+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

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

  • PDF Icon

    Report

  • 261 Pages
  • January 2025
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6049007
The Global Virtual Humans Market size is expected to reach $735.50 billion by 2031, rising at a market growth of 43.4% CAGR during the forecast period.

The increasing demand for realistic avatars and interactive experiences in gaming and virtual worlds continues to drive the growth of this segment, with advancements in animation, artificial intelligence (AI), and graphics technology making these virtual humans more lifelike and interactive. Additionally, the gaming & entertainment segment recorded nearly 1/4threvenue share in the market in 2023. Virtual humans play a crucial role in creating immersive experiences within the gaming and entertainment sectors. Their use extends to video games, virtual reality (VR) environments, and interactive storytelling, enhancing user engagement with lifelike avatars and dynamic narratives.



The growing demand for virtual human-driven customer service aligns with the rise of omnichannel communication. Virtual humans can seamlessly interact across multiple channels, including websites, mobile apps, and social media platforms, providing consistent and coherent support. This multi-channel presence helps businesses maintain customer engagement and enhance their overall customer experience, driving further adoption of virtual human technologies. Additionally, Startups also play a pivotal role by introducing innovative concepts and applications of virtual humans. The competition between large corporations and startups fosters a culture of innovation, leading to rapid advancements in the field. As this digital transformation unfolds, virtual humans are set to be increasingly integrated into various sectors, such as healthcare, customer support, and entertainment, making them more accessible and functional for different applications. Hence, increasing demand for realistic digital interaction in customer service and support and increased investment in digital transformation worldwide from tech giants and startups is driving the market's growth.

However, the maintenance costs are not just limited to infrastructure but also encompass the ongoing development of the technology to ensure it remains relevant. Virtual humans must continually evolve to meet new demands, maintain customer engagement, and address emerging security, privacy, and AI ethics challenges. These costs may deter some businesses from fully investing in virtual humans, slowing the market’s growth. Thus, high development and maintenance costs associated with realistic and advanced virtual humans hamper the market's growth.



The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Acquisitions, and Partnerships & Collaborations.

Driving and Restraining Factors

Drivers

  • Increasing Demand for Realistic Digital Interaction in Customer Service and Support
  • Growing Popularity of Virtual Humans in Entertainment, Media, and Video Games
  • Increased Investment in Digital Transformation Worldwide from Tech Giants and Startups

Restraints

  • High Development and Maintenance Costs Associated with Realistic and Advanced Virtual Humans
  • Concerns Over Data Privacy and Security in Virtual Human Interactions with Sensitive Information

Opportunities

  • Rising Popularity of Virtual Humans as Brand Ambassadors and Digital Influencers
  • Corporate Training and Leadership Development through Virtual Human Facilitators

Challenges

  • Competing with Human Interaction Preferences in Sectors That Rely on Emotional Intelligence
  • Ensuring High-Quality, Realistic Animation and Speech Synthesis Without Exorbitant Costs

Avatars Outlook

The avatars segment is further subdivided into interactive digital human avatar and non-interactive digital human avatar. In 2023, the interactive digital human avatar segment attained 53% revenue share in the market. Interactive digital human avatars are designed to engage and interact with users in real-time, responding to inputs such as voice, gestures, and actions. These avatars are commonly used in applications like virtual customer service, gaming, training simulations, and live virtual events. Their ability to create personalized, dynamic experiences has made them highly popular, particularly as businesses seek more engaging and immersive interactions with customers and audiences. The growing demand for virtual assistants, interactive digital marketing, and customer support has contributed significantly to the success of interactive avatars.

Industry Vertical Outlook

On the basis of industry vertical, the market is segmented into gaming & entertainment, BFSI, education, retail, healthcare, automotive, IT & telecommunications, and others. The education segment procured 15% revenue share in the market in 2023. Virtual humans are increasingly used in educational settings to provide personalized learning experiences, virtual tutoring, and interactive simulations. These avatars can engage students in ways that traditional methods cannot, offering customized instruction, virtual labs, and immersive learning environments. The growing trend of online learning and the increasing adoption of EdTech tools are fueling the demand for virtual humans to improve student engagement, participation, and learning outcomes.



Type Outlook

Based on type, the market is divided into avatars and autonomous virtual humans. The autonomous virtual humans segment held 26% revenue share in the market in 2023. These virtual humans go beyond avatars by being capable of independent decision-making and interaction with users in a lifelike, intelligent manner. They are powered by artificial intelligence (AI) and machine learning, enabling them to respond dynamically to various inputs. This segment is growing, especially in industries like customer service, healthcare, and entertainment, where autonomous virtual humans are being used for tasks such as virtual assistants, interactive storytelling, and more personalized user experiences. The continued development of AI technology is expected to drive further growth in this segment.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America region witnessed 40% revenue share in the market in 2023. This market dominance can be attributed to the strong presence of technology-driven industries, especially in the gaming, entertainment, BFSI, and education sectors. North America has seen significant investments in artificial intelligence (AI) and virtual reality (VR) technologies, facilitating the development of highly interactive and lifelike virtual humans. Additionally, the region’s high adoption of digital solutions and advanced infrastructure has made it a key hub for innovations in virtual human technologies, driving their widespread application across multiple industries.

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 Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 Global Virtual Humans Market, by Type
1.4.2 Global Virtual Humans Market, by Industry Vertical
1.4.3 Global Virtual Humans Market, by Geography
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. Global Virtual Humans Market by Type
5.1 Global Avatars Market by Region
5.2 Global Virtual Humans Market by Avatars Type
5.2.1 Global Interactive Digital Human Avatar Market by Region
5.2.2 Global Non-Interactive Digital Human Avatar Market by Region
5.3 Global Autonomous Virtual Humans Market by Region
Chapter 6. Global Virtual Humans Market by Industry Vertical
6.1 Global Gaming & Entertainment Market by Region
6.2 Global BFSI Market by Region
6.3 Global Education Market by Region
6.4 Global Retail Market by Region
6.5 Global Healthcare Market by Region
6.6 Global Automotive Market by Region
6.7 Global IT & Telecommunications Market by Region
6.8 Global Other Industry Vertical Market by Region
Chapter 7. Global Virtual Humans Market by Region
7.1 North America Virtual Humans Market
7.1.1 North America Virtual Humans Market by Type
7.1.1.1 North America Avatars Market by Region
7.1.1.2 North America Virtual Humans Market by Avatars Type
7.1.1.2.1 North America Interactive Digital Human Avatar Market by Country
7.1.1.2.2 North America Non-Interactive Digital Human Avatar Market by Country
7.1.1.3 North America Autonomous Virtual Humans Market by Region
7.1.2 North America Virtual Humans Market by Industry Vertical
7.1.2.1 North America Gaming & Entertainment Market by Country
7.1.2.2 North America BFSI Market by Country
7.1.2.3 North America Education Market by Country
7.1.2.4 North America Retail Market by Country
7.1.2.5 North America Healthcare Market by Country
7.1.2.6 North America Automotive Market by Country
7.1.2.7 North America IT & Telecommunications Market by Country
7.1.2.8 North America Other Industry Vertical Market by Country
7.1.3 North America Virtual Humans Market by Country
7.1.3.1 US Virtual Humans Market
7.1.3.1.1 US Virtual Humans Market by Type
7.1.3.1.1.1 US Virtual Humans Market by Avatars Type
7.1.3.1.2 US Virtual Humans Market by Industry Vertical
7.1.3.2 Canada Virtual Humans Market
7.1.3.2.1 Canada Virtual Humans Market by Type
7.1.3.2.1.1 Canada Virtual Humans Market by Avatars Type
7.1.3.2.2 Canada Virtual Humans Market by Industry Vertical
7.1.3.3 Mexico Virtual Humans Market
7.1.3.3.1 Mexico Virtual Humans Market by Type
7.1.3.3.1.1 Mexico Virtual Humans Market by Avatars Type
7.1.3.3.2 Mexico Virtual Humans Market by Industry Vertical
7.1.3.4 Rest of North America Virtual Humans Market
7.1.3.4.1 Rest of North America Virtual Humans Market by Type
7.1.3.4.1.1 Rest of North America Virtual Humans Market by Avatars Type
7.1.3.4.2 Rest of North America Virtual Humans Market by Industry Vertical
7.2 Europe Virtual Humans Market
7.2.1 Europe Virtual Humans Market by Type
7.2.1.1 Europe Avatars Market by Country
7.2.1.2 Europe Virtual Humans Market by Avatars Type
7.2.1.2.1 Europe Interactive Digital Human Avatar Market by Country
7.2.1.2.2 Europe Non-Interactive Digital Human Avatar Market by Country
7.2.1.3 Europe Autonomous Virtual Humans Market by Country
7.2.2 Europe Virtual Humans Market by Industry Vertical
7.2.2.1 Europe Gaming & Entertainment Market by Country
7.2.2.2 Europe BFSI Market by Country
7.2.2.3 Europe Education Market by Country
7.2.2.4 Europe Retail Market by Country
7.2.2.5 Europe Healthcare Market by Country
7.2.2.6 Europe Automotive Market by Country
7.2.2.7 Europe IT & Telecommunications Market by Country
7.2.2.8 Europe Other Industry Vertical Market by Country
7.2.3 Europe Virtual Humans Market by Country
7.2.3.1 Germany Virtual Humans Market
7.2.3.1.1 Germany Virtual Humans Market by Type
7.2.3.1.1.1 Germany Virtual Humans Market by Avatars Type
7.2.3.1.2 Germany Virtual Humans Market by Industry Vertical
7.2.3.2 UK Virtual Humans Market
7.2.3.2.1 UK Virtual Humans Market by Type
7.2.3.2.1.1 UK Virtual Humans Market by Avatars Type
7.2.3.2.2 UK Virtual Humans Market by Industry Vertical
7.2.3.3 France Virtual Humans Market
7.2.3.3.1 France Virtual Humans Market by Type
7.2.3.3.1.1 France Virtual Humans Market by Avatars Type
7.2.3.3.2 France Virtual Humans Market by Industry Vertical
7.2.3.4 Russia Virtual Humans Market
7.2.3.4.1 Russia Virtual Humans Market by Type
7.2.3.4.1.1 Russia Virtual Humans Market by Avatars Type
7.2.3.4.2 Russia Virtual Humans Market by Industry Vertical
7.2.3.5 Spain Virtual Humans Market
7.2.3.5.1 Spain Virtual Humans Market by Type
7.2.3.5.1.1 Spain Virtual Humans Market by Avatars Type
7.2.3.5.2 Spain Virtual Humans Market by Industry Vertical
7.2.3.6 Italy Virtual Humans Market
7.2.3.6.1 Italy Virtual Humans Market by Type
7.2.3.6.1.1 Italy Virtual Humans Market by Avatars Type
7.2.3.6.2 Italy Virtual Humans Market by Industry Vertical
7.2.3.7 Rest of Europe Virtual Humans Market
7.2.3.7.1 Rest of Europe Virtual Humans Market by Type
7.2.3.7.1.1 Rest of Europe Virtual Humans Market by Avatars Type
7.2.3.7.2 Rest of Europe Virtual Humans Market by Industry Vertical
7.3 Asia Pacific Virtual Humans Market
7.3.1 Asia Pacific Virtual Humans Market by Type
7.3.1.1 Asia Pacific Avatars Market by Country
7.3.1.2 Asia Pacific Virtual Humans Market by Avatars Type
7.3.1.2.1 Asia Pacific Interactive Digital Human Avatar Market by Country
7.3.1.2.2 Asia Pacific Non-Interactive Digital Human Avatar Market by Country
7.3.1.3 Asia Pacific Autonomous Virtual Humans Market by Country
7.3.2 Asia Pacific Virtual Humans Market by Industry Vertical
7.3.2.1 Asia Pacific Gaming & Entertainment Market by Country
7.3.2.2 Asia Pacific BFSI Market by Country
7.3.2.3 Asia Pacific Education Market by Country
7.3.2.4 Asia Pacific Retail Market by Country
7.3.2.5 Asia Pacific Healthcare Market by Country
7.3.2.6 Asia Pacific Automotive Market by Country
7.3.2.7 Asia Pacific IT & Telecommunications Market by Country
7.3.2.8 Asia Pacific Other Industry Vertical Market by Country
7.3.3 Asia Pacific Virtual Humans Market by Country
7.3.3.1 China Virtual Humans Market
7.3.3.1.1 China Virtual Humans Market by Type
7.3.3.1.1.1 China Virtual Humans Market by Avatars Type
7.3.3.1.2 China Virtual Humans Market by Industry Vertical
7.3.3.2 Japan Virtual Humans Market
7.3.3.2.1 Japan Virtual Humans Market by Type
7.3.3.2.1.1 Japan Virtual Humans Market by Avatars Type
7.3.3.2.2 Japan Virtual Humans Market by Industry Vertical
7.3.3.3 India Virtual Humans Market
7.3.3.3.1 India Virtual Humans Market by Type
7.3.3.3.1.1 India Virtual Humans Market by Avatars Type
7.3.3.3.2 India Virtual Humans Market by Industry Vertical
7.3.3.4 South Korea Virtual Humans Market
7.3.3.4.1 South Korea Virtual Humans Market by Type
7.3.3.4.1.1 South Korea Virtual Humans Market by Avatars Type
7.3.3.4.2 South Korea Virtual Humans Market by Industry Vertical
7.3.3.5 Australia Virtual Humans Market
7.3.3.5.1 Australia Virtual Humans Market by Type
7.3.3.5.1.1 Australia Virtual Humans Market by Avatars Type
7.3.3.5.2 Australia Virtual Humans Market by Industry Vertical
7.3.3.6 Malaysia Virtual Humans Market
7.3.3.6.1 Malaysia Virtual Humans Market by Type
7.3.3.6.1.1 Malaysia Virtual Humans Market by Avatars Type
7.3.3.6.2 Malaysia Virtual Humans Market by Industry Vertical
7.3.3.7 Rest of Asia Pacific Virtual Humans Market
7.3.3.7.1 Rest of Asia Pacific Virtual Humans Market by Type
7.3.3.7.1.1 Rest of Asia Pacific Virtual Humans Market by Avatars Type
7.3.3.7.2 Rest of Asia Pacific Virtual Humans Market by Industry Vertical
7.4 LAMEA Virtual Humans Market
7.4.1 LAMEA Virtual Humans Market by Type
7.4.1.1 LAMEA Avatars Market by Country
7.4.1.2 LAMEA Virtual Humans Market by Avatars Type
7.4.1.2.1 LAMEA Interactive Digital Human Avatar Market by Country
7.4.1.2.2 LAMEA Non-Interactive Digital Human Avatar Market by Country
7.4.1.3 LAMEA Autonomous Virtual Humans Market by Country
7.4.2 LAMEA Virtual Humans Market by Industry Vertical
7.4.2.1 LAMEA Gaming & Entertainment Market by Country
7.4.2.2 LAMEA BFSI Market by Country
7.4.2.3 LAMEA Education Market by Country
7.4.2.4 LAMEA Retail Market by Country
7.4.2.5 LAMEA Healthcare Market by Country
7.4.2.6 LAMEA Automotive Market by Country
7.4.2.7 LAMEA IT & Telecommunications Market by Country
7.4.2.8 LAMEA Other Industry Vertical Market by Country
7.4.3 LAMEA Virtual Humans Market by Country
7.4.3.1 Brazil Virtual Humans Market
7.4.3.1.1 Brazil Virtual Humans Market by Type
7.4.3.1.1.1 Brazil Virtual Humans Market by Avatars Type
7.4.3.1.2 Brazil Virtual Humans Market by Industry Vertical
7.4.3.2 Argentina Virtual Humans Market
7.4.3.2.1 Argentina Virtual Humans Market by Type
7.4.3.2.1.1 Argentina Virtual Humans Market by Avatars Type
7.4.3.2.2 Argentina Virtual Humans Market by Industry Vertical
7.4.3.3 UAE Virtual Humans Market
7.4.3.3.1 UAE Virtual Humans Market by Type
7.4.3.3.1.1 UAE Virtual Humans Market by Avatars Type
7.4.3.3.2 UAE Virtual Humans Market by Industry Vertical
7.4.3.4 Saudi Arabia Virtual Humans Market
7.4.3.4.1 Saudi Arabia Virtual Humans Market by Type
7.4.3.4.1.1 Saudi Arabia Virtual Humans Market by Avatars Type
7.4.3.4.2 Saudi Arabia Virtual Humans Market by Industry Vertical
7.4.3.5 South Africa Virtual Humans Market
7.4.3.5.1 South Africa Virtual Humans Market by Type
7.4.3.5.1.1 South Africa Virtual Humans Market by Avatars Type
7.4.3.5.2 South Africa Virtual Humans Market by Industry Vertical
7.4.3.6 Nigeria Virtual Humans Market
7.4.3.6.1 Nigeria Virtual Humans Market by Type
7.4.3.6.1.1 Nigeria Virtual Humans Market by Avatars Type
7.4.3.6.2 Nigeria Virtual Humans Market by Industry Vertical
7.4.3.7 Rest of LAMEA Virtual Humans Market
7.4.3.7.1 Rest of LAMEA Virtual Humans Market by Type
7.4.3.7.1.1 Rest of LAMEA Virtual Humans Market by Avatars Type
7.4.3.7.2 Rest of LAMEA 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
Chapter 9. Winning Imperatives of Virtual Humans Market

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

Loading
LOADING...