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市場調查報告書

全球虛擬訓練·模擬市場 - 機會·預測

World Virtual Training and Simulation Market - Opportunities and Forecasts, 2014-2022

出版商 Allied Market Research 商品編碼 398934
出版日期 內容資訊 英文 120 Pages
商品交期: 最快1-2個工作天內
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全球虛擬訓練·模擬市場 - 機會·預測 World Virtual Training and Simulation Market - Opportunities and Forecasts, 2014-2022
出版日期: 2016年10月01日 內容資訊: 英文 120 Pages
簡介

本報告提供全球虛擬訓練·模擬市場方面之詳細分析,提供您市場動態,現在·未來市場定量分析,零組件,終端用戶及地區別的詳細分析,並彙整主要企業的簡介等資訊。

第1章 簡介

第2章 摘要整理

第3章 市場概要

  • 市場定義和範圍
  • 主要調查結果
  • 價值鏈分析
  • 波特的五力分析
  • 市場佔有率分析
  • 促進要素
  • 抑制因素
  • 機會

第4章 全球虛擬訓練·模擬市場:各零件

  • 簡介
    • 市場規模·預測
  • 硬體設備
    • 主要的市場趨勢
    • 主要的成長要素·機會
    • 市場規模·預測
  • 軟體

第5章 全球虛擬訓練·模擬市場:各終端用戶

  • 簡介
    • 市場規模·預測
  • 防衛·安全
    • 主要的市場趨勢
    • 主要的成長要素·機會
    • 市場規模·預測
  • 民航
    • 主要的市場趨勢
    • 主要的成長要素·機會
    • 市場規模·預測
  • 教育
    • 市場規模·預測
    • e-學習
    • 遊戲為基礎的學習
  • 娛樂
    • 主要的市場趨勢
    • 主要的成長要素·機會
    • 市場規模·預測
  • 其他 (數位製造·醫療)
    • 主要的市場趨勢
    • 主要的成長要素·機會
    • 市場規模·預測

第6章 全球虛擬訓練·模擬市場:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • LAMEA (南美·中東·非洲)

第7章 企業簡介

  • CAE Inc.
  • L-3. Link Simulation & Training
  • Cubic Corporation
  • ON24, Inc.
  • QinetiQ Group plc
  • BAE Systems plc
  • Laerdal Medical Corporation
  • Kratos Defense & Security Solutions, Inc.
  • ANSYS, Inc.

圖表清單

目錄
Product Code: IC 161753

Virtual training is a methodology in which a simulated virtual environment is created to test the capabilities of a trainee that can contribute to the learning process. It can be of two types: instructor-led training and non-instructor-supported training. Simulation is the imitation of the processes of a real-world operation or system over time. Furthermore, it is used to create a virtual training environment. Virtual training and simulation tools comprise hardware and software. Hardware components include headsets, combat tools, hand gloves, hearing aids, mannequins, gaming consoles, and others, while software components are programs or set of instructions that are used to perform the activities in the system.

Increase in awareness among end users about the benefits of virtual training and simulation, and increased spending by various end users such as defense, healthcare, and education due to higher budget allocation are the major drives of the market. However, North African countries are unable to adopt this technology due to either lack of necessary infrastructures or limited knowledge about the technology. Manufacturers in virtual training and simulation market lack in terms of investments in R&D, which limits the innovation potential and market expansion. However, advancements in technology, rise in number of Internet users, and increase in scope of technology in other industries such as energy, transportation, and mining are expected to offer significant growth opportunities for prominent players operating in market.

The world virtual training and simulation market is segmented based on components, end user, and geography. The components segment is further divided into hardware and software. Based on end user, the market is segmented into defense & security, civil aviation, education, entertainment, and others (digital manufacturing and healthcare). The education segment is further bifurcated into e-learning and game-based learning. Based on geography, the market is analyzed across four major regions, namely, North America, Europe, Asia-Pacific, and LAMEA.

Key players in the virtual training and simulation industry include CAE Inc., L-3 Link Simulation & Training, Cubic Corporation, ON24, Inc., QinetiQ Group plc, BAE Systems plc, Laerdal Medical Corporation, Kratos Defense & Security Solutions, Inc., The DiSTI Corporation, and ANSYS, Inc. Over the years, these market leaders have established themselves with continuous investment on product innovation, which enabled them to improve the quality and performance of the training and simulation solutions. Further, these companies expanded their market presence through strategic alliances and are working toward launching upgraded products in the market to gain maximum market share as well as to deliver better benefits to the stakeholders.

Key benefits

  • An in-depth analysis of the world virtual training and simulation market is provided along with the market dynamics that would prove crucial in understanding the market.
  • Quantitative analysis of the current market and future estimations from 2014 to 2022 is projected to assist strategists to design business strategies to capitalize on the prevailing market opportunities.
  • Porter's Five Forces analysis examines the competitive structure of the virtual training and simulation industry and also provides a clear understanding of the factors that influence the market entry and market expansion.
  • A detailed analysis of geographic segments offers identification of most profitable segments to capitalize on.
  • A comprehensive analysis of market trends, sub-segments, and key revenue pockets is provided.
  • Analysis of the key leaders and their business strategies is anticipated to assist stakeholders to make more informed business decisions.
  • A detailed company profile analysis is provided that showcases major developments such as mergers and acquisitions, expansions, and new product launch.

KEY MARKET SEGMENTS:

By Components

  • Hardware
  • Software

By End user

  • Defense and Security
  • Civil Aviation
  • Education
  • e-Learning
  • Game-Based Learning
  • Entertainment
  • Others (Digital Manufacturing and Healthcare)

By Geography

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Table of Contents

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key benefits
  • 1.3. Key market segments
  • 1.4. Research methodology
    • 1.4.1. Secondary research
    • 1.4.2. Primary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top winning strategies
    • 3.2.3. Top investment pockets
  • 3.3. Value chain analysis
    • 3.3.1. Research and development
    • 3.3.2. Component manufacturers
    • 3.3.3. Assembly, programming and testing
    • 3.3.4. Marketing and sales
    • 3.3.5. End user
    • 3.3.6. After sales services
  • 3.4. Porters five forces analysis
    • 3.4.1. Moderate bargaining power of buyers due to highly fragmented market and high switching costs
    • 3.4.2. Large number of suppliers and threat of backward & forward integration lead to moderate bargaining power of suppliers
    • 3.4.3. Presence of strong brands and large number of product launches leads to intense rivalry among competitors
    • 3.4.4. Low threat from in-direct substitutes
    • 3.4.5. Low threat from new entrants due to high initial investment costs and stiff competition from established brands
  • 3.5. Market share analysis, 2015
  • 3.6. Drivers
    • 3.6.1. Increasing awareness about the virtual training and simulation
    • 3.6.2. Cost-effective benefits of virtual training and simulation solutions
    • 3.6.3. Increase in defence, healthcare and education expenditure
  • 3.7. Restraints
    • 3.7.1. Resistance to adopt the virtual training and simulation technology
    • 3.7.2. Lack of investments in R&D
  • 3.8. Opportunities
    • 3.8.1. Advancements in technology
    • 3.8.2. Scope for improvements in other industries (Mining, transportation and energy)

CHAPTER 4: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENTS

  • 4.1. Introduction
    • 4.1.1. Market size and forecast
  • 4.2. Hardware
    • 4.2.1. Key market trends
    • 4.2.2. Key growth factors and opportunities
    • 4.2.3. Market size and forecast
  • 4.3. Software
    • 4.3.1. Key market trends
    • 4.3.2. Key growth factors and opportunities
    • 4.3.3. Market size and forecast

CHAPTER 5: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY END USER

  • 5.1. Introduction
    • 5.1.1. Market size and forecast
  • 5.2. Defence and security
    • 5.2.1. Key market trends
    • 5.2.2. Key growth factors and opportunities
    • 5.2.3. Market size and forecast
  • 5.3. Civil aviation
    • 5.3.1. Key market trends
    • 5.3.2. Key growth factors and opportunities
    • 5.3.3. Market size and forecast
  • 5.4. Education
    • 5.4.1. Market size and forecast
    • 5.4.2. e-Learning
      • 5.4.2.1. Key market trends
      • 5.4.2.2. Key growth factors and opportunities
      • 5.4.2.3. Market size and forecast
    • 5.4.3. Game-based learning
      • 5.4.3.1. Key market trends
      • 5.4.3.2. Key growth factors and opportunities
      • 5.4.3.3. Market size and forecast
  • 5.5. Entertainment
    • 5.5.1. Key market trends
    • 5.5.2. Key growth factors and opportunities
    • 5.5.3. Market size and forecast
  • 5.6. Others (Digital manufacturing and healthcare)
    • 5.6.1. Key market trends
    • 5.6.2. Key growth factors and opportunities
    • 5.6.3. Market size and Forecast

CHAPTER 6: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY

  • 6.1. Introduction
    • 6.1.1. Market size and forecast
  • 6.2. North America
    • 6.2.1. Key market trends
    • 6.2.2. Key growth factors and opportunities
    • 6.2.3. Market size and forecast
      • 6.2.3.1. U.S.
        • 6.2.3.1.1. MARKET SIZE AND FORECAST
      • 6.2.3.2. Canada
        • 6.2.3.2.1. MARKET SIZE AND FORECAST
      • 6.2.3.3. Mexico
        • 6.2.3.3.1. MARKET SIZE AND FORECAST
  • 6.3. Europe
    • 6.3.1. Key market trends
    • 6.3.2. Key growth factors and opportunities
    • 6.3.3. Market size and forecast
      • 6.3.3.1. UK
        • 6.3.3.1.1. MARKET SIZE AND FORECAST
      • 6.3.3.2. Germany
        • 6.3.3.2.1. MARKET SIZE AND FORECAST
      • 6.3.3.3. France
        • 6.3.3.3.1. MARKET SIZE AND FORECAST
      • 6.3.3.4. spain
        • 6.3.3.4.1. MARKET SIZE AND FORECAST
      • 6.3.3.5. italy
        • 6.3.3.5.1. MARKET SIZE AND FORECAST
      • 6.3.3.6. Rest of Europe
        • 6.3.3.6.1. MARKET SIZE AND FORECAST
  • 6.4. Asia-Pacific
    • 6.4.1. Key market trends
    • 6.4.2. Key growth factors and opportunities
    • 6.4.3. Market size and forecast
      • 6.4.3.1. China
        • 6.4.3.1.1. MARKET SIZE AND FORECAST
      • 6.4.3.2. India
        • 6.4.3.2.1. MARKET SIZE AND FORECAST
      • 6.4.3.3. Japan
        • 6.4.3.3.1. MARKET SIZE AND FORECAST
      • 6.4.3.4. Rest of Asia-Pacific
        • 6.4.3.4.1. MARKET SIZE AND FORECAST
  • 6.5. LAMEA
    • 6.5.1. Key market trends
    • 6.5.2. Key growth factors and opportunities
    • 6.5.3. Market size and forecast
      • 6.5.3.1. Latin America
        • 6.5.3.1.1. MARKET SIZE AND FORECAST
      • 6.5.3.2. Middle East
        • 6.5.3.2.1. MARKET SIZE AND FORECAST
      • 6.5.3.3. Africa
        • 6.5.3.3.1. MARKET SIZE AND FORECAST

CHAPTER 7: COMPANY PROFILES

  • 7.1. CAE Inc.
    • 7.1.1. Company overview
    • 7.1.2. Business performance
    • 7.1.3. Key strategic moves and development
  • 7.2. L-3. Link Simulation & Training
    • 7.2.1. Company overview
    • 7.2.2. Key strategic moves and development
  • 7.3. Cubic Corporation
    • 7.3.1. Company overview
    • 7.3.2. Business performance
    • 7.3.3. Key strategic moves and development
  • 7.4. ON24, Inc.
    • 7.4.1. Company overview
    • 7.4.2. Key strategic moves and development
  • 7.5. QinetiQ Group plc
    • 7.5.1. Company overview
    • 7.5.2. Business performance
    • 7.5.3. Key strategic moves and development
  • 7.6. BAE Systems plc
    • 7.6.1. Company overview
    • 7.6.2. Business performance
    • 7.6.3. Key strategic moves and development
  • 7.7. Laerdal Medical Corporation
    • 7.7.1. Company overview
    • 7.7.2. Key strategic moves and development
  • 7.8. Kratos Defense & Security Solutions, Inc.
    • 7.8.1. Company overview
    • 7.8.2. Business performance
    • 7.8.3. Key strategic moves and development
  • 7.9. The DiSTI Corporation
    • 7.9.1. Company overview
    • 7.9.2. Key strategic moves and development
  • 7.10. ANSYS, Inc.
    • 7.10.1. Company overview
    • 7.10.2. Business performance
    • 7.10.3. Key strategic moves and development

List of Tables

  • TABLE 1: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENT, 2014-2022 ($MILLION)
  • TABLE 2: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY HARDWARE, 2014-2022 ($MILLION)
  • TABLE 3: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY SOFTWARE, 2014-2022 ($MILLION)
  • TABLE 4: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014-2022 ($MILLION)
  • TABLE 5: WORLD DEFENCE AND SECURITY VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 6: WORLD CIVIL AVIATION VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 7: WORLD EDUCATION VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 8: WORLD EDUCATION VIRTUAL TRAINING AND SIMULATION MARKET BY SUB-SEGMENT, 2014-2022 ($MILLION)
  • TABLE 9: WORLD E-LEARNING VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 10: WORLD GAME-BASED LEARNING VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 11: WORLD ENTERTAINMENT VIRTUAL TRAINING AND SIMULATION MARKET, 2014-2022 ($MILLION)
  • TABLE 12: WORLD OTHERS (DIGITAL MANUFACTURING AND HEALTHCARE) VIRTUAL TRAINING AND SIMULATION MARKET, 2014-2022 ($MILLION)
  • TABLE 13: WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014-2022 ($MILLION)
  • TABLE 14: NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENTS, 2014-2022 ($MILLION)
  • TABLE 15: NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014-2022 ($MILLION)
  • TABLE 16: NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET BY COUNTRY, 2014-2022 ($MILLION)
  • TABLE 17: EUROPE VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENT, 2014-2022 ($MILLION)
  • TABLE 18: EUROPE VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014-2022 ($MILLION)
  • TABLE 19: EUROPE VIRTUAL TRAINING AND SIMULATION MARKET BY COUNTRY, 2014-2022 ($MILLION)
  • TABLE 20: ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENT, 2014-2022 ($MILLION)
  • TABLE 21: ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014-2022 ($MILLION)
  • TABLE 22: ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET BY COUNTRY, 2014-2022 ($MILLION)
  • TABLE 23: LAMEA VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENT, 2014-2022 ($MILLION)
  • TABLE 24: LAMEA VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014-2022 ($MILLION)
  • TABLE 25: LAMEA VIRTUAL TRAINING AND SIMULATION MARKET BY REGION, 2014-2022 ($MILLION)
  • TABLE 26: CAE INC.COMPANY SNAPSHOT
  • TABLE 27: L-3 LINK SIMULATION & TRAININGCOMPANY SNAPSHOT
  • TABLE 28: CUBIC CORPORATIONCOMPANY SNAPSHOT
  • TABLE 29: ON24, INC.COMPANY SNAPSHOT
  • TABLE 30: QINETIQ GROUP PLC COMPANY SNAPSHOT
  • TABLE 31: BAE SYSTEMS PLCCOMPANY SNAPSHOT
  • TABLE 32: LAERDAL MEDICAL CORPORATIONCOMPANY SNAPSHOT
  • TABLE 33: KRATOS DEFENSE & SECURITY SOLUTIONS, INC.COMPANY SNAPSHOT
  • TABLE 34: THE DISTI CORPORATIONCOMPANY SNAPSHOT
  • TABLE 35: ANSYS, INC.COMPANY SNAPSHOT

List of Figures

  • FIG. 1: TOP IMPACTING FACTORS
  • FIG. 2: TOP WINNING STRATEGIES, 2015
  • FIG. 3: TOP WINNING STRATEGIES, 20142016
  • FIG. 4: TOP INVESTMENT POCKETS
  • FIG. 5: VALUE CHAIN ANALYSIS OF VIRTUAL TRAINING AND SIMULATION MARKET
  • FIG. 6: PORTERS FIVE FORCES ANALYSIS OF WORLD VIRTUAL TRAINING AND SIMULATION MARKET
  • FIG. 7: MARKET SHARE ANALYSIS, 2015
  • FIG. 8: COMPARATIVE MARKET SHARE ANALYSIS OF VIRTUAL TRAINING AND SIMULATION MARKET BY COMPONENTS, 2014 & 2022 (%)
  • FIG. 9: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY HARDWARE, 2014 & 2022 (%)
  • FIG. 10: WORLD VIRTUAL TRAINING AND SIMULATION MARKET REVENUE BY HARDWARE, 2014-2022 ($MILLION)
  • FIG. 11: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY SOFTWARE, 2014 & 2022 (%)
  • FIG. 12: WORLD VIRTUAL TRAINING AND SIMULATION MARKET REVENUE BY SOFTWARE, 2014-2022 ($MILLION)
  • FIG. 13: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014 & 2022 (%)
  • FIG. 14: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD DEFENCE AND SECURITY VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 15: WORLD DEFENCE AND SECURITY VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 16: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD CIVIL AVIATION VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 17: WORLD CIVIL AVIATION VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 18: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD EDUCATION VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 19: WORLD EDUCATION VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 20: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD E-LEARNING VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 21: WORLD E-LEARNING VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 22: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD GAME-BASED LEARNING VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 23: WORLD GAME-BASED LEARNING VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 24: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD ENTERTAINMNET VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 25: WORLD ENTERTAINMENT TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 26: COMPARATIVE MARKET SHARE ANALYSIS OF OTHERS VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 27: WORLD OTHERS VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 28: COMPARATIVE MARKET SHARE ANALYSIS OF WORLD VIRTUAL TRAINING AND SIMULATION MARKET BY GEOGRAPHY, 2014 & 2022 (%)
  • FIG. 29: COMPARATIVE MARKET SHARE ANALYSIS OF NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014 & 2022 (%)
  • FIG. 30: NORTH AMERICA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 31: U.S. VIRTUAL TRAINING AND SIMULATION MARKET, 2014-2022 ($MILLION)
  • FIG. 32: U.S. VIRTUAL TRAINING AND SIMULATION MARKET, 2014-2022 ($MILLION)
  • FIG. 33: U.S. VIRTUAL TRAINING AND SIMULATION MARKET, 2014-2022 ($MILLION)
  • FIG. 34: COMPARATIVE MARKET SHARE ANALYSIS OF EUROPE VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014 & 2022 (%)
  • FIG. 35: EUROPE VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 36: COMPARATIVE MARKET SHARE ANALYSIS OF ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014 & 2022 (%)
  • FIG. 37: ASIA-PACIFIC VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 38: COMPARATIVE MARKET SHARE ANALYSIS OF LAMEA VIRTUAL TRAINING AND SIMULATION MARKET BY END USER, 2014 & 2022 (%)
  • FIG. 39: LAMEA VIRTUAL TRAINING AND SIMULATION MARKET REVENUE, 2014-2022 ($MILLION)
  • FIG. 40: REVENUE OF CAE INC.: 2012-2016 ($MILLION)
  • FIG. 41: REVENUE OF CAE INC. BY GEOGRAPHY: 2016 (%)
  • FIG. 42: SALES OF CUBIC CORPORATION, 2012-2015 ($MILLION)
  • FIG. 43: SALES OF CUBIC CORPORATION BY BUSINESS SEGMENTS, 2015 (%)
  • FIG. 44: SALES OF CUBIC CORPORATION BY GEOGRAPHY, 2015 (%)
  • FIG. 45: REVENUE OF QINETIQ GROUP PLC, 2013-2016 ($MILLION)
  • FIG. 46: REVENUE OF QINETIQ GROUP PLC BY CUSTOMERS, 2016 (%)
  • FIG. 47: REVENUE OF QINETIQ GROUP PLC BY BUSINESS SEGMENTS, 2016 (%)
  • FIG. 48: REVENUE OF BAE SYSTEMS PLC, 2012-2015 ($MILLION)
  • FIG. 49: REVENUE OF BAE SYSTEMS PLC BY GEOGRAPHY, 2015 (%)
  • FIG. 50: REVENUE OF BAE SYSTEMS PLC BY ACTIVITY, 2015 (%)
  • FIG. 51: REVENUE OF KRATOS DEFENCE & SECURITY SOLUTIONS, INC., 2013-2015 ($MILLION)
  • FIG. 52: REVENUE OF KRATOS DEFENCE & SECURITY SOLUTIONS, INC. BY PRODUCTS AND SERVICES, 2015 (%)
  • FIG. 53: REVENUE OF KRATOS DEFENCE & SECURITY SOLUTIONS, INC. BY DOMAIN, 2015 (%)
  • FIG. 54: REVENUE OF ANSYS, INC., 2013-2015 ($MILLION)
  • FIG. 55: REVENUE OF ANSYS, INC. BY GEOGRAPHY, 2015 (%)
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