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Asia Pacific Virtual Humans Market Size, Share & Trends Analysis Report By Type, By Industry Vertical (Gaming & Entertainment, BFSI, Education, Retail, Healthcare, Automotive, IT & Telecommunications), By Country and Growth Forecast, 2024 - 2031

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    Report

  • 128 Pages
  • January 2025
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6049060
The Asia Pacific Virtual Humans Market is expected to witness market growth of 44.5% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Virtual Humans Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $57.89 billion by 2031. The Japan market is registering a CAGR of 43.7% during 2024-2031. Additionally, the India market would witness a CAGR of 45.5% during 2024-2031.



The rise of virtual worlds and metaverse platforms has given virtual humans a platform for social interaction. These avatars can engage in social activities, attend virtual events, and even participate in virtual communities. For instance, virtual influencers - digital personalities created by brands or individuals - have gained popularity on social media, where they engage with followers and promote products or services. Virtual humans in virtual events (e.g., concerts, trade shows, and exhibitions) can interact with attendees, providing a highly engaging and immersive experience.

The adoption of virtual humans is growing rapidly, driven by the convergence of AI, AR, and immersive technologies. A significant driver of this adoption is the increasing demand for personalized, scalable, and cost-effective customer interactions and the potential for more engaging digital experiences. Across enterprises, particularly in retail, banking, and healthcare industries, companies are adopting virtual humans to improve customer engagement, automate routine tasks, and enhance operational efficiency. Businesses increasingly turn to AI-powered virtual assistants to handle customer queries, provide personalized recommendations, and streamline various customer service processes.

India’s gaming industry is on a rapid growth trajectory, with the market expected to grow at a 33% rate, reaching INR 25,300 crore by FY27. Additionally, online gaming is projected to grow from $1.6 billion in 2022 to $2.8 billion by 2025, marking a 34% increase. Expanding the gaming industry in India is a crucial catalyst for the market. The gaming sector is increasingly incorporating AI-driven characters, virtual reality (VR) experiences, and interactive avatars, all of which rely on advanced virtual human technologies. These technologies enhance the gaming experience by providing more realistic, interactive, and engaging content. The rapid growth in online gaming also signifies a rising demand for sophisticated virtual humans who can act as in-game characters, moderators, and even trainers, accelerating the market’s expansion in India. Thus, the significant advancements in China’s education technology sector and India’s gaming industry are pivotal in driving the growth of the market.

List of Key Companies Profiled

  • Epic Games, Inc.
  • Alibaba Cloud (Alibaba Group Holding Limited)
  • Unity Software Inc.
  • Meta Platforms, Inc.
  • Google LLC (Alphabet Inc.)
  • IBM Corporation
  • Microsoft Corporation
  • Amazon Web Services, Inc. (Amazon.com, Inc.)
  • Apple Inc.
  • NVIDIA Corporation

Market Report Segmentation

By Type

  • Avatars
  • Autonomous Virtual Humans

By Industry Vertical

  • Gaming & Entertainment
  • BFSI
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT & Telecommunications
  • Other Industry Vertical

By Country

  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Humans Market, by Type
1.4.2 Asia Pacific Virtual Humans Market, by Industry Vertical
1.4.3 Asia Pacific Virtual Humans Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Market Share Analysis, 2023
4.2 Porter Five Forces Analysis
Chapter 5. Asia Pacific Virtual Humans Market by Type
5.1 Asia Pacific Avatars Market by Country
5.2 Asia Pacific Virtual Humans Market by Avatars Type
5.2.1 Asia Pacific Interactive Digital Human Avatar Market by Country
5.2.2 Asia Pacific Non-Interactive Digital Human Avatar Market by Country
5.3 Asia Pacific Autonomous Virtual Humans Market by Country
Chapter 6. Asia Pacific Virtual Humans Market by Industry Vertical
6.1 Asia Pacific Gaming & Entertainment Market by Country
6.2 Asia Pacific BFSI Market by Country
6.3 Asia Pacific Education Market by Country
6.4 Asia Pacific Retail Market by Country
6.5 Asia Pacific Healthcare Market by Country
6.6 Asia Pacific Automotive Market by Country
6.7 Asia Pacific IT & Telecommunications Market by Country
6.8 Asia Pacific Other Industry Vertical Market by Country
Chapter 7. Asia Pacific Virtual Humans Market by Country
7.1 China Virtual Humans Market
7.1.1 China Virtual Humans Market by Type
7.1.1.1 China Virtual Humans Market by Avatars Type
7.1.2 China Virtual Humans Market by Industry Vertical
7.2 Japan Virtual Humans Market
7.2.1 Japan Virtual Humans Market by Type
7.2.1.1 Japan Virtual Humans Market by Avatars Type
7.2.2 Japan Virtual Humans Market by Industry Vertical
7.3 India Virtual Humans Market
7.3.1 India Virtual Humans Market by Type
7.3.1.1 India Virtual Humans Market by Avatars Type
7.3.2 India Virtual Humans Market by Industry Vertical
7.4 South Korea Virtual Humans Market
7.4.1 South Korea Virtual Humans Market by Type
7.4.1.1 South Korea Virtual Humans Market by Avatars Type
7.4.2 South Korea Virtual Humans Market by Industry Vertical
7.5 Australia Virtual Humans Market
7.5.1 Australia Virtual Humans Market by Type
7.5.1.1 Australia Virtual Humans Market by Avatars Type
7.5.2 Australia Virtual Humans Market by Industry Vertical
7.6 Malaysia Virtual Humans Market
7.6.1 Malaysia Virtual Humans Market by Type
7.6.1.1 Malaysia Virtual Humans Market by Avatars Type
7.6.2 Malaysia Virtual Humans Market by Industry Vertical
7.7 Rest of Asia Pacific Virtual Humans Market
7.7.1 Rest of Asia Pacific Virtual Humans Market by Type
7.7.1.1 Rest of Asia Pacific Virtual Humans Market by Avatars Type
7.7.2 Rest of Asia Pacific Virtual Humans Market by Industry Vertical
Chapter 8. Company Profiles
8.1 Epic Games, Inc.
8.1.1 Company Overview
8.1.2 Recent Strategies and Developments
8.1.2.1 Partnerships, Collaborations, and Agreements
8.1.2.2 Acquisition and Mergers
8.1.3 SWOT Analysis
8.2 Alibaba Cloud (Alibaba Group Holding Limited)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental Analysis
8.2.4 SWOT Analysis
8.3 Unity Software, Inc.
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expenses
8.3.5 Recent Strategies and Developments
8.3.5.1 Product Launches and Product Expansions
8.4 Meta Platforms, Inc.
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segment and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 SWOT Analysis
8.5 Google LLC (Alphabet Inc.)
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expense
8.5.5 SWOT Analysis
8.6 IBM Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Regional & Segmental Analysis
8.6.4 Research & Development Expenses
8.6.5 SWOT Analysis
8.7 Microsoft Corporation
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Segmental and Regional Analysis
8.7.4 Research & Development Expenses
8.7.5 SWOT Analysis
8.8 Amazon Web Services, Inc. (Amazon.com, Inc.)
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Segmental Analysis
8.8.4 SWOT Analysis
8.9 Apple, Inc.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Regional Analysis
8.9.4 Research & Development Expense
8.9.5 SWOT Analysis
8.10. NVIDIA Corporation
8.10.1 Company Overview
8.10.2 Financial Analysis
8.10.3 Segmental and Regional Analysis
8.10.4 Research & Development Expenses
8.10.5 SWOT Analysis

Companies Mentioned

  • Epic Games, Inc.
  • Alibaba Cloud (Alibaba Group Holding Limited)
  • Unity Software Inc.
  • Meta Platforms, Inc.
  • Google LLC (Alphabet Inc.)
  • IBM Corporation
  • Microsoft Corporation
  • Amazon Web Services, Inc. (Amazon.com, Inc.)
  • Apple Inc.
  • NVIDIA Corporation

Methodology

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