The Prospects of Sustainable Development of Destroyed Tourism Areas Using Virtual Technologies
Abstract
:1. Introduction
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- To analyse the role of virtual tourism in the context of sustainable development;
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- To describe the technologies of digital tools for creating virtual tourism services and virtual tourist experiences;
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- To study the intensity of content consumption on the Internet and explain how changes in the way of spending free time (offline vs. online) will affect the preferences of potential consumers of the tourism product;
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- To describe virtual and augmented reality tourism projects to preserve and restore the destroyed cultural heritage using ones implemented in Ukraine as a case example.
2. Materials and Methods
3. Results
- (1)
- The availability of sufficient telecommunications infrastructure in the country and the readiness of its inhabitants to consume digital services. The utilisation of Internet technologies and virtual reality should already be a part of the daily lives of the majority of residents, and spending leisure time in the online environment should not be perceived as something strange and inaccessible. However, forming a new market requires significant resources and time, which Ukraine currently lacks. The efficacy of traditional centralised dissemination of another country’s culture through diplomatic channels was demonstrated in 2022–2024. However, this approach did not pursue private commercial objectives but rather aimed to achieve a different outcome, namely to ensure that residents of countries that provided military and humanitarian aid to Ukraine received sufficient diverse information about the recipient and came to understand the expediency of withdrawing funds from state budgets in favour of another state. These markets can be regarded as a priority when promoting post-war tourism products. However, it is not advisable to focus solely on them, as residents of these countries may experience information fatigue from the constant mention of events related to Ukraine. It is necessary to shift the emphasis in rhetoric from war and destruction to development and technology.
- (2)
- Simultaneously develop B2C, B2B, and, if possible, C2C segments. Different levels of cooperation should be followed when selecting key stakeholders for a particular digital product and the virtual reality field. For instance, certain markets in specific countries are likely to demonstrate optimal productivity within the B2C segment of individual end users—encompassing gamers, proponents of contemporary digital art, and consumer innovators seeking to procure and experience a diverse array of augmented reality devices. Additionally, a relatively modest demographic of individuals, predominantly schoolchildren and students, tends to adopt the most recent and unconventional trends. This consumer segment is characterised by heterogeneity, leading to a fragmented market with a concomitant lack of reliability. Digital products exhibit high elasticity, suggesting that the most opportune markets for these consumers are those with high per capita income and digital literacy. It is imperative to comprehend the nature of the virtual reality services they are willing to purchase and to tailor the product to the needs of local online communities. However, even in countries where these criteria are met, consumers are not guaranteed to be interested in the Ukrainian virtual tourism product. For example, they may wish to peruse virtual tours, visit virtual museums, view their exhibits, and experience a virtual universe that reflects their cultural and ethnic identity. In such cases, the focus will be on the B2B sector, leveraging the substantial expertise of Ukrainian developers in creating digital replicas of destroyed objects (in locations designated as relatively calm zones) and drawing upon the extensive experience of the Ukrainian IT sector [25,26,27]. For specialists in international projects and outsourcing, it is possible to offer services in developing localised digital products and training local IT specialists in working with large-scale panoramic surveys using drones, creating 3D models, and carrying out fieldwork. Finally, the C2C segment entails the augmentation of the presence of Ukrainian developers and designers on various marketplaces such as Etsy and analogous ones, the popularisation of digital culture and digital products in the “white zone” of the economy, consultations for representatives of the art sphere in the sphere of small business development, the protection of intellectual property rights, and the creation of individual products to order (especially for those for whom such creativity is more of a hobby than a main way of earning a living). It is acknowledged that the sales volumes of this category may not be sufficient to generate substantial tax revenues, particularly as many representatives of creative industries do not advertise their activities as commercial due to their uncertainty regarding the competitiveness of their creative products. Marketplaces are utilized as a testing ground for collecting opinions from interested potential consumers rather than as a permanent source of income. Furthermore, professional and creative marketplaces fulfil a significant social function by gradually familiarising consumers from different countries with authentic national products and promoting countries through unofficial channels, fostering greater trust in the other party. The psychological technique of “I heard it from someone like myself” is effective, an effect that cannot be achieved through intrusive, externally suppressive advertising.
- (3)
- Strategic vision and strategic support of innovative digital projects for the restoration of destroyed cultural and natural heritage by the state. In the contemporary era, many projects are being implemented on a volunteer basis or with the assistance of sponsors. However, even such support should be grounded in a shared vision and a comprehensive understanding of the necessity to invest efforts and funds in projects within a specific country without the prospect of compensation, thereby diverting resources from the country’s own commercial sector. Programs for the digitization of destroyed objects must be endorsed as state or, at the very least, regional strategies. This will ensure that partners of Ukrainian volunteers have the assurance that the outcome will receive at least informational support. Moreover, this approach will facilitate the submission of formal grant applications to European and international funds. To assess the readiness of consumers from different countries to adopt a new digital product, criterion 1 will be employed, with countries analysed from the perspective of their digital infrastructure readiness. To this end, a conditional rating of the attractiveness of national markets for digital recreational products has been developed based on average data from the last 10–15 years. It is imperative to acknowledge that the traditions and conditions surrounding the consumption of virtual products and “online life” in general should ideally be shaped by at least two generations, thereby fostering a synergistic effect from the mutual interest of children and parents in virtual reality. While each generation selects its own digital niche, it is crucial for parents to recognise the virtual world as something that is not inscrutable, costly, or inherently dangerous. Doing so will make them more inclined to purchase new products that align with their interests, which may have been considered semi-commercialised ideas in the past. Furthermore, they will be more open to exploring popular products among the younger generation to ensure they are not behind the times.
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- Extended reality (XR): A combination of all realities, including augmented reality (AR), virtual reality (VR), and mixed reality (MR), consisting of technologically mediated environments, accessible through a wide range of hardware and software, including touch interfaces, applications, and infrastructures.
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- Virtual reality (VR): A fully immersive artificial environment created by software. VR is a simulation of three-dimensional images that users experience using special electronic equipment, such as a head-mounted display (HMD). VR can create or enhance characteristics such as presence, embodiment, and activity.
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- Mixed reality (MR): Seamlessly blends the user’s actual environment with digital content, where both environments can coexist and interact.
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- Augmented reality (AR): Overlays digital content on top of the user’s real-world environment, viewed through a device (such as a smartphone) that incorporates real-time input to create an augmented version of reality.
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- Breakthroughs or sudden innovations that lead to the emergence of a definitely new technology or process that completely changes one or more markets and/or social activities. Examples are 3D printing, the Internet, advanced genetic engineering, and solar energy transformation (the simplest example is the use of solar panels; more complex technologies use the energy of photons and are based on the latest achievements of theoretical physics);
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- Incremental, continuous, or evolutionary innovations caused by gradual advances in previously existing technology. Examples are the transition of 3D printers from polymer materials to metals or ceramics, the constant improvement in mobile phones and data transmission protocols (from 1G to 5G), new methods of rapid gene sequencing, or the incredible evolution of photovoltaic systems based on silicon;
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- Transitional innovations refer to transferring and assimilating technology into a new field of application or industry. Examples include using 3D bioprinters in regenerative medicine, using smartphones to monitor patient health, adapting CRISP-R technology to treat genetic diseases, or integrating solar cells into household appliances ([31], p. 87–88).
- (1)
- Product, service, or use innovation: improves existing products/services/use or introduces new ones;
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- Process or organizational innovations: changes in the way a company organizes its work and supply chain;
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- Innovations in the field of marketing and sales: changes in the presentation, distribution, pricing, and promotion of the offer;
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- Business model innovation: reorganizes the structure of income and expenses;
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- Technological innovations: create or integrate one or more new technologies;
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- Social innovations: respond to social needs, both in terms of their goals and methods [24].
- Ethics and honesty: Confidence that users of connected devices and related technologies are protected from unethical and irresponsible use of technology.
- Cyber security: Confidence that users of connected devices and related technologies are protected from cyber-attacks.
- Equal access: Users have confidence that connected devices and related technologies are accessible and useful to all members of society, regardless of geographic location, socioeconomic status, or other factors.
- Safety for the environment: Users’ confidence that connected devices and related technologies are environmentally safe.
- Financial and operational feasibility: User confidence that connected devices and related technologies can be used and will provide value throughout their life cycle in the context of rapid technological and social change.
- Interchangeability (reciprocity) and system architecture: The user’s confidence that connected devices and related technologies can work effectively and efficiently with each other.
4. Discussion
- 1.
- The Role of Virtual Tourism in the Context of Sustainable Development: Virtual tourism is a critical tool for sustainable tourism development by enabling access to cultural and historical landmarks without requiring physical travel. This contributes to reducing the environmental burden associated with transportation and mass tourism. Moreover, virtual experiences offer solutions for preserving and revitalizing cultural heritage sites, especially in conflict-affected regions, thus ensuring long-term socioeconomic and cultural sustainability.
- 2.
- Digital Tools and Technologies for Virtual Tourism Experiences: Several projects were initiated with varying degrees of success in the period preceding the prohibition of physical travel (for example, like those described in [54,55]). Primarily, these endeavours stemmed from scientific research or amateur initiatives, with less frequency arising from initiatives by local tourism departments or the exploration of novel technologies by entrepreneurs seeking to ascertain their viability. For instance, the advent of the latest version of the HTML5 markup language enabled the simulation of individual elements in three dimensions. This technology attracted the interest of hotel owners, who could simulate live demonstrations of room interiors and guest meetings. However, viewing animations and movement from one point of the route to another required a network speed that most Internet users did not have at the time. Consequently, establishments that wished to demonstrate to visitors the potential of their accommodation had to settle for conventional video files. However, with the emergence of aggregator sites, the simplification of the booking process, the growth of Internet connection speeds, and the development of the mobile device market, the demand for 3D hotel room tours declined. Initially, travellers’ choices were based on price, reviews, and geographical location (e.g., proximity to the airport, historical centre, and recreational areas). Subsequently, they began to prioritize convenience, seeking a “one-click” approach, i.e., the time it takes for the user to search for and purchase a service is a key factor in determining its perceived quality, and virtual tours have become redundant due to the limited visual information they provide. Thirdly, the visual impact of a 3D journey is diminished on a small smartphone screen compared to a monitor, and it also increases traffic. As a result, 3D animation with transition points has remained a niche product, but it is now being used in virtual tours.
- 3.
- Digital Content Consumption and Shifting User Preferences: The rise of virtual tourism coincides with increasing digital content engagement. Changing leisure habits, especially during the pandemic and wartime conditions, intensified online presence. Users now favour brief, intuitive digital interactions, seeking rapid access to information and services. Traditional 3D tours lost appeal due to poor compatibility with mobile platforms. Virtual experiences must, therefore, adapt to evolving consumer expectations for efficiency, relevance, and personalization. Modern platforms integrate user behaviour analytics to enhance service quality and target content delivery. Efforts to digitize destroyed or endangered monuments intensified during wartime. The project in 2023 was dedicated to preserving monuments destroyed due to the hostilities in Ukraine. According to the report, expeditions were conducted in the Chernihiv, Sumy, Kyiv, and Kharkiv regions for a period of six months, during which evidence of damage to Ukrainian cultural heritage from the Russian invasion was collected. By January 2024, a total of twelve regions had been surveyed. The primary methods employed by the experts included photographic documentation of damage, documentation of losses under the ICCROM (International Centre for the Study, Conservation, and Restoration of Cultural Property) methodology, eyewitness interviews, and collection of evidence of crimes against culture according to the SCRI (Smithsonian Cultural Rescue Initiative) methodology. Additional methods were utilized, such as aerial photography and laser scanning for 3D models [58]. The online platform heritage.in.ua (accessed on 16 January 2025) [59] was created, where the data based on the results of documenting the loss of cultural heritage was transferred with a geolocation reference. According to project experts, the creation of databases of damaged sites has a dual purpose: first, it will help to plan the restoration of monuments systematically, and second, it will provide an evidence base for the International Criminal Court for crimes against culture. A comprehensive methodology for documenting losses has been developed and tested in practice, starting with field surveys and ending with digitizing the results and organizing the database. Unfortunately, as of the beginning of 2022, no comprehensive recreational cadastre had been created in Ukraine; instead, there were separate lists of different categories of objects, various institutions were responsible for maintaining and compiling the registers, and even more so, the existing lists were not digitised using a unified approach. This complicates the work of experts, who are often forced to develop registers independently and remove duplicate data. In addition to purely technical difficulties, the lack of officially approved registers (in fact, a structured and systematic list can be easily transferred to an electronic database; time is more the issue than technical complications) does not allow for quick and unambiguous identification of the legal status of an object, whether it is a monument of local or regional significance if it has defined boundaries, who is primarily responsible for its monitoring, and which institution to contact in case of questions about its operation.
- 4.
- Virtual and Augmented Reality for Cultural Heritage Preservation: The Case of Ukraine: Several Ukrainian projects exemplify the application of AR/VR in preserving destroyed cultural landmarks. The “Images of the Courageous” project (2024), supported by the Ukrainian Cultural Foundation, used AR mirrors to showcase Chornobyl liquidators’ gear. The CityFace project created inclusive digital databases of Eastern Ukrainian urban culture. International collaborations focused on archiving Ukrainian heritage, attracting global attention to cultural losses. Some projects originate from social movements and NGOs that did not initially intend to engage in IT. Participants of the CityFace project [62], which was founded in 2018 as an initiative of academics to conduct interdisciplinary research on the cities of eastern and southern Ukraine (primarily Dnipro, Donetsk, Zaporizhzhia, Odesa, and Kharkiv), have posted a database of tourist attractions with a user-friendly search filtering system and an online map on their website. The project also includes recordings of interviews with experts collected over several years. The project is noteworthy for its inclusivity, where individuals are encouraged to contribute to the image repository. The team behind the project actively invites participation through the website, emphasising a welcoming environment. Additionally, the images are shared in their original state, with minimal post-processing, which adds authenticity to the collection. While some images may not meet professional standards, they accurately reflect the style of photographs taken by tourists for personal use, often spontaneously and expeditiously.
5. Conclusions
- (1)
- The implementation of virtual tours and other types of digital tourism using digital marketing technologies carried out in accordance with the concept of ethics of digital consumption. This stage should start by using the available intellectual capital in IT because Ukraine has many IT specialists and enthusiasts ready to join this field. The task of this stage is the digitization and organization of as many materials as possible of the historical, cultural, and modern ethno-social heritage, which was destroyed, is under threat of destruction, or, on the contrary, received an additional impetus for development due to the presentation of Ukraine in the world as a civilized progressive state. The virtual tours developed at this stage will create the basis for the further formation of the recreational cadastre of physical objects of the real world, thus supporting the positive image of Ukraine in the world.
- (2)
- The selection of the most economically effective recovery strategy and the approval of the classification of depressed regions, considering the postulates of a cyclical economy. It is necessary to determine which territories will be prioritized for reconstruction and to develop mutually agreed strategies for revitalizing natural habitats, constructing cities, and creating enterprises of a new format that will meet the needs of reconstruction and attract investments, including for innovative activities. It is recommended that a plan be created to place productive forces in depressed areas to restore business activity in all regions of the country gradually.
- (3)
- A comparative analysis of strategies and stochastic processes that took place in the territories of countries in which hostilities occurred, which is an ongoing process that reinforces stages 1 and 2. In the 20th and 21st centuries, there were many local conflicts, but almost every country managed to restore its economic and recreational potential, at least partially. Creating a national think tank or a network of similar research centres will allow for analysis of the experiences and mistakes of states that have experienced wars and natural disasters in their territories, and the received recommendations will be used as a basis for national and local strategies. The analysis of the potential of international cooperation requires special attention because a significant part of the population of Ukraine is abroad, and even if some of the population does not return to the Motherland in the coming years, such individuals can provide invaluable experience and contribute to the establishment of economic ties in their host countries.
- (4)
- The number of resources is calculated, and predictive models of alternative development options are built. After preliminary calculations, we come to the operational and tactical planning stage for the practical implementation of recovery strategies. Determining the scope of work and reference points for projects of different durations is necessary. For each territory (their boundaries may not coincide with the boundaries of administrative units), it is necessary to approve a detailed plan of activities for the next 5–10 years and a vision for developing its economic potential for the next few decades. We reckon that the strategies of ultra-long-term planning are relevant, first of all, for the most destroyed territories, which are unprofitable and dangerous to include in economic circulation immediately after the cessation of conflict.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Category | Score | National Economies |
---|---|---|
1 Highest priority | 6.0508–7.1537 | (9) Ireland; Malta; Papua New Guinea; Netherlands; Israel; Switzerland; Singapore; Philippines; and Sweden. |
2 High priority | 4.9479–<6.0508 | (56) United States; Belgium; Algeria; Korea, Rep.; Finland; Malaysia; Luxembourg; Canada; Costa Rica; Japan; Brazil; United Kingdom; Liberia; France; Mauritania; Norway; Kazakhstan; Hong Kong SAR, China; Suriname; Gabon; Czechia; Iceland; Germany; Argentina; Timor-Leste; Cyprus; China; North America; Austria; Australia; Denmark; Congo, Rep.; Estonia; North Macedonia; Slovak Republic; Spain; Montenegro; India; Thailand; Ghana; Poland; Slovenia; Maldives; Italy; Romania; Qatar; Guinea; Serbia; Angola; Honduras; Guyana; Botswana; Djibouti; Mauritius; Colombia; and Indonesia. |
3 Moderate priority | 3.8450–<4.9479 | (107) Eswatini; Kuwait; Senegal; Uruguay; Namibia; Chile; Latvia; Mali; Bangladesh; Nicaragua; Paraguay; Mexico; Iraq; Tunisia; Burkina Faso; St. Lucia; Solomon Islands; Sao Tome and Principe; Dominican Republic; Portugal; Mongolia; Jordan; Guatemala; Brunei Darussalam; Bulgaria; Bosnia and Herzegovina; Lebanon; Kenya; Kyrgyz Republic; Barbados; Croatia; Morocco; Jamaica; Turkey; Peru; Cote d’Ivoire; New Caledonia; Bolivia; South Africa; Tajikistan; Samoa; Myanmar; Burundi; Niger; West Bank and Gaza; New Zealand; Seychelles; El Salvador; United Arab Emirates; Congo, Dem. Rep.; Egypt, Arab Rep.; Sierra Leone; Lithuania; Malawi; Saudi Arabia; French Polynesia; Ecuador; Cameroon; Macao SAR, China; Cabo Verde; Pakistan; Moldova; Guinea-Bissau; Azerbaijan; Uganda; Fiji; Uzbekistan; Benin; Togo; Afghanistan; Bahamas, The; Oman; Rwanda; Comoros; Yemen, Rep.; Viet Nam; Panama; Mozambique; Haiti; Cayman Islands; Ethiopia; Madagascar; Sri Lanka; Nepal; Greece; Sudan; Tonga; Trinidad and Tobago; Albania; Bahrain; Belize; Vanuatu; Lao PDR; Georgia; Armenia; South Sudan; Kiribati; Kosovo; Nauru; Lesotho; Zimbabwe; Bhutan; Bermuda; St. Vincent and the Grenadines; Grenada; Gambia, The; and Tanzania. |
4 Low priority | 2.7422–<3.8450 | (30) Venezuela, RB; Marshall Islands; Zambia; Somalia; Libya; St. Kitts and Nevis; San Marino; Cambodia; Dominica; Virgin Islands (U.S.); Turkmenistan; Chad; Curacao; Micronesia, Fed. Sts.; Tuvalu; Guam; Syrian Arab Republic; Aruba; Antigua and Barbuda; Sint Maarten (Dutch part); Puerto Rico; Channel Islands; Central African Republic; Cuba; Faroe Islands; Andorra; Palau; Greenland; Equatorial Guinea; and Eritrea. |
5 Non- perspective markets | 1.1029–<2.7422 | (9) Turks and Caicos Islands; Gibraltar; Isle of Man; British Virgin Islands; St. Martin (French part); Monaco; Liechtenstein; American Samoa; and Northern Mariana Islands. |
Element | Parameters | Advantages | Disadvantages |
---|---|---|---|
A platform’s structure | Centralised | The organizational structure allows principles, governance, policies, risk controls, technology, training, and culture to remain consistent across any experience. It can generate a scale effect. Potentially easier integration and/or interaction with external partners. | A hierarchical organizational structure consolidates management, power, and decision-making ability, reducing the autonomy of individuals. Bureaucratic processes can lead to a lack of transparency, delayed response times, etc. |
Decentralised | An organizational structure allows many individuals to participate in and control organizational activities—potentially including administrative duties and the like. It can increase the autonomy and speed of local decision-making. Participants may have lower barriers to entry on platforms, increasing consumer choice. It can increase transparency and accountability. | Organizational structure can reduce the ability to make unified decisions about principles, governance, policy, risk control, etc. The structure can end in a lack of clearly defined roles, leading to coordination problems and duplication of effort or resources. Members may feel burdened as they make decisions about their data management and security. | |
The procedure for obtaining permissions (availability parameters) | Free access | A higher degree of control. Individuals/legal entities may be known and trusted. | Barriers to participation include difficulty joining the process. Privacy can be sacrificed to become an authorized member. |
Restricted access | Privacy of individuals/legal entities can be preserved. Potentially lower barriers to entry across platforms/environments. It can foster innovation by allowing stakeholders to experiment and customize experiences. | Potentially lower degree of environmental control. Individuals/legal entities cannot be trusted. | |
Digital environment management | Public resource (free) | Available to a wide audience. It can increase the transparency of processes. It can provide a more democratic administration of spaces. May have fewer restrictions on participation. | It may have uncontrolled/unexpected content and behaviour. |
Private resource (commercial) | Closed to the public, allowing private activities. Resources, processes, and activity management can be improved. | Transparency of resources, processes, management, etc., may be reduced. | |
Collection of user data | The growth of “data about me/us” | Personalization. Sensor data can be used to personalize augmented and virtual reality according to a person’s preferences, such as adjusting content based on emotional state or physiological responses. Improved interactivity. Sensors can provide more immersive and interactive experiences, such as controlling virtual objects using hand gestures or facial expressions. Improved security. Sensors can improve safety by detecting and alerting people to potentially harmful physiological changes, such as heart rate or blood pressure changes. They can be used for authentication, ensuring that only authorized individuals can access an augmented or virtual reality application | Privacy concerns. The collection and use of physical body data and biometric data can raise privacy concerns, especially if the data are not securely stored or shared without the individuals’ consent. Inaccuracy. Sensors cannot always capture physiological data accurately, leading to inaccurate results and potentially misleading or harmful impressions. Ethical problems. The use of the data raises ethical concerns, particularly regarding the possibility of discrimination or bias in the analysis and use of the data. Nor can biometrics be replaced by the way a person can change a password or lock. Psychographics. The data can be used to track behaviour and preferences and correlate with other known data to create unwanted profiling, advertising targeting, or denial of service. |
Macro-Region of the World | Population | Share in the World Population, % | The Number of Internet Users on 30 June 2022 | Share of Users from the Total Population, % | The Growth Rate of the Share of Users, 2000–2022 | Share in the World Number of Internet Users, % |
---|---|---|---|---|---|---|
Africa | 1,394,588,547 | 17.6 | 652,865,628 | 46.8 | 14,362 | 11.9 |
Asia | 4,352,169,960 | 54.9 | 2,934,186,678 | 67.4 | 2467 | 53.6 |
Europe | 837,472,045 | 10.6 | 750,045,495 | 89.6 | 614 | 13.7 |
Latin America and the Caribbean | 664,099,841 | 8.4 | 543,396,621 | 81.8 | 2907 | 9.9 |
North America | 374,226,482 | 4.7 | 349,572,583 | 93.4 | 223 | 6.4 |
Middle East | 268,302,801 | 3.4 | 211,796,760 | 78.9 | 6378 | 3.9 |
Australia and Oceania | 43,602,955 | 0.5 | 31,191,971 | 71.5 | 309 | 0.6 |
The World Combined | 7,934,462,631 | 100.0 | 5,473,055,736 | 69.0 | 1416 | 100.0 |
Ukraine | 43,314,442 | 0.55 | 40,912,381 | 94.5 | n/a | 0.75 |
Indicators | Jan 2014 | Jan 2015 | Jan 2016 | Jan 2017 | Jan 2018 | Jan 2019 | Jan 2020 | Jan 2021 | Jan 2022 | Jan 2023 | Jan 2024 |
---|---|---|---|---|---|---|---|---|---|---|---|
Population of Ukraine, million | 45.2 | 45.1 | 44.9 | 44.8 | 44.6 | 44.3 | 44.1 | 43.7 | 43.3 | 36.1 | 37.4 |
Internet users, million | 20.9 | 22.0 | 23.8 | 26.4 | 27.9 | 31.1 | 33.1 | 34.6 | 34.3 | 28.6 | 29.6 |
Share of Internet users in the total population, % | 46.2 | 48.8 | 53.0 | 58.9 | 62.6 | 70.2 | 75.1 | 79.2 | 79.2 | 79.2 | 79.1 |
Annual growth of Internet users, % | - | 2.54 | 4.23 | 5.92 | 3.63 | 7.65 | 4.85 | 4.12 | 0.04 | 0.01 | −0.08 |
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Petrova, M.; Sushchenko, O.; Dekhtyar, N.; Shalbayeva, S. The Prospects of Sustainable Development of Destroyed Tourism Areas Using Virtual Technologies. Sustainability 2025, 17, 3016. https://doi.org/10.3390/su17073016
Petrova M, Sushchenko O, Dekhtyar N, Shalbayeva S. The Prospects of Sustainable Development of Destroyed Tourism Areas Using Virtual Technologies. Sustainability. 2025; 17(7):3016. https://doi.org/10.3390/su17073016
Chicago/Turabian StylePetrova, Mariana, Olena Sushchenko, Nadiya Dekhtyar, and Sholpan Shalbayeva. 2025. "The Prospects of Sustainable Development of Destroyed Tourism Areas Using Virtual Technologies" Sustainability 17, no. 7: 3016. https://doi.org/10.3390/su17073016
APA StylePetrova, M., Sushchenko, O., Dekhtyar, N., & Shalbayeva, S. (2025). The Prospects of Sustainable Development of Destroyed Tourism Areas Using Virtual Technologies. Sustainability, 17(7), 3016. https://doi.org/10.3390/su17073016