This Virtual Reality In Tourism market report covers industry characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
The virtual reality in tourism market size has grown exponentially in recent years. It will grow from $3.93 billion in 2023 to $5.44 billion in 2024 at a compound annual growth rate (CAGR) of 38.2%. The growth during the historic period can be attributed to greater internet accessibility, the proliferation of mobile devices, the influence of the gaming industry, the expansion of social media platforms, and the adoption of new technologies in the entertainment sector.
The virtual reality in tourism market size is expected to see exponential growth in the next few years. It will grow to $19.91 billion in 2028 at a compound annual growth rate (CAGR) of 38.3%. The anticipated growth during the forecast period can be attributed to the rising demand for personalized experiences, increased disposable income, the expansion of 5G networks, the popularity of virtual events, and greater awareness of VR applications. Key trends expected include the integration of AI with VR, collaborations between technology and tourism sectors, the creation of VR content for cultural heritage sites, the growth of VR tourism education programs, and the rise of virtual tours for locations that are otherwise inaccessible.
The growing demand for travel and tourism is expected to boost the virtual reality (VR) market within this sector. This increase in demand is driven by higher disposable incomes, the easing of travel restrictions, and a desire for unique travel experiences. VR technology in travel and tourism allows prospective travelers to take virtual tours of destinations, hotels, and attractions before making bookings, aiding in more informed decisions and enhancing confidence in their choices. For example, in November 2022, the Office for National Statistics reported that overseas visits to the UK in June 2022 reached 3 million, up from 2.8 million in May 2022. This growing interest in travel and tourism is fueling the expansion of the VR in tourism market.
Leading companies in the VR tourism sector are focusing on innovative solutions such as virtual interactive portals to enhance travel experiences. These portals are online platforms that provide immersive, interactive experiences, allowing users to explore and engage with virtual environments. For instance, in February 2024, the Tokyo Metropolitan Government (TMG) and the Tokyo Convention and Visitors Bureau launched the Hello! Tokyo Friends platform on Roblox. This VR experience allows users to explore Tokyo's cultural and historical landmarks through activities such as treasure hunts and games, with future plans to include settings from the Edo period. Additionally, the Tokyo Hunt App combines augmented reality with real-world exploration, enabling users to capture AR photos with virtual characters at landmarks such as the Hachiko Statue and Asakusa Kaminarimon Gate. Users are encouraged to visit specific city checkpoints to collect emblems for use in the virtual world.
In November 2021, American Express Global Business Travel (GBT) acquired Egencia (Expedia Group) for an undisclosed amount. This acquisition is part of GBT's growth strategy through strategic mergers and acquisitions, aimed at enhancing its service offerings and technological capabilities in the managed travel sector. Egencia, a corporate travel management company based in the US, offers 360° virtual reality tours.
Major companies operating in the virtual reality in tourism market are Alphabet Inc., Samsung Electronics, Microsoft Corporation, Sony Group Corporation, Lufthansa Group, Nokia Corporation, Marriott International, TUI Group, National Geographic, Thomas Cook, HTC Corporation, EON Reality Inc, YouVisit, VironIT, 3D Walkabout, VeeR VR, AirPano, Travel World VR LLC, VR IMMERSION LTD, VR Gorilla, Cyber Tours Ltd.
Asia-Pacific was the largest region in the virtual reality in tourism market in 2023. The regions covered in the virtual reality in tourism market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the virtual reality in tourism market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Virtual reality (VR) in tourism uses immersive technology to create virtual representations of destinations, enabling travelers to explore and experience places before physically visiting them. It provides interactive tours, previews of accommodations, and simulated activities, enhancing the trip planning process and aiding in decision-making. VR also offers remote access to attractions, expanding the reach of tourism experiences.
The primary types of VR in tourism are 3D, 4D, and others. 3D virtual reality involves digital experiences that mimic real-world destinations, allowing users to interact with virtual environments as though they were actually there. This is achieved through devices such as head-mounted displays (HMDs), smartphones, consoles, and personal computers (PCs), and is accessible on platforms such as Android, iOS, Windows, and macOS. Applications of 3D VR include travel agencies, hotels, tourist attractions, entertainment, education, retail, and healthcare.
The virtual reality in tourism market research report is one of a series of new reports that provides virtual reality in tourism market statistics, including the virtual reality in tourism industry's global market size, regional shares, competitors with a virtual reality in tourism market share, detailed virtual reality in tourism market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality in tourism industry. This virtual reality in tourism market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The virtual reality in tourism market consists of revenues earned by entities by providing services such as virtual reality (VR)-based destination marketing services, virtual heritage site explorations, and virtual reality (VR)-enhanced travel planning consultations. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality in tourism market also includes sales of virtual reality headsets and specialized virtual reality controllers. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The virtual reality in tourism market size has grown exponentially in recent years. It will grow from $3.93 billion in 2023 to $5.44 billion in 2024 at a compound annual growth rate (CAGR) of 38.2%. The growth during the historic period can be attributed to greater internet accessibility, the proliferation of mobile devices, the influence of the gaming industry, the expansion of social media platforms, and the adoption of new technologies in the entertainment sector.
The virtual reality in tourism market size is expected to see exponential growth in the next few years. It will grow to $19.91 billion in 2028 at a compound annual growth rate (CAGR) of 38.3%. The anticipated growth during the forecast period can be attributed to the rising demand for personalized experiences, increased disposable income, the expansion of 5G networks, the popularity of virtual events, and greater awareness of VR applications. Key trends expected include the integration of AI with VR, collaborations between technology and tourism sectors, the creation of VR content for cultural heritage sites, the growth of VR tourism education programs, and the rise of virtual tours for locations that are otherwise inaccessible.
The growing demand for travel and tourism is expected to boost the virtual reality (VR) market within this sector. This increase in demand is driven by higher disposable incomes, the easing of travel restrictions, and a desire for unique travel experiences. VR technology in travel and tourism allows prospective travelers to take virtual tours of destinations, hotels, and attractions before making bookings, aiding in more informed decisions and enhancing confidence in their choices. For example, in November 2022, the Office for National Statistics reported that overseas visits to the UK in June 2022 reached 3 million, up from 2.8 million in May 2022. This growing interest in travel and tourism is fueling the expansion of the VR in tourism market.
Leading companies in the VR tourism sector are focusing on innovative solutions such as virtual interactive portals to enhance travel experiences. These portals are online platforms that provide immersive, interactive experiences, allowing users to explore and engage with virtual environments. For instance, in February 2024, the Tokyo Metropolitan Government (TMG) and the Tokyo Convention and Visitors Bureau launched the Hello! Tokyo Friends platform on Roblox. This VR experience allows users to explore Tokyo's cultural and historical landmarks through activities such as treasure hunts and games, with future plans to include settings from the Edo period. Additionally, the Tokyo Hunt App combines augmented reality with real-world exploration, enabling users to capture AR photos with virtual characters at landmarks such as the Hachiko Statue and Asakusa Kaminarimon Gate. Users are encouraged to visit specific city checkpoints to collect emblems for use in the virtual world.
In November 2021, American Express Global Business Travel (GBT) acquired Egencia (Expedia Group) for an undisclosed amount. This acquisition is part of GBT's growth strategy through strategic mergers and acquisitions, aimed at enhancing its service offerings and technological capabilities in the managed travel sector. Egencia, a corporate travel management company based in the US, offers 360° virtual reality tours.
Major companies operating in the virtual reality in tourism market are Alphabet Inc., Samsung Electronics, Microsoft Corporation, Sony Group Corporation, Lufthansa Group, Nokia Corporation, Marriott International, TUI Group, National Geographic, Thomas Cook, HTC Corporation, EON Reality Inc, YouVisit, VironIT, 3D Walkabout, VeeR VR, AirPano, Travel World VR LLC, VR IMMERSION LTD, VR Gorilla, Cyber Tours Ltd.
Asia-Pacific was the largest region in the virtual reality in tourism market in 2023. The regions covered in the virtual reality in tourism market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the virtual reality in tourism market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Virtual reality (VR) in tourism uses immersive technology to create virtual representations of destinations, enabling travelers to explore and experience places before physically visiting them. It provides interactive tours, previews of accommodations, and simulated activities, enhancing the trip planning process and aiding in decision-making. VR also offers remote access to attractions, expanding the reach of tourism experiences.
The primary types of VR in tourism are 3D, 4D, and others. 3D virtual reality involves digital experiences that mimic real-world destinations, allowing users to interact with virtual environments as though they were actually there. This is achieved through devices such as head-mounted displays (HMDs), smartphones, consoles, and personal computers (PCs), and is accessible on platforms such as Android, iOS, Windows, and macOS. Applications of 3D VR include travel agencies, hotels, tourist attractions, entertainment, education, retail, and healthcare.
The virtual reality in tourism market research report is one of a series of new reports that provides virtual reality in tourism market statistics, including the virtual reality in tourism industry's global market size, regional shares, competitors with a virtual reality in tourism market share, detailed virtual reality in tourism market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality in tourism industry. This virtual reality in tourism market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The virtual reality in tourism market consists of revenues earned by entities by providing services such as virtual reality (VR)-based destination marketing services, virtual heritage site explorations, and virtual reality (VR)-enhanced travel planning consultations. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality in tourism market also includes sales of virtual reality headsets and specialized virtual reality controllers. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Reality in Tourism Market Characteristics3. Virtual Reality in Tourism Market Trends and Strategies
4. Virtual Reality in Tourism Market - Macro Economic Scenario
5. Global Virtual Reality in Tourism Market Size and Growth
6. Virtual Reality in Tourism Market Segmentation
7. Virtual Reality in Tourism Market Regional and Country Analysis
8. Asia-Pacific Virtual Reality in Tourism Market
9. China Virtual Reality in Tourism Market
10. India Virtual Reality in Tourism Market
11. Japan Virtual Reality in Tourism Market
12. Australia Virtual Reality in Tourism Market
13. Indonesia Virtual Reality in Tourism Market
14. South Korea Virtual Reality in Tourism Market
15. Western Europe Virtual Reality in Tourism Market
16. UK Virtual Reality in Tourism Market
17. Germany Virtual Reality in Tourism Market
18. France Virtual Reality in Tourism Market
19. Italy Virtual Reality in Tourism Market
20. Spain Virtual Reality in Tourism Market
21. Eastern Europe Virtual Reality in Tourism Market
22. Russia Virtual Reality in Tourism Market
23. North America Virtual Reality in Tourism Market
24. USA Virtual Reality in Tourism Market
25. Canada Virtual Reality in Tourism Market
26. South America Virtual Reality in Tourism Market
27. Brazil Virtual Reality in Tourism Market
28. Middle East Virtual Reality in Tourism Market
29. Africa Virtual Reality in Tourism Market
30. Virtual Reality in Tourism Market Competitive Landscape and Company Profiles
31. Virtual Reality in Tourism Market Other Major and Innovative Companies
35. Virtual Reality in Tourism Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Virtual Reality In Tourism Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual reality in tourism market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for virtual reality in tourism ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality in tourism market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Type: 3 Dimension (3D); 4 Dimension (4D); Other Types2) By Device: Head-Mounted Displays (HMDs); Smartphones; Consoles; Personal Computers (PCs)
3) By Platform: Android; iPhone Operating System (IOS); Windows; Macintosh Operating System (Mac OS)
4) By Application: Travel Agency; Hotel; Tourist Attractions; Entertainment; Education; Retail; Healthcare
Key Companies Mentioned: Alphabet Inc.; Samsung Electronics; Microsoft Corporation; Sony Group Corporation; Lufthansa Group
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The major companies profiled in this Virtual Reality in Tourism market report include:- Alphabet Inc.
- Samsung Electronics
- Microsoft Corporation
- Sony Group Corporation
- Lufthansa Group
- Nokia Corporation
- Marriott International
- TUI Group
- National Geographic
- Thomas Cook
- HTC Corporation
- EON Reality Inc
- YouVisit
- VironIT
- 3D Walkabout
- VeeR VR
- AirPano
- Travel World VR LLC
- VR IMMERSION LTD
- VR Gorilla
- Cyber Tours Ltd
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | November 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 5.44 Billion |
Forecasted Market Value ( USD | $ 19.91 Billion |
Compound Annual Growth Rate | 38.3% |
Regions Covered | Global |
No. of Companies Mentioned | 22 |