Application, 2019-2032
5.5. BPS Analysis/Market Attractiveness Analysis
6. Asia Pacific AR and VR in Training Market Outlook, 2019-2032
6.1. Asia Pacific AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
6.1.1. Augmented Reality (AR)
6.1.2. Virtual Reality (VR)
6.1.3. Mixed Reality
6.2. Asia Pacific AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
6.2.1. Soft Skills Training
6.2.2. Technical Training
6.2.3. Simulation and Gamification
6.3. Asia Pacific AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
6.3.1. Healthcare & Medical Training
6.3.2. Aerospace And Defence Training
6.3.3. Corporate/Enterprise Training
6.3.4. Education
6.3.5. Others
6.4. Asia Pacific AR and VR in Training Market Outlook, by Country, Value (US$ Bn), 2019-2032
6.4.1. China AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.2. China AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.3. China AR and VR in Training Market Outlook, by Application, 2019-2032
6.4.4. Japan AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.5. Japan AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.6. Japan AR and VR in Training Market Outlook, by Application, 2019-2032
6.4.7. South Korea AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.8. South Korea AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.9. South Korea AR and VR in Training Market Outlook, by Application, 2019-2032
6.4.10. India AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.11. India AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.12. India AR and VR in Training Market Outlook, by Application, 2019-2032
6.4.13. Southeast Asia AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.14. Southeast Asia AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.15. Southeast Asia AR and VR in Training Market Outlook, by Application, 2019-2032
6.4.16. Rest of SAO AR and VR in Training Market Outlook, by Technology, 2019-2032
6.4.17. Rest of SAO AR and VR in Training Market Outlook, by Training Type, 2019-2032
6.4.18. Rest of SAO AR and VR in Training Market Outlook, by Application, 2019-2032
6.5. BPS Analysis/Market Attractiveness Analysis
7. Latin America AR and VR in Training Market Outlook, 2019-2032
7.1. Latin America AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
7.1.1. Augmented Reality (AR)
7.1.2. Virtual Reality (VR)
7.1.3. Mixed Reality
7.2. Latin America AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
7.2.1. Soft Skills Training
7.2.2. Technical Training
7.2.3. Simulation and Gamification
7.3. Latin America AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
7.3.1. Healthcare & Medical Training
7.3.2. Aerospace And Defence Training
7.3.3. Corporate/Enterprise Training
7.3.4. Education
7.3.5. Others
7.4. Latin America AR and VR in Training Market Outlook, by Country, Value (US$ Bn), 2019-2032
7.4.1. Brazil AR and VR in Training Market Outlook, by Technology, 2019-2032
7.4.2. Brazil AR and VR in Training Market Outlook, by Training Type, 2019-2032
7.4.3. Brazil AR and VR in Training Market Outlook, by Application, 2019-2032
7.4.4. Mexico AR and VR in Training Market Outlook, by Technology, 2019-2032
7.4.5. Mexico AR and VR in Training Market Outlook, by Training Type, 2019-2032
7.4.6. Mexico AR and VR in Training Market Outlook, by Application, 2019-2032
7.4.7. Argentina AR and VR in Training Market Outlook, by Technology, 2019-2032
7.4.8. Argentina AR and VR in Training Market Outlook, by Training Type, 2019-2032
7.4.9. Argentina AR and VR in Training Market Outlook, by Application, 2019-2032
7.4.10. Rest of LATAM AR and VR in Training Market Outlook, by Technology, 2019-2032
7.4.11. Rest of LATAM AR and VR in Training Market Outlook, by Training Type, 2019-2032
7.4.12. Rest of LATAM AR and VR in Training Market Outlook, by Application, 2019-2032
7.5. BPS Analysis/Market Attractiveness Analysis
8. Middle East & Africa AR and VR in Training Market Outlook, 2019-2032
8.1. Middle East & Africa AR and VR in Training Market Outlook, by Technology, Value (US$ Bn), 2019-2032
8.1.1. Augmented Reality (AR)
8.1.2. Virtual Reality (VR)
8.1.3. Mixed Reality
8.2. Middle East & Africa AR and VR in Training Market Outlook, by Training Type, Value (US$ Bn), 2019-2032
8.2.1. Soft Skills Training
8.2.2. Technical Training
8.2.3. Simulation and Gamification
8.3. Middle East & Africa AR and VR in Training Market Outlook, by Application, Value (US$ Bn), 2019-2032
8.3.1. Healthcare & Medical Training
8.3.2. Aerospace And Defence Training
8.3.3. Corporate/Enterprise Training
8.3.4. Education
8.3.5. Others
8.4. Middle East & Africa AR and VR in Training Market Outlook, by Country, Value (US$ Bn), 2019-2032
8.4.1. GCC AR and VR in Training Market Outlook, by Technology, 2019-2032
8.4.2. GCC AR and VR in Training Market Outlook, by Training Type, 2019-2032
8.4.3. GCC AR and VR in Training Market Outlook, by Application, 2019-2032
8.4.4. South Africa AR and VR in Training Market Outlook, by Technology, 2019-2032
8.4.5. South Africa AR and VR in Training Market Outlook, by Training Type, 2019-2032
8.4.6. South Africa AR and VR in Training Market Outlook, by Application, 2019-2032
8.4.7. Egypt AR and VR in Training Market Outlook, by Technology, 2019-2032
8.4.8. Egypt AR and VR in Training Market Outlook, by Training Type, 2019-2032
8.4.9. Egypt AR and VR in Training Market Outlook, by Application, 2019-2032
8.4.10. Nigeria AR and VR in Training Market Outlook, by Technology, 2019-2032
8.4.11. Nigeria AR and VR in Training Market Outlook, by Training Type, 2019-2032
8.4.12. Nigeria AR and VR in Training Market Outlook, by Application, 2019-2032
8.4.13. Rest of Middle East AR and VR in Training Market Outlook, by Technology, 2019-2032
8.4.14. Rest of Middle East AR and VR in Training Market Outlook, by Training Type, 2019-2032
8.4.15. Rest of Middle East AR and VR in Training Market Outlook, by Application, 2019-2032
8.5. BPS Analysis/Market Attractiveness Analysis
9. Competitive Landscape
9.1. Company Vs Segment Heatmap
9.2. Company Market Share Analysis, 2024
9.3. Competitive Dashboard
9.4. Company Profiles
9.4.1. Microsoft Corporation
9.4.1.1. Company Overview
9.4.1.2. Product Portfolio
9.4.1.3. Financial Overview
9.4.1.4. Business Strategies and Developments
9.4.2. Meta Platforms, Inc.
9.4.2.1. Company Overview
9.4.2.2. Product Portfolio
9.4.2.3. Financial Overview
9.4.2.4. Business Strategies and Developments
9.4.3. HTC Corporation
9.4.3.1. Company Overview
9.4.3.2. Product Portfolio
9.4.3.3. Financial Overview
9.4.3.4. Business Strategies and Developments
9.4.4. PTC Inc.
9.4.4.1. Company Overview
9.4.4.2. Product Portfolio
9.4.4.3. Financial Overview
9.4.4.4. Business Strategies and Developments
9.4.5. Unity Technologies
9.4.5.1. Company Overview
9.4.5.2. Product Portfolio
9.4.5.3. Financial Overview
9.4.5.4. Business Strategies and Developments
9.4.6. EON Reality Inc.
9.4.6.1. Company Overview
9.4.6.2. Product Portfolio
9.4.6.3. Financial Overview
9.4.6.4. Business Strategies and Developments
9.4.7. Seiko Epson Corporation
9.4.7.1. Company Overview
9.4.7.2. Product Portfolio
9.4.7.3. Financial Overview
9.4.7.4. Business Strategies and Developments
9.4.8. Upskill Inc.
9.4.8.1. Company Overview
9.4.8.2. Product Portfolio
9.4.8.3. Financial Overview
9.4.8.4. Business Strategies and Developments
9.4.9. Atheer, Inc.
9.4.9.1. Company Overview
9.4.9.2. Product Portfolio
9.4.9.3. Financial Overview
9.4.9.4. Business Strategies and Developments
9.4.10. Strivr Labs, Inc.
9.4.10.1. Company Overview
9.4.10.2. Product Portfolio
9.4.10.3. Financial Overview
9.4.10.4. Business Strategies and Developments
10. Appendix
10.1. Research Methodology
10.2. Report Assumptions
10.3. Acronyms and Abbreviations
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