Region:Asia
Product Code:KR861
By the Type of LMS (Firm Hosted LMS and Self-Hosted LMS): Firm hosted LMS had the dominating share in the market as it allows the end user function hassle free and firm hosted LMS provides them additionally with back-end support. The remaining share is being captured by Self-hosted LMS in 2018.
By the Type of Smart Class (Online Class Session and Online Live Session): Online class session had the highest market share in the smart class market as online class session is instructor-led and people find it more helpful as it is assistive. Online live session captured the remaining market share of the smart class market in the year 2018.
By the Type of Packaged Content (B2B and B2C): In B2B scenario, customized content has the highest market share as all organizations have specific training objectives which cannot be captured in standard courses. In the B2C scenario, standard content has the highest market share because individual consumers cannot afford customized content as it is expensive.
By Smart Authoring Tool Market (Content Editing Tools, Gamification and Simulation): Content editing tools have the highest market share as it provides the end user the ease of viewing and using the content hence, decreasing the amount of dependence on the service provider. The remaining market share is being captured by gamification and simulation.
Companies Covered
2.1. Market Definitions
2.2. Abbreviations
2.3. Consolidated Research Approach
2.4. Variables (Dependent and Independent)
2.5. Correlation Matrix
2.6. Regression Matrix
2.7. Limitations and Conclusion
3.1 Vietnam E-learning Market Timeline
3.2 Vietnam E-Learning Market Overview (Business Cycle)
3.3 ICT in Vietnam E-Learning Market
3.4 ICT Government Structure in Vietnam
3.5 Vietnam Market Ecosystem
4.1 Vietnam E-Learning Market Value Chain Flowchart
4.2 Vietnam E-Learning Market Value Chain Analysis
6.1 By Content and Technology Services, 2013 - 2018
6.2 By Type of Offerings (LMS, Smart Class, Packaged Content, Smart Authoring Tools and
Digitized Services), 2018
6.2.1. By Type of LMS (Self Hosted and Firm Hosted), 2018
6.2.2. By Type of Smart Class (Online Class Session and Online Live Session), 2018
6.2.3. By Type of Packaged Content in the B2B Scenario (Standard and Custom-made Courses), 2018
6.2.4. By Type of Packaged Content in the Business-to-Consumer Scenario (Standard and Custom-
made Courses), 2018
6.2.5. By Type of Smart Authoring Tools (Gamification, Simulation and Content Editing Tools),
2018
6.3 By the Method of Viewing (Browser, Firm Software and Mobile), 2018
6.4 By the Type of End Users (K-12, Universities, Corporate and Others), 2018
12.1 Competition Scenario in Vietnam E-Learning Market (Competition Stage, Major Players and
Parameters on the Basis of which Companies Compete in the Market)
12.2 Heat Map of Companies representing their Presence or Absence of Features in their Product
Offerings
12.3 Company Profiles of Major Players Operating in the Vietnam E-Learning Market (Company
Overview, Services Portfolio, Regional Presence, Key Business Features, Recent Developments,
Pricing Analysis, Business Partners, Major Clients and Strengths)
12.3.1. E-Group
12.3.2. Yola
12.3.3. Pro Seeds
12.3.4. Hocmai
12.3.5. Kyna
12.3.6. MVV Academy
12.3.7. Topica Edtech Group
12.3.8. Pharos Smart Education
12.3.9. Other Players (Rockit Online, Rabiti, Edubit, Dodaihoc, SchoolBus, Edumall) Operating
in the Vietnam E-Learning Market
14.1. By Revenue, 2018-2023E
14.2. By Segments, 2023E
14.2.1. By Content and Technology Services, 2023E
14.2.2. By Type of Offerings (LMS, Smart Class, Packaged Content, Smart Authoring Tools and
Digitized Services), 2023E
14.2.2.1. By Type of LMS (Self Hosted and Firm Hosted), 2023E
14.2.2.2. By Type of Smart Class (Online Class Session and Online Live Session), 2023E
14.2.2.3. By Type of Packaged Content in the B2B Scenario (Standard and Custom-made Courses),
2023E
14.2.2.4. By Type of Packaged Content in the Business-to-Consumer Scenario (Standard and
Custom-made Courses), 2023E
14.2.2.5. By Type of Smart Authoring Tools (Gamification, Simulation and Content Editing
Tools), 2023E
14.2.3. By the Method of Viewing (Browser, Firm Software and Mobile), 2023E
14.2.4. By the Type of End Users (K-12, Universities, Corporate and Others), 2023E
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