The virtual tourism market size has grown rapidly in recent years. It will grow from $12.38 billion in 2024 to $14.56 billion in 2025 at a compound annual growth rate (CAGR) of 17.6%. The growth in the historic period can be attributed to increasing internet penetration, the rise of mobile devices, digital marketing growth, rising consumer demand for convenience, and growth in investment in virtual tour infrastructure.
The virtual tourism market size is expected to see rapid growth in the next few years. It will grow to $27.93 billion in 2029 at a compound annual growth rate (CAGR) of 17.7%. The growth in the forecast period can be attributed to increasing adoption of 5G networks, growing popularity of smart devices, expansion of digital marketing strategies, enhanced user experience features, and integration of interactive features. Major trends in the forecast period include increasing adoption of virtual reality (VR), growth of remote experiences, integration of artificial intelligence (AI), expansion of educational content, and incorporation of social features.
The forecast of 17.7% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. New duties on immersive technologies like 360-degree cameras and AR/VR devices might limit the quality and reach of virtual tourism platforms, especially for educational or remote access use. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The expansion of the real estate industry is projected to drive growth in the virtual tourism market. Real estate industries, encompassing activities such as buying, selling, leasing, and managing residential, commercial, and industrial properties, are experiencing growth due to urbanization, economic development, and favorable investment conditions. Real estate companies are utilizing virtual reality (VR) and augmented reality (AR) technologies to provide immersive property tours, allowing potential buyers and tourists to explore properties globally without physical visits. This innovation enhances virtual tourism by offering detailed, interactive views of luxury properties. For example, in July 2024, the United States Census Bureau reported that in June 2023, the number of privately owned housing units authorized by building permits was 1,493,000, a 3.1% increase from the 1,399,000 units permitted in May 2023. This growth in the real estate sector is expected to drive the virtual tourism market.
Leading companies in the virtual tourism market are developing advanced technology, such as AI-powered three-dimensional (3D) virtual tours, to deliver cost-effective and rapid 3D solutions that transform virtual real estate experiences. AI-powered 3D virtual tours use artificial intelligence to create immersive, realistic digital simulations of real-world locations, allowing users to explore and interact with virtual environments in three dimensions, with adaptive content and personalized experiences. For instance, in January 2024, Planitar Inc., a Canada-based measurement technology provider, launched iGUIDE Instant. This solution offers an affordable option at USD 7.99 per project, enabling real estate photographers to quickly generate high-quality virtual tours and floor plans, often within minutes of capturing property data. The platform integrates with social media and web platforms, allowing customizable branding for listing agents and providing analytics reports to track online engagement and assess listing effectiveness. iGUIDE Instant captures high-resolution 360° imagery, enhancing the viewing experience by enabling potential buyers to explore properties in exceptional detail.
In December 2022, Zillow Group, a U.S.-based real estate company, acquired VRX Media for an undisclosed amount. This acquisition is aimed at enhancing Zillow’s real estate offerings and enabling the company to provide advanced media services through its ShowingTime+ software suite. The acquisition also positions Zillow to set a new industry standard with rich interactive media for property listings. VRX Media, a U.S.-based provider of virtual staging and 3D virtual tours for the real estate and commercial sectors, will be integrated into Zillow’s operations.
Major companies operating in the virtual tourism market are Google LLC, Intel Corporation, Toshiba Corporation, Ricoh Co. Ltd., Zebra Technologies Corp., Autodesk Inc., Trimble Inc., Zillow Group, Leica Geosystems AG, Cvent Inc., Magic Leap Inc., Vuzix, Real Tour Vision (RTV) Inc., Vieweet, Urbanimmersive Inc., Blippar Group Limited, UNIMERSIV, Kuula Inc., Virtual Pictures Corp., Cupix Inc.
North America was the largest region in the virtual tourism market in 2024. The regions covered in the virtual tourism market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual tourism market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual tourism market consists of revenues earned by entities by providing services such as virtual event and exhibition participation, digital travel planning services, educational virtual field trips, virtual shopping, and souvenir purchases. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual tourism market also includes sales of virtual reality (VR) headsets, augmented reality (AR) glasses, high-performance computers. 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).
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles - many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.
Virtual tourism leverages technology to create simulated experiences of real or imagined locations, allowing individuals to explore and interact with these environments without physical presence. It provides a secure and convenient alternative to traditional travel, especially when travel is hazardous or impractical, and helps preserve and promote cultural heritage by creating digital records of historic sites and traditions.
The main types of virtual tourism include 360-degree virtual tours, three-dimensional (3D) virtual tours, and virtual reality (VR) tours. A 360-degree virtual tour enables users to navigate a virtual environment through panoramic images, offering a comprehensive view and allowing exploration as if physically present. These tours are available in various formats, such as cloud-based and web-based, and utilize technologies including 3D scanning and imaging, photogrammetry, computer vision, haptic feedback, and spatial audio. Direct suppliers of virtual tourism include airlines, hotel chains, tour operators, and government bodies. End users of virtual tourism span travelers and tourists, hospitality and accommodation sectors, cultural and historical sites, entertainment and recreation, and educational and training institutions.
The virtual tourism market research report is one of a series of new reports that provides virtual tourism market statistics, including virtual tourism industry global market size, regional shares, competitors with a virtual tourism market share, detailed virtual tourism market segments, market trends and opportunities, and any further data you may need to thrive in the virtual tourism industry. This virtual tourism market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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 1-3 business days.
The virtual tourism market size is expected to see rapid growth in the next few years. It will grow to $27.93 billion in 2029 at a compound annual growth rate (CAGR) of 17.7%. The growth in the forecast period can be attributed to increasing adoption of 5G networks, growing popularity of smart devices, expansion of digital marketing strategies, enhanced user experience features, and integration of interactive features. Major trends in the forecast period include increasing adoption of virtual reality (VR), growth of remote experiences, integration of artificial intelligence (AI), expansion of educational content, and incorporation of social features.
The forecast of 17.7% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. New duties on immersive technologies like 360-degree cameras and AR/VR devices might limit the quality and reach of virtual tourism platforms, especially for educational or remote access use. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The expansion of the real estate industry is projected to drive growth in the virtual tourism market. Real estate industries, encompassing activities such as buying, selling, leasing, and managing residential, commercial, and industrial properties, are experiencing growth due to urbanization, economic development, and favorable investment conditions. Real estate companies are utilizing virtual reality (VR) and augmented reality (AR) technologies to provide immersive property tours, allowing potential buyers and tourists to explore properties globally without physical visits. This innovation enhances virtual tourism by offering detailed, interactive views of luxury properties. For example, in July 2024, the United States Census Bureau reported that in June 2023, the number of privately owned housing units authorized by building permits was 1,493,000, a 3.1% increase from the 1,399,000 units permitted in May 2023. This growth in the real estate sector is expected to drive the virtual tourism market.
Leading companies in the virtual tourism market are developing advanced technology, such as AI-powered three-dimensional (3D) virtual tours, to deliver cost-effective and rapid 3D solutions that transform virtual real estate experiences. AI-powered 3D virtual tours use artificial intelligence to create immersive, realistic digital simulations of real-world locations, allowing users to explore and interact with virtual environments in three dimensions, with adaptive content and personalized experiences. For instance, in January 2024, Planitar Inc., a Canada-based measurement technology provider, launched iGUIDE Instant. This solution offers an affordable option at USD 7.99 per project, enabling real estate photographers to quickly generate high-quality virtual tours and floor plans, often within minutes of capturing property data. The platform integrates with social media and web platforms, allowing customizable branding for listing agents and providing analytics reports to track online engagement and assess listing effectiveness. iGUIDE Instant captures high-resolution 360° imagery, enhancing the viewing experience by enabling potential buyers to explore properties in exceptional detail.
In December 2022, Zillow Group, a U.S.-based real estate company, acquired VRX Media for an undisclosed amount. This acquisition is aimed at enhancing Zillow’s real estate offerings and enabling the company to provide advanced media services through its ShowingTime+ software suite. The acquisition also positions Zillow to set a new industry standard with rich interactive media for property listings. VRX Media, a U.S.-based provider of virtual staging and 3D virtual tours for the real estate and commercial sectors, will be integrated into Zillow’s operations.
Major companies operating in the virtual tourism market are Google LLC, Intel Corporation, Toshiba Corporation, Ricoh Co. Ltd., Zebra Technologies Corp., Autodesk Inc., Trimble Inc., Zillow Group, Leica Geosystems AG, Cvent Inc., Magic Leap Inc., Vuzix, Real Tour Vision (RTV) Inc., Vieweet, Urbanimmersive Inc., Blippar Group Limited, UNIMERSIV, Kuula Inc., Virtual Pictures Corp., Cupix Inc.
North America was the largest region in the virtual tourism market in 2024. The regions covered in the virtual tourism market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual tourism market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual tourism market consists of revenues earned by entities by providing services such as virtual event and exhibition participation, digital travel planning services, educational virtual field trips, virtual shopping, and souvenir purchases. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual tourism market also includes sales of virtual reality (VR) headsets, augmented reality (AR) glasses, high-performance computers. 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).
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles - many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.
Virtual tourism leverages technology to create simulated experiences of real or imagined locations, allowing individuals to explore and interact with these environments without physical presence. It provides a secure and convenient alternative to traditional travel, especially when travel is hazardous or impractical, and helps preserve and promote cultural heritage by creating digital records of historic sites and traditions.
The main types of virtual tourism include 360-degree virtual tours, three-dimensional (3D) virtual tours, and virtual reality (VR) tours. A 360-degree virtual tour enables users to navigate a virtual environment through panoramic images, offering a comprehensive view and allowing exploration as if physically present. These tours are available in various formats, such as cloud-based and web-based, and utilize technologies including 3D scanning and imaging, photogrammetry, computer vision, haptic feedback, and spatial audio. Direct suppliers of virtual tourism include airlines, hotel chains, tour operators, and government bodies. End users of virtual tourism span travelers and tourists, hospitality and accommodation sectors, cultural and historical sites, entertainment and recreation, and educational and training institutions.
The virtual tourism market research report is one of a series of new reports that provides virtual tourism market statistics, including virtual tourism industry global market size, regional shares, competitors with a virtual tourism market share, detailed virtual tourism market segments, market trends and opportunities, and any further data you may need to thrive in the virtual tourism industry. This virtual tourism market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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 1-3 business days.
Table of Contents
1. Executive Summary2. Virtual Tourism Market Characteristics3. Virtual Tourism Market Trends and Strategies32. Global Virtual Tourism Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Virtual Tourism Market34. Recent Developments in the Virtual Tourism Market
4. Virtual Tourism Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, and Covid and Recovery on the Market
5. Global Virtual Tourism Growth Analysis and Strategic Analysis Framework
6. Virtual Tourism Market Segmentation
360 Virtual Tour
7. Virtual Tourism Market Regional and Country Analysis
8. Asia-Pacific Virtual Tourism Market
9. China Virtual Tourism Market
10. India Virtual Tourism Market
11. Japan Virtual Tourism Market
12. Australia Virtual Tourism Market
13. Indonesia Virtual Tourism Market
14. South Korea Virtual Tourism Market
15. Western Europe Virtual Tourism Market
16. UK Virtual Tourism Market
17. Germany Virtual Tourism Market
18. France Virtual Tourism Market
19. Italy Virtual Tourism Market
20. Spain Virtual Tourism Market
21. Eastern Europe Virtual Tourism Market
22. Russia Virtual Tourism Market
23. North America Virtual Tourism Market
24. USA Virtual Tourism Market
25. Canada Virtual Tourism Market
26. South America Virtual Tourism Market
27. Brazil Virtual Tourism Market
28. Middle East Virtual Tourism Market
29. Africa Virtual Tourism Market
30. Virtual Tourism Market Competitive Landscape and Company Profiles
31. Virtual Tourism Market Other Major and Innovative Companies
35. Virtual Tourism Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Virtual Tourism Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual 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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- Create regional and country strategies on the basis of local data and analysis.
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- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for virtual tourism? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual 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: technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- 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.
- 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: 360 Virtual Tour; Three-Dimensional (3D) Virtual Tour; Virtual Reality Tour2) by Product Type: Cloud-Based; Web Based
3) by Technology: Three-Dimensional (3D) Scanning and Imaging; Photogrammetry; Computer Vision; Haptic Feedback; Spatial Audio; Other Technologies
4) by Direct Suppliers: Airlines; Hotel Campaigns; Tour Operators; Government Bodies
5) by End-Use: Travelers and Tourists; Hospitality and Accommodation; Cultural and Historical Sites; Entertainment and Recreation; Education and Training; Other End-Uses
Subsegments:
1) by 360 Virtual Tour: Single Location 360 Tours; Multiple Location 360 Tours2) by Three-Dimensional (3D) Virtual Tour: 3D Static Tours; 3D Interactive Tours
3) by Virtual Reality Tour: Immersive VR Tours; Non-immersive VR Tours
Companies Mentioned: Google LLC; Intel Corporation; Toshiba Corporation; Ricoh Co. Ltd.; Zebra Technologies Corp.; Autodesk Inc.; Trimble Inc.; Zillow Group; Leica Geosystems AG; Cvent Inc.; Magic Leap Inc.; Vuzix; Real Tour Vision (RTV) Inc.; Vieweet; Urbanimmersive Inc.; Blippar Group Limited; UNIMERSIV; Kuula Inc.; Virtual Pictures Corp.; Cupix Inc.
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 companies featured in this Virtual Tourism market report include:- Google LLC
- Intel Corporation
- Toshiba Corporation
- Ricoh Co. Ltd.
- Zebra Technologies Corp.
- Autodesk Inc.
- Trimble Inc.
- Zillow Group
- Leica Geosystems AG
- Cvent Inc.
- Magic Leap Inc.
- Vuzix
- Real Tour Vision (RTV) Inc.
- Vieweet
- Urbanimmersive Inc.
- Blippar Group Limited
- UNIMERSIV
- Kuula Inc.
- Virtual Pictures Corp.
- Cupix Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 250 |
Published | September 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 14.56 Billion |
Forecasted Market Value ( USD | $ 27.93 Billion |
Compound Annual Growth Rate | 17.7% |
Regions Covered | Global |
No. of Companies Mentioned | 21 |