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Virtual Tour Market Report Scope & Overview:

Virtual Tour Market was valued at USD 8.89 billion in 2023 and is expected to reach USD 127.47 billion by 2032, growing at a CAGR of 34.49% from 2024-2032.

This growth is due to rising investment patterns in immersive technologies, heightened consumer demand for interactive experiences, and the expanding need for digital tourism and real estate virtual walkthroughs. Consumer sentiment analysis points to a preference shift toward virtual experiences compared to traditional ones, particularly in industries such as tourism and real estate. Device usage statistics also reflect a spike in virtual tour interaction across smartphones, tablets, and VR headsets. The cost-effectiveness of virtual tours, providing a wider reach at low operational expenses, also propels market growth. Duration of engagement has also grown, with users becoming more engaged in virtual worlds.

U.S. Virtual Tour Market was valued at USD 2.18 billion in 2023 and is expected to reach USD 29.76 billion by 2032, growing at a CAGR of 33.7% from 2024-2032 

The growth of the U.S. Virtual Tour Market is driven by higher demand for engaging experiences in tourism, real estate, and education. Technological advancements in VR and AR have made virtual tours more realistic and accessible, attracting businesses and consumers alike. The market is also supported by digital transformation across industries such as hospitality and retail. Virtual tours also provide cheaper advertising opportunities and lower transportation costs, making them even more attractive. Shifts in consumers' tastes for convenience, security, and interactive online experiences also drive increased adoption and use of virtual tours

Market Dynamics

Drivers

  • Technological Advancements in VR, AR, and 360-Degree Video Drive Growth in the Virtual Tour Market

Increased adoption of VR, AR, and 360-degree video technologies has transformed the virtual tour experience, greatly enhancing realism and user interaction. Virtual reality (VR) enables users to be fully immersed in an interactive environment, while augmented reality (AR) adds digital overlays to real-world views, providing a smooth and dynamic experience. 360-degree video technology offers a complete view, giving users the impression that they are present at a location. These innovations are highly detailed, interactive, and customizable, which are essential to industries such as real estate, tourism, education, and retail. With continued advancements in technology, these virtual experiences become more realistic, and more consumer interest is generated, driving the market to new levels.

Restraints

  • Challenges such as High Costs, Limited Access, and Technical Issues Restrain Growth in the Virtual Tour Market

Developing and implementing high-quality VR, AR, and 360-degree video content requires huge investments in technology and equipment, which is a significant challenge for most businesses. Second, the unavailability of requisite devices like VR headsets or high-speed internet connections restricts the market to a wider audience. The second is the restricted quantity of quality, full-fledged content for various industries, limiting the range of virtual tour experiences. Technical constraints, like motion sickness, poor image quality, and restricted interactivity, may impact satisfaction levels and limit interaction. Issues regarding privacy and security of data also crop up when users access virtual environments. Finally, some customers are loath to adopt virtual tours in favor of more traditional, physical-based ones.

Opportunities

  • Virtual Tour Market Growth Driven by E-Commerce Integration, Tourism, Real Estate, Education, and Personalized Experiences

Virtual try-ons and 360-degree product views are revolutionizing e-commerce by offering interactive shopping experiences that lead to better purchasing decisions by consumers. The tourism industry is also gaining as virtual tours present a new means through which individuals can visit places virtually, particularly when traveling is restricted. Real estate companies can access international markets with virtual property tours, expanding their potential market. For education, virtual field trips and interactive learning scenarios provide new mechanisms for engaging learners. Moreover, improvements in AR/VR equipment make virtual tours more affordable, while companies may utilize virtual space for remote meetings and team building. As personalized experience demand increases, the virtual tour industry is set to grow in various industries.

Challenges

  • User Experience Issues like Motion Sickness, Glitches, and Poor Resolution Hinder Growth in the Virtual Tour Market

Motion sickness, system glitches, and low image resolution can seriously detract from the immersive experience virtual tours are meant to provide. Users who feel uncomfortable as a result of motion sickness can become unable to effectively participate in the tour, making it less effective. Technical difficulties like slow loading times or malfunctioning during interactive sessions can cause irritation and prevent further usage. Also, poor-quality visuals or insufficiency in detail within some of the virtual tours can take away from the sense of realism and participation, creating a less enjoyable user experience. Consequently, enhancing the quality of virtual experiences so that interactions are smooth, comfortable, and visually stunning is essential for the market's long-term viability and retention of users. Resolving these user experience challenges is important in order to gain a wider user base.

Segment Analysis

By Technology

The semi and fully immersive segments led the Virtual Tour Market with the largest revenue percentage of around 62% in 2023. The reason for their dominance lies in the rising consumer interest in highly interactive and engaging experiences. VR and AR are technologies that provide an immersive, realistic experience that finds its application in areas ranging from real estate to tourism and education. These immersive technologies provide users with a more engaging, lifelike exploration, which enhances the overall value and popularity of virtual tours.

The non-immersive segment is anticipated to expand at the fastest CAGR of approximately 36.35% between 2024-2032. This expansion is fueled by the growing use of more affordable, cost-effective options such as 360-degree video tours and web-based interactive experiences. Non-immersive virtual tours enable a wider audience to enjoy virtual tours without the use of dedicated devices such as VR headsets. Their accessibility makes non-immersive tours highly sought by businesses looking to offer cost-efficient means of engaging consumers.

By Application

The real estate segment dominated the Virtual Tour Market with the highest revenue share of about 37% in 2023. This is due to the increasing adoption of virtual tours for property showcasing, which allows potential buyers or renters to explore properties remotely, saving time and resources. Virtual tours offer a detailed, immersive experience, providing potential buyers with a realistic sense of space and layout, making it easier to make informed decisions, thereby driving the segment's growth.

The tourism and hospitality segment is expected to grow at the fastest CAGR of about 36.44% from 2024-2032. This growth is fueled by the rising demand for virtual tourism experiences, allowing travelers to explore destinations remotely. With the advent of immersive technologies, virtual tours can provide an interactive and accessible way to visit famous landmarks, museums, and hotels, particularly for individuals unable to travel. This trend is reshaping the travel and hospitality industry.

By Component

The hardware segment dominated the Virtual Tour Market with the highest revenue share of about 47% in 2023. This dominance is primarily driven by the widespread use of advanced devices such as VR headsets, AR glasses, and 360-degree cameras. These hardware technologies are essential for delivering fully immersive experiences in virtual tours, making them popular across sectors like real estate, education, and tourism. As the demand for more realistic and interactive experiences grows, the hardware segment continues to lead the market.

The services segment is expected to grow at the fastest CAGR of about 37.49% from 2024-2032. This growth is driven by the increasing need for custom virtual tour development, content creation, and platform integration services. As businesses across various industries seek to implement and optimize virtual tour solutions, there is a growing demand for professional services that ensure high-quality experiences. These services support innovation, customization, and the scalability of virtual tours.

Regional Analysis

Asia Pacific dominated the Virtual Tour Market with the highest revenue share of about 40% in 2023. This dominance is driven by the rapid adoption of advanced technologies such as VR, AR, and 360-degree video, particularly in countries like China, Japan, and India. The region's growing real estate, tourism, and retail sectors leverage virtual tours for immersive consumer experiences. Additionally, a tech-savvy population and increased investments in digital infrastructure contribute significantly to the market's growth in the Asia Pacific.

North America is expected to grow at the fastest CAGR of about 36.66% from 2024-2032. This growth is fueled by the strong presence of key players, innovation in VR/AR technologies, and increasing demand for virtual experiences across industries like real estate, tourism, and education. The region’s advanced infrastructure, high disposable income, and early adoption of emerging technologies are key drivers behind the rapid expansion of the virtual tour market in North America.

Key Players

  • Matterport Inc. (Matterport Pro 2, Matterport Cloud)

  • Kuula LLC (Kuula Pro, Kuula Editor)

  • RTV, Inc. (RTV Virtual Tours, RTV Hosting)

  • Concept3D, Inc. (3D Tours, Virtual Campus Tours)

  • Roundme Limited (Roundme Virtual Tours, Roundme Pro)

  • Invision Studio, Inc. (Invision 360 Studio, Invision Virtual Tours)

  • Eye Revolution Ltd. (Eye Revolution VR, Eye Revolution Tour Creator)

  • TourVista (TourVista Virtual Tours, TourVista Pro)

  • CloudPano (CloudPano 360 Virtual Tour, CloudPano White Label)

  • Eyespy360 (Eyespy360 Virtual Tours, Eyespy360 360 Camera)

  • Blue Raven Studios (Blue Raven Virtual Tours, Blue Raven Hosting)

  • Exsight 360 (Exsight Virtual Tour, Exsight 360 Pro)

  • Pan 3Sixty (Pan 3Sixty Virtual Tour, Pan 3Sixty Pro)

  • 360 Imagery (360 Imagery Tours, 360 Imagery Hosting)

  • MI 360 (MI 360 Virtual Tours, MI 360 Hosting)

  • Starts360 (Starts360 Pro, Starts360 Virtual Tours)

  • 360 Pano VR Solutions Private Limited (360 Pano VR Tour, 360 Pano VR Viewer)

  • TourWizard (TourWizard Virtual Tours, TourWizard Pro)

  • The Ricoh Company (Ricoh Theta Z1, Ricoh Theta SC2)

  • Klapty (Klapty Virtual Tours, Klapty Pro)

  • 3DVista (3DVista Virtual Tour, 3DVista Tour Editor)

Recent Developments:

  • In 2024, Kuula partnered with Ricoh to offer exclusive discounts on the Ricoh Theta Z1 and Theta X cameras. This collaboration aims to enhance virtual tour creation with high-quality, easy-to-use equipment.

  • In 2025, Costar Group completed its acquisition of Matterport, enhancing 3D technology for real estate and offering innovative virtual tour solutions to transform property marketing and data analytics.

Virtual Tour Market Report Scope:

Report Attributes Details
Market Size in 2023 USD 8.89 Billion
Market Size by 2032 USD 127.47 Billion
CAGR CAGR of 34.49% From 2024 to 2032
Base Year 2023
Forecast Period 2024-2032
Historical Data 2020-2022
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Component (Hardware, Software, Services)
• By Technology (Non-immersive, Semi & Fully Immersive)
• By Application (Real Estate, Tourism & Hospitality, Art Galleries and Museums, Others)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia, Rest of Latin America)
Company Profiles Matterport Inc., Kuula LLC, RTV, Inc., Concept3D, Inc., Roundme Limited, Invision Studio, Inc., Eye Revolution Ltd., TourVista, CloudPano, Eyespy360, Blue Raven Studios, Exsight 360, Pan 3Sixty, 360 Imagery, MI 360, Starts360, 360 Pano VR Solutions Private Limited, TourWizard, The Ricoh Company, Klapty, 3DVista

Frequently Asked Questions

ANS: Virtual Tour Market was valued at USD 8.89 billion in 2023 and is expected to reach USD 127.47 billion by 2032, growing at a CAGR of 34.49% from 2024-2032.

ANS: The semi and fully immersive segments dominated with a 62% revenue share in 2023, driven by growing demand for realistic, interactive experiences in various industries.

ANS: The real estate segment led with a 37% revenue share in 2023, as virtual property tours offer a convenient, remote way for buyers and renters to explore properties.

ANS: Asia Pacific dominated the market with a 40% share in 2023, driven by rapid adoption of VR and AR technologies across growing real estate, tourism, and retail sectors.

ANS: The growth is driven by technological advancements in VR, AR, 360-degree videos, rising demand for interactive experiences, and the need for virtual real estate and tourism tours.

Table of Contents:

1. Introduction

1.1 Market Definition

1.2 Scope (Inclusion and Exclusions)

1.3 Research Assumptions

2. Executive Summary

2.1 Market Overview

2.2 Regional Synopsis

2.3 Competitive Summary

3. Research Methodology

3.1 Top-Down Approach

3.2 Bottom-up Approach

3.3. Data Validation

3.4 Primary Interviews

4. Market Dynamics Impact Analysis

4.1 Market Driving Factors Analysis

4.1.1 Drivers

4.1.2 Restraints

4.1.3 Opportunities

4.1.4 Challenges

4.2 PESTLE Analysis

4.3 Porter’s Five Forces Model

5. Statistical Insights and Trends Reporting

5.1 Investment Trends

5.2 Consumer Sentiment Analysis

5.3 Device Usage Statistics

5.4 Cost Efficiency of Virtual Tours

5.5 Duration of Virtual Tour Engagement

6. Competitive Landscape

6.1 List of Major Companies, By Region

6.2 Market Share Analysis, By Region

6.3 Product Benchmarking

6.3.1 Product specifications and features

6.3.2 Pricing

6.4 Strategic Initiatives

6.4.1 Marketing and promotional activities

6.4.2 Distribution and supply chain strategies

6.4.3 Expansion plans and new product launches

6.4.4 Strategic partnerships and collaborations

6.5 Technological Advancements

6.6 Market Positioning and Branding

7. Virtual Tour Market Segmentation, By Component

7.1 Chapter Overview

7.2 Hardware

7.2.1 Hardware Market Trends Analysis (2020-2032)

7.2.2 Hardware Market Size Estimates and Forecasts to 2032 (USD Billion)

7.3 Software

7.3.1 Software Market Trends Analysis (2020-2032)

7.3.2 Software Market Size Estimates and Forecasts to 2032 (USD Billion)

7.4 Services

7.4.1 Services Market Trends Analysis (2020-2032)

7.4.2 Services Market Size Estimates and Forecasts to 2032 (USD Billion)

8. Virtual Tour Market Segmentation, By Application

8.1 Chapter Overview

8.2 Real Estate

8.2.1 Real Estate Market Trends Analysis (2020-2032)

8.2.2 Real Estate Market Size Estimates and Forecasts to 2032 (USD Billion)

8.3 Tourism & Hospitality

8.3.1 Tourism & Hospitality Market Trends Analysis (2020-2032)

8.3.2 Tourism & Hospitality Market Size Estimates and Forecasts to 2032 (USD Billion)

8.4 Art Galleries and Museums

8.4.1 Art Galleries and Museums Market Trends Analysis (2020-2032)

8.4.2 Art Galleries and Museums Market Size Estimates and Forecasts to 2032 (USD Billion)

8.5 Others

8.5.1 Others Market Trends Analysis (2020-2032)

8.5.2 Others Market Size Estimates and Forecasts to 2032 (USD Billion)

9. Virtual Tour Market Segmentation, By Technology

9.1 Chapter Overview

9.2 Non-immersive

9.2.1 Non-immersive Market Trends Analysis (2020-2032)

9.2.2 Non-immersive Market Size Estimates and Forecasts to 2032 (USD Billion)

9.3 Semi & Fully Immersive

9.3.1 Semi & Fully Immersive Market Trends Analysis (2020-2032)

9.3.2 Semi & Fully Immersive Market Size Estimates and Forecasts to 2032 (USD Billion)

10. Regional Analysis

10.1 Chapter Overview

10.2 North America

10.2.1 Trends Analysis

10.2.2 North America Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.2.3 North America Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.2.4 North America Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.2.5 North America Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.2.6 USA

10.2.6.1 USA Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.2.6.2 USA Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.2.6.3 USA Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.2.7 Canada

10.2.7.1 Canada Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.2.7.2 Canada Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.2.7.3 Canada Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.2.8 Mexico

10.2.8.1 Mexico Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.2.8.2 Mexico Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.2.8.3 Mexico Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3 Europe

10.3.1 Eastern Europe

10.3.1.1 Trends Analysis

10.3.1.2 Eastern Europe Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.3.1.3 Eastern Europe Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.3.1.4 Eastern Europe Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.5 Eastern Europe Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.1.6 Poland

10.3.1.6.1 Poland Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.1.6.2 Poland Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.6.3 Poland Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.1.7 Romania

10.3.1.7.1 Romania Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.1.7.2 Romania Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.7.3 Romania Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.1.8 Hungary

10.3.1.8.1 Hungary Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.1.8.2 Hungary Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.8.3 Hungary Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.1.9 Turkey

10.3.1.9.1 Turkey Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.1.9.2 Turkey Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.9.3 Turkey Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.1.10 Rest of Eastern Europe

10.3.1.10.1 Rest of Eastern Europe Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.1.10.2 Rest of Eastern Europe Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.1.10.3 Rest of Eastern Europe Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2 Western Europe

10.3.2.1 Trends Analysis

10.3.2.2 Western Europe Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.3.2.3 Western Europe Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.3.2.4 Western Europe Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.5 Western Europe Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.6 Germany

10.3.2.6.1 Germany Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.6.2 Germany Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.6.3 Germany Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.7 France

10.3.2.7.1 France Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.7.2 France Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.7.3 France Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.8 UK

10.3.2.8.1 UK Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.8.2 UK Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.8.3 UK Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.9 Italy

10.3.2.9.1 Italy Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.9.2 Italy Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.9.3 Italy Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.10 Spain

10.3.2.10.1 Spain Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.10.2 Spain Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.10.3 Spain Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.11 Netherlands

10.3.2.11.1 Netherlands Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.11.2 Netherlands Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.11.3 Netherlands Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.12 Switzerland

10.3.2.12.1 Switzerland Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.12.2 Switzerland Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.12.3 Switzerland Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.13 Austria

10.3.2.13.1 Austria Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.13.2 Austria Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.13.3 Austria Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.3.2.14 Rest of Western Europe

10.3.2.14.1 Rest of Western Europe Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.3.2.14.2 Rest of Western Europe Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.3.2.14.3 Rest of Western Europe Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4 Asia Pacific

10.4.1 Trends Analysis

10.4.2 Asia Pacific Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.4.3 Asia Pacific Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.4.4 Asia Pacific Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.5 Asia Pacific Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.6 China

10.4.6.1 China Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.6.2 China Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.6.3 China Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.7 India

10.4.7.1 India Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.7.2 India Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.7.3 India Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.8 Japan

10.4.8.1 Japan Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.8.2 Japan Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.8.3 Japan Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.9 South Korea

10.4.9.1 South Korea Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.9.2 South Korea Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.9.3 South Korea Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.10 Vietnam

10.4.10.1 Vietnam Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.10.2 Vietnam Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.10.3 Vietnam Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.11 Singapore

10.4.11.1 Singapore Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.11.2 Singapore Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.11.3 Singapore Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.12 Australia

10.4.12.1 Australia Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.12.2 Australia Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.12.3 Australia Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.4.13 Rest of Asia Pacific

10.4.13.1 Rest of Asia Pacific Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.4.13.2 Rest of Asia Pacific Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.4.13.3 Rest of Asia Pacific Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5 Middle East and Africa

10.5.1 Middle East

10.5.1.1 Trends Analysis

10.5.1.2 Middle East Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.5.1.3 Middle East Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.5.1.4 Middle East Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.5 Middle East Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.1.6 UAE

10.5.1.6.1 UAE Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.1.6.2 UAE Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.6.3 UAE Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.1.7 Egypt

10.5.1.7.1 Egypt Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.1.7.2 Egypt Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.7.3 Egypt Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.1.8 Saudi Arabia

10.5.1.8.1 Saudi Arabia Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.1.8.2 Saudi Arabia Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.8.3 Saudi Arabia Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.1.9 Qatar

10.5.1.9.1 Qatar Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.1.9.2 Qatar Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.9.3 Qatar Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.1.10 Rest of Middle East

10.5.1.10.1 Rest of Middle East Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.1.10.2 Rest of Middle East Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.1.10.3 Rest of Middle East Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.2 Africa

10.5.2.1 Trends Analysis

10.5.2.2 Africa Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.5.2.3 Africa Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.5.2.4 Africa Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.2.5 Africa Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.2.6 South Africa

10.5.2.6.1 South Africa Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.2.6.2 South Africa Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.2.6.3 South Africa Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.2.7 Nigeria

10.5.2.7.1 Nigeria Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.2.7.2 Nigeria Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.2.7.3 Nigeria Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.5.2.8 Rest of Africa

10.5.2.8.1 Rest of Africa Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.5.2.8.2 Rest of Africa Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.5.2.8.3 Rest of Africa Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.6 Latin America

10.6.1 Trends Analysis

10.6.2 Latin America Virtual Tour Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)

10.6.3 Latin America Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion) 

10.6.4 Latin America Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.6.5 Latin America Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.6.6 Brazil

10.6.6.1 Brazil Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.6.6.2 Brazil Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.6.6.3 Brazil Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.6.7 Argentina

10.6.7.1 Argentina Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.6.7.2 Argentina Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.6.7.3 Argentina Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.6.8 Colombia

10.6.8.1 Colombia Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.6.8.2 Colombia Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.6.8.3 Colombia Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

10.6.9 Rest of Latin America

10.6.9.1 Rest of Latin America Virtual Tour Market Estimates and Forecasts, By Component (2020-2032) (USD Billion)

10.6.9.2 Rest of Latin America Virtual Tour Market Estimates and Forecasts, By Application (2020-2032) (USD Billion)

10.6.9.3 Rest of Latin America Virtual Tour Market Estimates and Forecasts, By Technology (2020-2032) (USD Billion)

11. Company Profiles

11.1 Matterport Inc.

11.1.1 Company Overview

11.1.2 Financial

11.1.3 Products/ Services Offered

11.1.4 SWOT Analysis

11.2 Kuula LLC

11.2.1 Company Overview

11.2.2 Financial

11.2.3 Products/ Services Offered

11.2.4 SWOT Analysis

11.3 RTV, Inc.

11.3.1 Company Overview

11.3.2 Financial

11.3.3 Products/ Services Offered

11.3.4 SWOT Analysis

11.4 Concept3D, Inc.

11.4.1 Company Overview

11.4.2 Financial

11.4.3 Products/ Services Offered

11.4.4 SWOT Analysis

11.5 Roundme Limited

11.5.1 Company Overview

11.5.2 Financial

11.5.3 Products/ Services Offered

11.5.4 SWOT Analysis

11.6 Invision Studio, Inc.

11.6.1 Company Overview

11.6.2 Financial

11.6.3 Products/ Services Offered

11.6.4 SWOT Analysis

11.7 Eye Revolution Ltd.

11.7.1 Company Overview

11.7.2 Financial

11.7.3 Products/ Services Offered

11.7.4 SWOT Analysis

11.8 TourVista

11.8.1 Company Overview

11.8.2 Financial

11.8.3 Products/ Services Offered

11.8.4 SWOT Analysis

11.9 CloudPano

11.9.1 Company Overview

11.9.2 Financial

11.9.3 Products/ Services Offered

11.9.4 SWOT Analysis

11.10 Eyespy360

11.10.1 Company Overview

11.10.2 Financial

11.10.3 Products/ Services Offered

11.10.4 SWOT Analysis

12. Use Cases and Best Practices

13. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.

Key Segments:

By Component

    • Hardware

    • Software

    • Services

By Technology

    • Non-immersive

    • Semi & Fully Immersive

By Application

    • Real Estate

    • Tourism & Hospitality

    • Art Galleries and Museums

    • Others

Request for Segment Customization as per your Business Requirement: Segment Customization Request

Regional Coverage:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

Request for Country Level Research Report: Country Level Customization Request

Available Customization

With the given market data, SNS Insider offers customization as per the company’s specific needs. The following customization options are available for the report:

  • Detailed Volume Analysis

  • Criss-Cross segment analysis (e.g. Product X Application)

  • Competitive Product Benchmarking

  • Geographic Analysis

  • Additional countries in any of the regions

  • Customized Data Representation

  • Detailed analysis and profiling of additional market players


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