Virtual Tourism Market
Virtual Tourism Market
The market for Virtual Tourism was estimated at $8.27 billion in 2024; it is anticipated to increase to $35.1 billion by 2030, with projections indicating growth to around $117 billion by 2035.
Global Virtual Tourism Market Outlook
Revenue, 2024 (US$B)
$8.3B
Forecast, 2034 (US$B)
$92.1B
CAGR, 2024 - 2034
27.26%
Market Key Insights
- The Virtual Tourism market is projected to grow from $8.3 billion in 2024 to $92.1 billion in 2034. This represents a CAGR of 27.26%, reflecting rising demand across Immersive Vacation Planning, Cultural Education and Heritage Exploration and Accessible Adventure and Exploration.
- Expedia Group, Thomas Cook, Airbnb are among the leading players in this market, shaping its competitive landscape.
- U.S. and China are the top markets within the Virtual Tourism market and are expected to observe the growth CAGR of 26.2% to 38.2% between 2024 and 2030.
- Emerging markets including Indonesia, Colombia and Turkey are expected to observe highest growth with CAGR ranging between 20.4% to 28.4%.
- Transition like Adoption of Immersive Technologies is expected to add $10.9 billion to the Virtual Tourism market growth by 2030
- The Virtual Tourism market is set to add $83.9 billion between 2024 and 2034, with manufacturer targeting Adolescents & Adults Demographic projected to gain a larger market share.
- With Tech-driven lifestyle shifts, and Surge in ar/vr technology, Virtual Tourism market to expand 1014% between 2024 and 2034.
Opportunities in the Virtual Tourism
Virtual tourism offers a perspective, on team building exercises within the corporate realm with many businesses transitioning to remote work and considering virtual travel as a means to strengthen team bonds effectively and affordably in the long run especially amid travel constraints.
Growth Opportunities in North America and Europe
North America Outlook
Europe Outlook
Market Dynamics and Supply Chain
Driver: Tech-Driven Lifestyle Shifts, and Pandemic-Induced Travel Limitations
Restraint: Limited Accessibility and Digital Literacy
Opportunity: Therapeutic Applications and Educational Integration
Challenge: High Setup Cost and Lack of Real Experience
Supply Chain Landscape
Content Creation
Oculus VR
Samsung Electronics
Platform Development
Microsoft
Sony Interactive Entertainment
Facebook Technologies
Distribution Channels
Amazon Web Services
Google Play Store
End-user Applications
PlayStation VR
HTC Vive
Oculus Rift
Content Creation
Oculus VR
Samsung Electronics
Platform Development
Microsoft
Sony Interactive Entertainment
Facebook Technologies
Distribution Channels
Amazon Web Services
Google Play Store
End-user Applications
PlayStation VR
HTC Vive
Oculus Rift