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
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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