2026 Global: Ar And Vr In Training Market-Competitive Review (2032) report
Description
The 2026 Global: Ar And Vr In Training Market-Competitive Review (2031) report features the global market size and projected growth/decline data for the period 2021 through 2032. The report primarily provides an examination of the business strategies for the ten largest global companies in the market and how their strategies differ.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for ar and vr in training market by geography and historical trend. The scope of the report extends to sizing of the ar and vr in training market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
The AR and VR training market features innovative companies delivering immersive simulations for industries like healthcare, manufacturing, oil and gas, and logistics. Leading providers include Groove Jones, renowned for bespoke VR solutions with over 50 case studies and projects up to $2 million, earning awards for high-quality, industry-agnostic training. SHIIFT Training, based in London, Houston, and UAE, excels in tailored health, safety, and maintenance programs for sectors such as military, mining, and transport. Lucid Reality Labs specializes in healthcare and aerospace simulations, with projects costing $10,000 to $1 million and strong Clutch.co ratings for realistic scenarios. Strivr serves corporate giants like Walmart and Verizon, focusing on 360-video training for onboarding and soft skills enhancement. Roundtable Learning offers custom VR/AR for electronics, warehouse, and safety, backed by hundreds of projects.
Additional top firms emphasize scalable platforms and enterprise integration. Digital Engineering and Magic provides subscription-based XR safety training with immersive visuals for logistics and warehouses. BSDXR, a Canadian leader, creates bespoke solutions for defense, construction, oil and gas, and education, leveraging cutting-edge tech for retention. Virsabi develops photorealistic 3D training for warehouse operations and events, partnering with Microsoft and Meta for onboarding like NORMAL's pallet packing. Treeview Studio, New York-based since 2016, delivers enterprise VR for clients including Meta, Microsoft, and Medtronic, charging $100–$150/hour for high-fidelity simulations. Saritasa integrates AR/VR with IoT for training platforms in healthcare, manufacturing, and logistics, praised for technical accuracy and deadlines.
Major hardware and platform giants underpin the ecosystem with foundational tools. Microsoft dominates enterprise training via HoloLens 2 and software for immersive professional development. Meta leads consumer-to-enterprise shifts with Quest headsets and Reality Labs, enabling widespread VR training adoption. Unity powers most AR/VR applications as a real-time 3D platform, facilitating custom training content creation across sectors. These ten companies—Groove Jones, SHIIFT, Lucid Reality Labs, Strivr, Roundtable, Digital Engineering and Magic, BSDXR, Virsabi, Treeview, and Saritasa—represent the forefront, blending custom development with scalable tech to revolutionize workforce preparation and reduce errors by up to 40%.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for ar and vr in training market by geography and historical trend. The scope of the report extends to sizing of the ar and vr in training market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
The AR and VR training market features innovative companies delivering immersive simulations for industries like healthcare, manufacturing, oil and gas, and logistics. Leading providers include Groove Jones, renowned for bespoke VR solutions with over 50 case studies and projects up to $2 million, earning awards for high-quality, industry-agnostic training. SHIIFT Training, based in London, Houston, and UAE, excels in tailored health, safety, and maintenance programs for sectors such as military, mining, and transport. Lucid Reality Labs specializes in healthcare and aerospace simulations, with projects costing $10,000 to $1 million and strong Clutch.co ratings for realistic scenarios. Strivr serves corporate giants like Walmart and Verizon, focusing on 360-video training for onboarding and soft skills enhancement. Roundtable Learning offers custom VR/AR for electronics, warehouse, and safety, backed by hundreds of projects.
Additional top firms emphasize scalable platforms and enterprise integration. Digital Engineering and Magic provides subscription-based XR safety training with immersive visuals for logistics and warehouses. BSDXR, a Canadian leader, creates bespoke solutions for defense, construction, oil and gas, and education, leveraging cutting-edge tech for retention. Virsabi develops photorealistic 3D training for warehouse operations and events, partnering with Microsoft and Meta for onboarding like NORMAL's pallet packing. Treeview Studio, New York-based since 2016, delivers enterprise VR for clients including Meta, Microsoft, and Medtronic, charging $100–$150/hour for high-fidelity simulations. Saritasa integrates AR/VR with IoT for training platforms in healthcare, manufacturing, and logistics, praised for technical accuracy and deadlines.
Major hardware and platform giants underpin the ecosystem with foundational tools. Microsoft dominates enterprise training via HoloLens 2 and software for immersive professional development. Meta leads consumer-to-enterprise shifts with Quest headsets and Reality Labs, enabling widespread VR training adoption. Unity powers most AR/VR applications as a real-time 3D platform, facilitating custom training content creation across sectors. These ten companies—Groove Jones, SHIIFT, Lucid Reality Labs, Strivr, Roundtable, Digital Engineering and Magic, BSDXR, Virsabi, Treeview, and Saritasa—represent the forefront, blending custom development with scalable tech to revolutionize workforce preparation and reduce errors by up to 40%.
Table of Contents
32 Pages
- 1.0 Scope of Report and Methodology
- 2.0 Market SWOT Analysis and Players
- 2.1 Market Definition
- 2.2 Market Segments
- 2.3 Market Strengths
- 2.4 Market Weaknesses
- 2.5 Market Threats
- 2.6 Market Opportunities
- 2.7 Major Players
- 3.0 Competitive Analysis
- 3.1 Market Player 1
- 3.2 Market Player 2
- 3.3 Market Player 3
- 3.4 Market Player 4
- 3.5 Market Player 5
- 3.6 Market Player 6
- 3.7 Market Player 7
- 3.8 Market Player 8
- 3.9 Market Player 9
- 3.10 Market Player 10
- 4.0 Comparative Business Strategies
- 4.1 Comparative Business Strategies of Player 1 and 2
- 4.2 Comparative Business Strategies of Player 1 and 3
- 4.3 Comparative Business Strategies of Player 1 and 4
- 4.4 Comparative Business Strategies of Player 2 and 3
- 4.5 Comparative Business Strategies of Player 2 and 4
- 4.6 Comparative Business Strategies of Player 3 and 4
- 5.0 Appendix
Search Inside Report
Pricing
Currency Rates
Questions or Comments?
Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.

