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Virtual Humans Market by Type, Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 178 Pages
  • February 2023
  • Region: Global
  • Allied Market Research
  • ID: 5781728
The virtual humans market was valued at $11.3 billion in 2021 and is projected to reach $440.29 billion by 2031, registering a CAGR of 44.74% from 2022 to 2031. Virtual humans are automated beings with the ability to communicate, comprehend, reason, and show emotion. They can interact with humans in regular language and have a three-dimensional physique.

Due to the rising need for virtual space in the metaverse via augmented reality (AR), virtual reality (VR), and machine learning, the market for virtual humans is anticipated to expand significantly over the course of the forecast period (ML). The market has grown as a result of the boom in e-commerce and digital retail, as well. The main issue limiting market growth, however, is the absence of technological constraints brought on by the expensive development of intelligent applications and declining labour demand. Contrarily, the rise in machine-to-human consumer connection in a variety of end-use industries and the adoption of intelligent and interactive educational solutions are anticipated to drive the growth of the virtual people market during the forecast period.

The global virtual humans market research is segmented into types, industry vertical, and regions. Based on types, the market is bifurcated into avatars and autonomous virtual humans. Based on the industry vertical the market is segmented into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, the virtual humans market trends are analyzed across North America (U.S. and Canada), Europe (Germany, Italy, France, Spain, UK, and the rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and Rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa). Key players operating in the market Alibaba Group Holding Limited, Datagen, Epic Games, Inc., iFLYTEK Corporation, Inworld AI, Meta Platforms, Inc., Microsoft Corporation, Offbeat Media Group, Soul Machines and Ziva Dynamics (Unity).

Key Benefits For Stakeholders

This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual humans market analysis from 2021 to 2031 to identify the prevailing virtual humans market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the virtual humans market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global virtual humans market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Industry Vertical

  • BFSI
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT and Telecommunications
  • Gaming and Entertainment
  • Others

By Type

  • Avatars
  • Avatars
  • Interactive Digital Human Avatar
  • Non-Interactive Digital Human Avatar
  • Autonomous Virtual Humans

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • Italy
  • France
  • Spain
  • UK
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • South
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Epic Games, Inc.
  • iFLYTEK Corporation
  • Inworld AI
  • Datagen
  • Meta Platforms, Inc
  • Microsoft Corporation
  • Offbeat Media Group
  • soul machines
  • Ziva Dynamics (Unity)
  • Alibaba Group Holding Limited

 

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Moderate bargaining power of suppliers
3.3.2. Moderate bargaining power of buyers
3.3.3. Moderate threat of substitutes
3.3.4. High threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growing demand for virtual space in the metaverse through AR, VR, and ML
3.4.1.2. Increasing demand for AI-based virtual humans in the healthcare sector
3.4.1.3. Rising awareness of creating virtual social-emotional support
3.4.2. Restraints
3.4.2.1. Technological limitations due to the expensive development of intelligent applications
3.4.2.2. Reducing labor demand
3.4.3. Opportunities
3.4.3.1. Surge in machine-to-human customer interaction in various end-use verticals
3.4.3.2. Adoption of smart and interactive educational solutions
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: VIRTUAL HUMANS MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Avatars
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.2.4. Avatars Virtual Humans Market by Avatars
4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
4.2.4.2. Non-Interactive Digital Human Avatar Market size and forecast, by region
4.3. Autonomous Virtual Humans
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL
5.1. Overview
5.1.1. Market size and forecast
5.2. BFSI
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Education
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Retail
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Healthcare
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
5.6. Automotive
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market share analysis by country
5.7. IT and Telecommunications
5.7.1. Key market trends, growth factors and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market share analysis by country
5.8. Gaming and Entertainment
5.8.1. Key market trends, growth factors and opportunities
5.8.2. Market size and forecast, by region
5.8.3. Market share analysis by country
5.9. Others
5.9.1. Key market trends, growth factors and opportunities
5.9.2. Market size and forecast, by region
5.9.3. Market share analysis by country
CHAPTER 6: VIRTUAL HUMANS MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Type
6.2.2.1. North America Avatars Virtual Humans Market by Avatars
6.2.3. Market size and forecast, by Industry Vertical
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Type
6.2.4.1.3. Market size and forecast, by Industry Vertical
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Type
6.2.4.2.3. Market size and forecast, by Industry Vertical
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Type
6.3.2.1. Europe Avatars Virtual Humans Market by Avatars
6.3.3. Market size and forecast, by Industry Vertical
6.3.4. Market size and forecast, by country
6.3.4.1. Germany
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Type
6.3.4.1.3. Market size and forecast, by Industry Vertical
6.3.4.2. Italy
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Type
6.3.4.2.3. Market size and forecast, by Industry Vertical
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Type
6.3.4.3.3. Market size and forecast, by Industry Vertical
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Type
6.3.4.4.3. Market size and forecast, by Industry Vertical
6.3.4.5. UK
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Type
6.3.4.5.3. Market size and forecast, by Industry Vertical
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Type
6.3.4.6.3. Market size and forecast, by Industry Vertical
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Type
6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Avatars
6.4.3. Market size and forecast, by Industry Vertical
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Type
6.4.4.1.3. Market size and forecast, by Industry Vertical
6.4.4.2. India
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Type
6.4.4.2.3. Market size and forecast, by Industry Vertical
6.4.4.3. Japan
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Type
6.4.4.3.3. Market size and forecast, by Industry Vertical
6.4.4.4. South
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Type
6.4.4.4.3. Market size and forecast, by Industry Vertical
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Type
6.4.4.5.3. Market size and forecast, by Industry Vertical
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Type
6.4.4.6.3. Market size and forecast, by Industry Vertical
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Type
6.5.2.1. LAMEA Avatars Virtual Humans Market by Avatars
6.5.3. Market size and forecast, by Industry Vertical
6.5.4. Market size and forecast, by country
6.5.4.1. Latin America
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Type
6.5.4.1.3. Market size and forecast, by Industry Vertical
6.5.4.2. Middle East
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Type
6.5.4.2.3. Market size and forecast, by Industry Vertical
6.5.4.3. Africa
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Type
6.5.4.3.3. Market size and forecast, by Industry Vertical
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2021
CHAPTER 8: COMPANY PROFILES
8.1. Alibaba Group Holding Limited
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.1.4. Operating business segments
8.1.5. Product portfolio
8.1.6. Business performance
8.1.7. Key strategic moves and developments
8.2. Datagen
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.2.4. Operating business segments
8.2.5. Product portfolio
8.2.6. Key strategic moves and developments
8.3. Epic Games, Inc.
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.3.4. Product portfolio
8.3.5. Key strategic moves and developments
8.4. iFLYTEK Corporation
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.4.4. Operating business segments
8.4.5. Product portfolio
8.4.6. Key strategic moves and developments
8.5. Inworld AI
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.5.4. Operating business segments
8.5.5. Product portfolio
8.5.6. Key strategic moves and developments
8.6. Meta Platforms, Inc
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.6.4. Operating business segments
8.6.5. Product portfolio
8.6.6. Business performance
8.6.7. Key strategic moves and developments
8.7. Microsoft Corporation
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.7.4. Operating business segments
8.7.5. Product portfolio
8.7.6. Business performance
8.7.7. Key strategic moves and developments
8.8. Offbeat Media Group
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot
8.8.4. Product portfolio
8.8.5. Key strategic moves and developments
8.9. soul machines
8.9.1. Company overview
8.9.2. Key Executives
8.9.3. Company snapshot
8.9.4. Operating business segments
8.9.5. Product portfolio
8.9.6. Key strategic moves and developments
8.10. Ziva Dynamics (Unity)
8.10.1. Company overview
8.10.2. Key Executives
8.10.3. Company snapshot
8.10.4. Operating business segments
8.10.5. Product portfolio
8.10.6. Business performance
8.10.7. Key strategic moves and developments
List of Tables
TABLE 01. GLOBAL VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 02. VIRTUAL HUMANS MARKET FOR AVATARS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 03. GLOBAL AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 04. VIRTUAL HUMANS MARKET FOR INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 05. VIRTUAL HUMANS MARKET FOR NON-INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 06. VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 07. GLOBAL VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 08. VIRTUAL HUMANS MARKET FOR BFSI, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 09. VIRTUAL HUMANS MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 10. VIRTUAL HUMANS MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 11. VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 12. VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 13. VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 14. VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 15. VIRTUAL HUMANS MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 16. VIRTUAL HUMANS MARKET, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 17. NORTH AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 18. NORTH AMERICA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 19. NORTH AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 20. NORTH AMERICA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 21. U.S. VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 22. U.S. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 23. CANADA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 24. CANADA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 25. EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 26. EUROPE AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 27. EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 28. EUROPE VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 29. GERMANY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 30. GERMANY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 31. ITALY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 32. ITALY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 33. FRANCE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 34. FRANCE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 35. SPAIN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 36. SPAIN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 37. UK VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 38. UK VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 39. REST OF EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 40. REST OF EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 41. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 42. ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 43. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 44. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 45. CHINA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 46. CHINA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 47. INDIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 48. INDIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 49. JAPAN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 50. JAPAN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 51. SOUTH VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 52. SOUTH VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 53. AUSTRALIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 54. AUSTRALIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 55. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 56. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 57. LAMEA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 58. LAMEA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 59. LAMEA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 60. LAMEA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 61. LATIN AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 62. LATIN AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 63. MIDDLE EAST VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 64. MIDDLE EAST VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 65. AFRICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 66. AFRICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 67. ALIBABA GROUP HOLDING LIMITED: KEY EXECUTIVES
TABLE 68. ALIBABA GROUP HOLDING LIMITED: COMPANY SNAPSHOT
TABLE 69. ALIBABA GROUP HOLDING LIMITED: SERVICE SEGMENTS
TABLE 70. ALIBABA GROUP HOLDING LIMITED: PRODUCT PORTFOLIO
TABLE 71. ALIBABA GROUP HOLDING LIMITED: KEY STRATERGIES
TABLE 72. DATAGEN: KEY EXECUTIVES
TABLE 73. DATAGEN: COMPANY SNAPSHOT
TABLE 74. DATAGEN: SERVICE SEGMENTS
TABLE 75. DATAGEN: PRODUCT PORTFOLIO
TABLE 76. DATAGEN: KEY STRATERGIES
TABLE 77. EPIC GAMES, INC.: KEY EXECUTIVES
TABLE 78. EPIC GAMES, INC.: COMPANY SNAPSHOT
TABLE 79. EPIC GAMES, INC.: PRODUCT PORTFOLIO
TABLE 80. EPIC GAMES, INC.: KEY STRATERGIES
TABLE 81. IFLYTEK CORPORATION: KEY EXECUTIVES
TABLE 82. IFLYTEK CORPORATION: COMPANY SNAPSHOT
TABLE 83. IFLYTEK CORPORATION: SERVICE SEGMENTS
TABLE 84. IFLYTEK CORPORATION: PRODUCT PORTFOLIO
TABLE 85. IFLYTEK CORPORATION: KEY STRATERGIES
TABLE 86. INWORLD AI: KEY EXECUTIVES
TABLE 87. INWORLD AI: COMPANY SNAPSHOT
TABLE 88. INWORLD AI: SERVICE SEGMENTS
TABLE 89. INWORLD AI: PRODUCT PORTFOLIO
TABLE 90. INWORLD AI: KEY STRATERGIES
TABLE 91. META PLATFORMS, INC: KEY EXECUTIVES
TABLE 92. META PLATFORMS, INC: COMPANY SNAPSHOT
TABLE 93. META PLATFORMS, INC: SERVICE SEGMENTS
TABLE 94. META PLATFORMS, INC: PRODUCT PORTFOLIO
TABLE 95. META PLATFORMS, INC: KEY STRATERGIES
TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 98. MICROSOFT CORPORATION: SERVICE SEGMENTS
TABLE 99. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 100. MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 101. OFFBEAT MEDIA GROUP: KEY EXECUTIVES
TABLE 102. OFFBEAT MEDIA GROUP: COMPANY SNAPSHOT
TABLE 103. OFFBEAT MEDIA GROUP: PRODUCT PORTFOLIO
TABLE 104. OFFBEAT MEDIA GROUP: KEY STRATERGIES
TABLE 105. SOUL MACHINES: KEY EXECUTIVES
TABLE 106. SOUL MACHINES: COMPANY SNAPSHOT
TABLE 107. SOUL MACHINES: SERVICE SEGMENTS
TABLE 108. SOUL MACHINES: PRODUCT PORTFOLIO
TABLE 109. SOUL MACHINES: KEY STRATERGIES
TABLE 110. ZIVA DYNAMICS (UNITY): KEY EXECUTIVES
TABLE 111. ZIVA DYNAMICS (UNITY): COMPANY SNAPSHOT
TABLE 112. ZIVA DYNAMICS (UNITY): SERVICE SEGMENTS
TABLE 113. ZIVA DYNAMICS (UNITY): PRODUCT PORTFOLIO
TABLE 114. ZIVA DYNAMICS (UNITY): KEY STRATERGIES
List of Figures
FIGURE 01. VIRTUAL HUMANS MARKET, 2021-2031
FIGURE 02. SEGMENTATION OF VIRTUAL HUMANS MARKET, 2021-2031
FIGURE 03. TOP INVESTMENT POCKETS IN VIRTUAL HUMANS MARKET (2022-2031)
FIGURE 04. MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 05. MODERATE BARGAINING POWER OF BUYERS
FIGURE 06. MODERATE THREAT OF SUBSTITUTES
FIGURE 07. HIGH THREAT OF NEW ENTRANTS
FIGURE 08. MODERATE INTENSITY OF RIVALRY
FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALVIRTUAL HUMANS MARKET
FIGURE 10. VIRTUAL HUMANS MARKET, BY TYPE, 2021 (%)
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AVATARS, BY COUNTRY 2021-2031 (%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY COUNTRY 2021-2031 (%)
FIGURE 13. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021 (%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR BFSI, BY COUNTRY 2021-2031 (%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR EDUCATION, BY COUNTRY 2021-2031 (%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR RETAIL, BY COUNTRY 2021-2031 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY COUNTRY 2021-2031 (%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY COUNTRY 2021-2031 (%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY COUNTRY 2021-2031 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY COUNTRY 2021-2031 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR OTHERS, BY COUNTRY 2021-2031 (%)
FIGURE 22. VIRTUAL HUMANS MARKET BY REGION, 2021
FIGURE 23. U.S. VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 24. CANADA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 25. GERMANY VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 26. ITALY VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 27. FRANCE VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 28. SPAIN VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 29. UK VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 30. REST OF EUROPE VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 31. CHINA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 32. INDIA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 33. JAPAN VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 34. SOUTH VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 35. AUSTRALIA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 36. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 37. LATIN AMERICA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 38. MIDDLE EAST VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 39. AFRICA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
FIGURE 40. TOP WINNING STRATEGIES, BY YEAR
FIGURE 41. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 42. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 43. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 44. COMPETITIVE DASHBOARD
FIGURE 45. COMPETITIVE HEATMAP: VIRTUAL HUMANS MARKET
FIGURE 46. TOP PLAYER POSITIONING, 2021
FIGURE 47. ALIBABA GROUP HOLDING LIMITED: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 48. ALIBABA GROUP HOLDING LIMITED: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 49. ALIBABA GROUP HOLDING LIMITED: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 50. META PLATFORMS, INC: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 51. META PLATFORMS, INC: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 52. META PLATFORMS, INC: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 53. META PLATFORMS, INC: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 54. MICROSOFT CORPORATION: NET REVENUE, 2018-2020 ($MILLION)
FIGURE 55. MICROSOFT CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2018-2020
FIGURE 56. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 57. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 58. ZIVA DYNAMICS (UNITY): RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 59. ZIVA DYNAMICS (UNITY): NET REVENUE, 2019-2021 ($MILLION)
FIGURE 60. ZIVA DYNAMICS (UNITY): REVENUE SHARE BY REGION, 2021 (%)

Executive Summary

According to the report titled, “Virtual Humans Market," the virtual humans market was valued at $11.30 billion in 2021, and is estimated to reach $440.3 billion by 2031, growing at a CAGR of 44.7% from 2022 to 2031.

The computer image of an individual is referred to as a virtual human. These are avatars that are an immersive virtual reality experience and are widely recognized for their use in various aspects of daily human life. However, they do not often appear human, as virtual humans are capable of having irrational and imaginative appearances.

The key factors that drive the growth of the virtual humans market include the growth in demand for virtual space in the metaverse, the increase in demand for AI-based virtual humans in the healthcare sector and rise in awareness of creating virtual social-emotional support. AI is being promoted as a method to close the workforce gap in a world where very few nations have enough workers to deliver high-quality healthcare by automating routine chores and freeing up the time of the healthcare personnel to focus on the high value work, they are best suited to undertake. AI technology can be used to ease the burden on doctors and the healthcare system at large. AI-based virtual humans are known to increase productivity of doctors by letting them concentrate on information that is critically important rather than wasting time gathering irrelevant data or finishing encounter reports. Customer service representatives can handle patient calls and collect the necessary data, with the aid of virtual humans.

Increasing user demand and technological advancements have contributed to the growth of the digital human sector. The concept of digital humans is likely to expand beyond cultural and creative fields such as virtual celebrities. It is expected that they will become integrated with a variety of industries in order to boost the real economy. Moreover, the country has developed policies to support the development of innovative virtual humans. A complete set of services is provided by the platform to create and operate virtual hosts, celebrity broadcasters, and brand spokespersons for clients in the fields of broadcasting, television, internet, finance, and retail, enabling more industries to utilize virtual human resources. In addition, computer interface against the backdrop of metaverse, have become popular again, industry insiders have claimed by adding development of 5G, AI and VR technologies have fueled the virtual industry. Furthermore, financial returns for virtual idols are mainly generated from livestreaming platform membership fees, live broadcast rewards, brand endorsements, and appearance fees. Moreover, An Intelligent Virtual Assistant (IVA) is capable of fulfilling a wide range of customer service roles such as ease to navigate, offering product information, assisting customers in paying bills, and carry out transfers or complete forms, and directing problem queries to human agents in customer service. Such factors are prompting banking and financial institution across the world to integrate virtual assistants, leading to industry growth.

The market also offers growth opportunities to the key players. Many key players adopted various strategies such as partnership, product development, product launch, and more. For instance, in, April 2020, Hyderabad-based startup Digibeings developed an artificial intelligence-based virtual human, Intelligent Remote Assistant (IRA), which can assist healthcare workers and patients. It also monitors essential physiological signals like oxygen saturation level and respiration rate using the mobile camera without requiring any additional device. The solution is completely digital and thus, scalable. It can be accessed over mobile, desktop, VR, and AR devices, and no special training is required for users to use the product. Such factors are playing a major role in driving the growth of the virtual humans market.

The virtual humans market is segmented into type, industry vertical, and region. On the basis of type, the market is bifurcated into avatars and autonomous virtual humans. On the basis of Industry Vertical, the market is categorized into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment, and others. On the basis of region, it is analyzed across North America (the U.S. and Canada), Europe (Germany, Italy, France, Spain, UK, and the Rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and the Rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa).

The key players profiled in the study include Alibaba Group Holding Limited, Datagen, Epic Games, Inc., iFLYTEK Corporation, Inworld AI, Meta Platforms, Inc., Microsoft Corporation Offbeat Media Group, Soul Machines, and Ziva Dynamics (Unity). The players in the market have been actively engaged in the adoption of various strategies such as partnerships, product launches, and acquisitions to remain competitive and gain an advantage over the competitors in the market.

Key Market Insights

  • On the basis of type, the autonomous virtual humans segment is estimated to create $90 million in revenue by 2031. However, the avatars segment is expected to continue its dominance, during the forecast period.
  • On the basis of the industry vertical, retail is the fastest-growing segment, with an impressive CAGR of 47% during the forecast period.
  • On the basis of region, Asia-Pacific is the dominating segment and is expected to continue its dominance with a significant CAGR of 46%, during the forecast period.

Companies Mentioned

  • Epic Games, Inc.
  • iFLYTEK Corporation
  • Inworld AI
  • Datagen
  • Meta Platforms, Inc
  • Microsoft Corporation
  • Offbeat Media Group
  • soul machines
  • Ziva Dynamics (Unity)
  • Alibaba Group Holding Limited

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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