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市場調查報告書
商品編碼
2046166
旅遊業AR/VR市場-全球產業規模、佔有率、趨勢、機會和預測:按技術、組件、應用、產品、地區和競爭格局分類,2021-2031年AR/VR in Travel & Tourism Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Technology, By Component, By Application, By Product, By Region & Competition, 2021-2031F |
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全球旅遊業的 AR/VR 市場預計將從 2025 年的 100.9 億美元大幅成長至 2031 年的 249.8 億美元,複合年成長率為 16.31%。
該市場涵蓋虛擬實境 (VR) 遊覽和擴增實境(AR) 疊加等身臨其境型技術,旨在提升目的地行銷和整體旅行體驗。這些解決方案使旅客能夠在預訂前虛擬探索目的地,並在抵達後獲取互動式即時導航資訊。推動該市場成長的關鍵因素包括高性能智慧型手機的普及、高速 5G 通訊的全球推廣,以及消費者對貫穿整個旅行體驗的自主、自助和非接觸式數位互動工具日益成長的需求。市場擴張的主要障礙包括缺乏標準化的技術協議以及製作高清 3D 內容所需的大量資本投入。這項資金障礙對小規模旅遊業者的影響尤其顯著,限制了他們開發自有身臨其境型應用程式的能力。儘管有這些挑戰,消費者對數位融合的接受度依然很高,凸顯了這些技術的可行性。根據國際航空運輸協會 (IATA) 2025 年的報告,全球 78% 的乘客更喜歡使用智慧型手機進行旅遊管理,這表明行動擴增實境(AR) 的普及具有堅實的基礎。
| 市場概覽 | |
|---|---|
| 預測期 | 2027-2031 |
| 市場規模:2025年 | 100.9億美元 |
| 市場規模:2031年 | 249.8億美元 |
| 複合年成長率:2026-2031年 | 16.31% |
| 成長最快的細分市場 | 擴增實境 |
| 最大的市場 | 北美洲 |
高速5G網路和先進行動硬體的普及是推動旅遊業採用擴增實境(AR)和虛擬實境(VR)技術的根本動力。隨著旅客越來越依賴高效能智慧型手機來管理行程,行動AR的傳統硬體限制已基本克服。這些高效能5G設備的普及使得無需笨重的專用設備即可無縫交付資料密集型AR疊加層,例如即時導航輔助和互動式文化翻譯。這種對數位化的高度依賴也體現在消費者的行為中;根據SITA於2025年10月發布的《2025年旅客IT洞察報告》,自2020年以來,旅客在整個行程中使用行動裝置的比例成長了20個百分點。這個強大的行動生態系統為開發者提供了一個高度擴充性的平台,用於部署高清身臨其境型行銷宣傳活動的投入。 DMO 意識到旅客極易受到數位媒體的影響,正迅速從靜態圖片轉向身臨其境型VR 預覽,提供「先體驗後購買」的體驗。這項策略直接得益於靈感來源的轉變。攜程集團 (Trip.com Group) 2025 年 2 月發布的《2025 年發展趨勢》報告顯示,70% 的旅客現在會根據螢幕上的內容規劃行程,因此需要更具吸引力的行銷形式來吸引這群人。這種產業對技術整合的投入在供應端也同樣明顯。世界旅遊及旅遊理事會 (WTTC) 在 2025 年指出,94% 的產業領導者認為人工智慧(實現個人化和身臨其境型內容的關鍵要素)對未來的業務運作至關重要。
打造高畫質3D內容所需的龐大資本投入是全球旅遊業AR/VR市場擴張的一大障礙。開發獨特的身臨其境型應用需要大量資金,導致資金雄厚的大公司與資源匱乏的小規模企業之間形成事實上的市場兩極化。這種資金差距使得獨立旅遊業者難以實施擴增實境(AR)疊加和虛擬旅遊等現代目的地行銷的關鍵技術。因此,市場日益集中在技術層面,只有大型企業才能承擔創新成本。這種碎片化限制了可用內容的多樣性,因為許多小規模目的地無法實現服務的數位化。將這些業者排除在身臨其境型生態系統之外,阻礙了平台的廣泛應用,並限制了消費者獲得更多樣化體驗的機會。根據世界旅遊及旅遊理事會(WTTC)預測,到2025年,全球旅遊業資本投資將超過1兆美元,小規模企業在這個技術密集環境中競爭所面臨的巨大財務障礙正變得日益凸顯。
基於元宇宙的虛擬旅遊生態系統的整合正在從根本上改變市場格局,將虛擬旅遊從單純的被動觀賞轉變為積極參與、融入遊戲元素的互動體驗。與主要用作行銷預覽的傳統靜態360度全景遊覽不同,這些生態系統允許旅行者沉浸於持久的數位世界中,將虛構的故事與現實世界無縫融合,從而創造了一種名為「故事生活」的全新旅遊類別。這種對深度沉浸式敘事體驗日益成長的需求,正在推動超越傳統旅遊模式的複雜虛擬平台的發展,使用戶能夠參與互動角色扮演,並透過數位資產和虛擬體驗為旅遊業者開闢新的收入來源。 Booking.com於2025年10月發布的《2026年旅遊預測》報告顯示,53%的全球旅客願意參與基於他們喜愛的書籍和電影的身臨其境型角色扮演冒險,這表明此類敘事主導的虛擬環境擁有巨大的市場潛力。同時,隨著航空公司努力透過身臨其境型數位空間緩解長途旅行帶來的身體疲勞,機上虛擬實境(VR)娛樂系統的應用也日益普及。透過引入頭戴式設備,航空公司可以為乘客提供類似「私人劇院」的體驗,提供諸如引導冥想和影院級娛樂等減壓內容,而這些內容是傳統座椅靠背螢幕無法實現的,因為VR系統能夠將乘客與機艙環境進行視覺隔離。這項技術已經超越了實驗階段,正在發展成為一項切實可行的服務差異化優勢,尤其是在高階經濟艙和商務艙等乘客舒適度至關重要的艙等。根據Xpert.Digital於2025年4月發表的報導(《虛擬實境走向主流》),漢莎航空某航班上約有4000名乘客成功體驗了新的VR頭戴裝置服務,這表明消費者對旅行環境中穿戴式身臨其境型技術具有很高的接受度。
The Global ARVR in Travel & Tourism Market is projected to expand significantly, growing from USD 10.09 Billion in 2025 to USD 24.98 Billion by 2031, at a Compound Annual Growth Rate (CAGR) of 16.31%. This market encompasses immersive technologies, including virtual reality tours and augmented reality overlays, designed to enhance destination marketing and the overall passenger experience. These solutions empower travelers to virtually explore destinations before booking and access interactive, real-time navigational information during their physical visits. Key factors driving this market's growth include the widespread availability of high-performance smartphones, the global rollout of high-speed 5G connectivity, and an increasing consumer demand for autonomous, self-guided, and contactless digital engagement tools throughout their travel journey. A notable obstacle to market expansion is the lack of standardized technical protocols and the substantial capital investment required to produce high-fidelity 3D content. This financial barrier disproportionately affects smaller tourism operators, limiting their ability to develop proprietary immersive applications. Despite these challenges, consumer readiness for digital integration remains high, affirming the viability of these technologies. A 2025 International Air Transport Association (IATA) report indicated that 78% of global passengers preferred using smartphones for travel management, highlighting a strong foundation for mobile-based augmented reality adoption.
| Market Overview | |
|---|---|
| Forecast Period | 2027-2031 |
| Market Size 2025 | USD 10.09 Billion |
| Market Size 2031 | USD 24.98 Billion |
| CAGR 2026-2031 | 16.31% |
| Fastest Growing Segment | Augmented Reality |
| Largest Market | North America |
Market Driver
The widespread availability of high-speed 5G networks and advanced mobile hardware serves as a fundamental catalyst for the mass adoption of augmented and virtual reality in the travel sector. As travelers increasingly rely on sophisticated smartphones for managing their journeys, previous hardware limitations for mobile AR have largely diminished. This prevalence of powerful, 5G-enabled devices facilitates the smooth delivery of data-intensive AR overlays, such as real-time navigational assistance and interactive cultural translations, without the need for bulky, specialized equipment. The depth of this digital reliance is evident in consumer behavior, with mobile engagement across the passenger journey increasing by 20 percentage points since 2020, as reported by SITA in October 2025 in their 'Passenger IT Insights 2025' report. This robust mobile ecosystem offers a scalable platform for developers to deploy high-fidelity immersive applications that enhance both traveler autonomy and overall experience. Consequently, there is a marked increase in immersive marketing campaigns by Destination Management Organizations (DMOs) seeking to leverage visual influence for booking conversions. Recognizing travelers' strong susceptibility to digital media, DMOs are rapidly transitioning from static imagery to immersive VR previews, offering a "try-before-you-buy" experience. This strategy is directly supported by shifting inspiration sources; a February 2025 Trip.com Group report ('Momentum 2025') found that 70% of travelers now plan trips based on content viewed on screens, necessitating more engaging marketing formats to capture this audience. The broader industry commitment to such technological integration is also apparent on the supply side, with the World Travel & Tourism Council (WTTC) indicating in 2025 that 94% of industry leaders considered artificial intelligence-a key enabler for personalized immersive content-as critical for their future operations.
Market Challenge
The substantial capital expenditure necessary for creating high-fidelity 3D content presents a significant impediment to the expansion of the Global ARVR in Travel & Tourism Market. The development of proprietary immersive applications demands considerable financial resources, effectively segmenting the market between well-funded corporations and smaller operators with limited resources. This financial disparity prevents independent tourism providers from implementing essential augmented reality overlays and virtual tours for contemporary destination marketing. Consequently, the market experiences a centralization of technical capabilities, wherein only major players can sustain the costs associated with innovation. This fragmentation limits the diversity of available content, as the majority of smaller destinations are unable to digitize their offerings. The exclusion of these operators from the immersive ecosystem hinders the broader adoption of the platform and restricts consumer access to a wider array of experiences. According to the World Travel & Tourism Council (WTTC), global capital investment in the travel sector was projected to exceed $1 trillion in 2025, underscoring the immense financial barrier that smaller entities must overcome to compete in this technologically intensive landscape.
Market Trends
The integration of metaverse-based virtual destination ecosystems is fundamentally transforming the market by shifting virtual tourism from passive observation to active, gamified participation. Unlike traditional static 360-degree tours primarily used for marketing previews, these ecosystems enable travelers to inhabit persistent digital worlds that seamlessly blend fictional narratives with physical locations, thereby creating a new category of "story-living" tourism. This increasing demand for deep narrative immersion is driving the development of complex virtual platforms where users can engage in interactive role-play rather than simple sightseeing, consequently opening new revenue streams for destination operators through digital assets and virtual experiences. A Booking.com report in October 2025 ('Travel Predictions 2026') revealed that 53% of global travelers expressed willingness to participate in immersive role-playing adventures based on their favorite books or films, indicating a substantial addressable market for these narrative-driven virtual environments. Simultaneously, the implementation of in-flight virtual reality entertainment systems is gaining traction as airlines seek to alleviate the physical constraints of long-haul travel through immersive digital isolation. By deploying headset-based solutions, carriers can offer passengers a "private theater" experience that visually removes them from the cabin environment, providing stress-reducing content such as guided meditation or cinema-grade entertainment in a manner that traditional seatback screens cannot. This technology is progressing beyond experimental phases into functional service differentiators, particularly for premium economy and business class segments where passenger comfort is paramount. According to an April 2025 article by Xpert.Digital ('Virtual Reality on the way to the mainstream'), nearly 4,000 passengers successfully utilized the new VR headset service on selected Lufthansa flights, demonstrating a high level of consumer acceptance for wearable immersive technology in transit settings.
Report Scope
In this report, the Global ARVR in Travel & Tourism Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
Company Profiles: Detailed analysis of the major companies present in the Global ARVR in Travel & Tourism Market.
Global ARVR in Travel & Tourism Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report: