

The Military Simulation and Virtual Training Market Analysis 2008-2018
The military simulation and virtual training market has seen dramatic growth in the last decade and it is expected to grow steadily over the next ten years. Increasing concerns over training costs, time and risk of life have forced military forces around the world to adapt technologies such as computer-based simulators and computer wargames in military training. Most importantly, simulation and virtual training have so far proved to be not only cost-effective but also an effective way to train military staff in a wide range of activities. Those functions range from weapons training to flying and even medical training. Both combat and non-combat applications for military simulations and gaming technologies with increase significantly during the period 2008-2018, concludes this brand-new in-depth defence market report - The Military Simulation and Virtual Training Market 2008-2018.
This new high-level analysis delivers key strategies on the technologies and the relevant markets in detail. In The Military Simulation and Virtual Training Market 2008-2018, you will find the following valuable information:Why you should read this report:
Where the military simulation and virtual training market is now and how it is likely to develop from 2008-2018 Sales forecasts for the worldwide military simulation and virtual training market and main sub-markets from 2008-2018 Which are the main companies involved in the development of relevant simulation technologies and what are their main activities there, including defence contracts What are the main drivers of the military simulation market What are the main restraints in the military simulation market Expert views from an original survey, including five detailed interview transcripts from discussions with senior personnel in industry and the military What are the future trends and challenges in that market - both technological and commercial - from the present onwards Why military organisations are increasingly attracted to game-based simulation Which military forces are most interested in developing computer games Developmental and commercial partnerships in this sector.
Military applications for this technology can build upon the great technological and commercial success of many consumer products in gaming and simulations. Several companies have achieved wide success in gaming and simulations software in the consumer market, again suggesting the potential growth achievable in military and other industrial applications between 2008 and late next decade. Which companies are benefiting most? Find out now.
The latest visiongain report - The Military Simulation and Virtual Training Market 2008-2018 - analyses the market for simulation and virtual training in defence worldwide. This study looks into the future and identifies the key issues, forces and market players that will affect the market, as well as principal applications for the technologies. Visiongain believes that the US is leading the world simulation and virtual training market, but do you know which other countries will drive the world market significantly? What sales revenues will this market generate from 2008-2018, both overall and in main sub-markets? Which companies are prominent in this market sector? This new visiongain report answers those questions and many more. No company involved in simulations technology or computer gaming can afford to ignore the potential of the defence market.
With comprehensive analyses - including detailed tables and graphs - this report shows how the military simulation and virtual training market will generate multi-billion dollar revenues in years to come. In addition to consultation with experts in industry and government, this research involves a detailed study of relevant document and current developments. Importantly, visiongain applied techniques such as its in-house financial forecasting software and qualitative analysis. The result is a comprehensive market-based report with detailed analyses and informed opinion. Companies in gaming and simulations technology could benefit significantly from being aware of the opportunities in the expanding defence simulation and virtual training market, as this report shows.
INDEX
1 Executive Summary
2 Introduction to Military Simulation and Virtual Training 2.1 Types of Simulation 2.1.1 Constructive Simulation 2.1.2 Virtual Simulation 2.2 Background to Simulation and Virtual Training 2.3 Simulators 2.3.1 Flight Simulators 2.3.2 Helicopter Simulators 2.3.3 Medical Simulators 2.3.4 Equipment Maintenance Simulators 2.3.5 Combat Simulators 2.3.5.1 Convoy Simulators 2.3.5.2 Small Arms Training Simulators 2.3.6 UAV Training Simulators 2.3.7 Advantages of Simulators 2.4 Technological and Commercial Successes in the Consumer Games/Simulators Industry Can Benefit Military Applications
3 Trends in Military Simulation and Virtual Training 3.1 Gaming Applications 3.2 Small Arms Training 3.3 COTS Products 3.4 3-D Simulation Technology 3.5 Network Simulation 3.5.1 US Army's Network Simulation Programmes 3.5.1.1 WARSIM Programme 3.5.1.2 One Semi-Automated Forces
4 Game-Based Simulations 4.1 Cost Savings vs. Increases in Benefits 4.2 Advancement in Software and Processing Power 4.3 Benefits of Military Games 4.4 US Army Sets up New Project Office for Games 4.5 The US-UK Coalition Research Programme 4.6 Commercial Games 4.7 Strategy and Tactical Games 4.8 Serious Games 4.9 Why is the Military Turning to Serious Games? 4.10 Military Games 4.11 Army Games 4.11.1 America's Army 4.11.1.1 Full Spectrum Warrior 4.11.1.2 Battle Command 2010 (BC2010) 4.11.1.3 Battlefield 1942 4.11.1.4 Ambush 4.11.1.5 DARWARS Tactical Language Trainer 4.11.1.6 Decisive Action 4.11.1.7 Army Research Lab Trainer for Xbox 4.11.1.8 Digital Warrior 4.11.1.9 Full Spectrum Command 4.11.1.10 Delta Force V/Land Warrior 4.11.2 Air Force Games 4.11.2.1 Avant Guard 4.11.2.2 Falcon 4 4.11.2.3 JVID and Finflash 4.11.2.4 Project X 4.11.2.5 Quick Strike-Time sensitive Targeting Trainer 4.11.2.6 Starcraft 4.11.3 Marine Games 4.11.3.1 Soldier of Fortune (SOF) 4.11.3.2 Medal of Honor 4.11.3.3 Close Combat Marines 4.11.4 Navy Games 4.11.4.1 Flight Simulator 4.11.4.2 Battle Station 21 4.11.4.3 Bottom Gun 4.11.4.4 Forward Observer 4.11.4.5 Jane's Fleet Command 4.11.4.6 Navy Anti-Terror Simulation Game 4.11.4.7 SOCOM: US Navy Seals 4.11.4.8 Sub Command 4.11.4.9 Harpoon 2 4.12 COTS Games 4.12.1 Advantages of COTS Games 4.12.2 Disadvantages of COTS Games 4.13 Future of Game-based simulation
5 Military Simulation and Virtual Training Market Forecasts 2008-2018 5.1 World Military Simulation Virtual Training Market Forecasts 2008-2018 5.1.1 US and Rest of World Sales and Market Shares Will Show Interesting Trends from 2008 to 2018 5.2 Global Military Simulation Market: Forecasts for Main Sub-Markets 2008-2018
6 Military Simulation and Virtual Training Contracts Worldwide 6.1 The United States 6.1.1 US Army Contracts 6.1.2 US Air Force Contracts 6.1.3 US Marine Corporation Contracts 6.1.4 US Navy Contracts 6.1.5 Defence Advanced Research Projects Agency (DARPA) 6.2 Germany 6.3 The United Kingdom 6.4 The Netherlands 6.5 Canada 6.6 France 6.7 Denmark 6.8 Italy 6.9 India 6.10 Saudi Arabia 6.11 Israel 6.12 Czech Republic 6.13 Norway 6.14 Poland 6.15 Other Contracts
7 Forces Affecting the Simulation and Virtual Training Market Worldwide 7.1 Principle Drivers in Simulation and Training Market 2008-2018 7.2 Strong Growth Expected in Simulation Market 7.3 Principle Restraints in Simulation and Virtual Training Market 2008-2018 7.4 Obstacles to Market Growth
8 Interviews with Industry Experts: Discussions of Military Simulation and Virtual Training Market from 2008-2018 8.1 Interview 1: Kristen A. Dooley, Public Affairs Officer, PEO STRI Programme Executive Office Simulation, Training and Instrumentation, US 8.1.1 PEO STRI Simulation Programmes 8.1.2 2009 Budget Allocation 8.1.3 PEO STRI's Challenges and Major Trends 8.2 Interview 2: Mr Ben Sawyer President of the Portland Consulting Firm Digitalmill and Co-Director of the Serious Games Initiative 8.2.1 Gaming Technology's Influence on Military 8.2.2 Serious Games Market 8.3 Interview 3: Mr Andrew Dann, International Sales Director of Laser Shot, United Kingdom Simulation Market Growth 8.3.1 Growth of Simulation Market 8.3.2 Prospects of Simulation Market 8.3.3 Issues and Trends in Simulation Industry 8.4 Interview 4: Mr Chris Evans, Director of Advanced Interactive Solutions Ltd, UK 8.4.1 Major Simulation Markets 8.4.2 Technological Developments over the Past Decade 8.4.3 Biggest Threats to Market Growth 8.5 Interview 5: Ms Lucinda Brown, Director of Marketing, Scalable Network Technologies, US 8.5.1 Network Simulation is a Growing Market
9 Company Profiles 9.1 Advanced Interactive Systems 9.2 Thales 9.3 Meta VR 9.4 Meggitt Defence 9.5 Cubic Corporation 9.6 CAE 9.7 Laser Shot 9.8 L-3 Communications 9.9 Lockheed Martin 9.10 3DSolve 9.11 Bohemia Interactive Australia 9.12 BreakAway Ltd. 9.13 Vcom3D Inc. 9.14 Alion Science and Technology 9.15 Scalable Network Technologies 9.16 Raytheon 9.17 Boeing
10 Conclusions of the Study
List of Tables
Table 5.1 World Simulation and Virtual Training Market Forecast 2007-2012 Table 5.2 World Simulation and Virtual Training Market Forecast 2013-2018 Table 5.3 World Simulation and Virtual Training Market CAGR 2007-2018 Table 5.4 US and Rest of World Virtual Training Market Forecast 2007-2012 Table 5.5 US and Rest of World Virtual Training Market Forecast 2013-2018 Table 5.6 US and Rest of the World Market Share 2007,2013 & 2018 Table 5.7 Sub-Market Forecasts 2007-2012 Table 5.8 Sub-Market Forecasts 2013-2018 Table 5.9 Share for Sub-Markets 2007, 2013 & 2018 Table 5.10 Sub-Market CAGR Values for 2007-2018 Table 7.1 SWOT Analysis for the Global Military Simulation and Virtual Training Market from 2008-2018
List of Figures
Figure 5.1 World Military Simulation and Virtual Training Market Forecast 2007-2018 Figure 5.2 US and Rest of the World Forecasts 2007-2018 Figure 5.3 US and Rest of the World Compared 2007-2018 Figure 5.4 US and Rest of the World Market Shares 2008-2018 Figure 5.5 US and Rest of the World Share 2007 Figure 5.6 US and Rest of the World Share 2013 Figure 5.7 US and Rest of the World Share 2018 Figure 5.8 Sub-Market Forecasts 2007-2018 Figure 5.9 Sub-Market Sales Compared 2007, 2013 & 2018 Figure 5.10 Share for Sub-Markets 2007 Figure 5.11 Share for Sub-Markets 2013 Figure 5.12 Share for Sub-Markets 2018
Companies mentioned in this report
AAI Corporation Adacel Advanced Interactive Systems Advanced simulation technologies Advanced System Solutions AGEIA Technologies AgustaWestland Alion Science and Technology Corporation Atari Atlantis Systems International Atomic Games BAE Systems Barco Blizzard Boeing Bohemia Interactive Australia BreakAway Ltd BVR systems CAE CAE-Macmet Codemasters Cubic Corporation DiSTI 3Dsolve Dynamics Research Corporation (DRC) Elbit Systems Electronic Arts Engineering and Computer Simulations (ECS) FATS HSP Simulation Kongsberg Maritime L-3 Communications Laser shot Lockheed Martin MAK Technologies Meggitt Defence Meta VR Microsoft Microsoft Game Studios Newman & Spur Consultancy Noptel Northrop Grumman NovaLogic Presagis Ratheon Raven Redifun Simulation Rheinmetall Defence Rockstar Games Rockwell Collins RUAG Scalable Network Technologies Science Applications International Corporations (SAIC) SEGA Sony SubLogic Thales There Inc Ubisoft United Industrial Corporation URS Corporation Vcom3D Inc
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