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Virtual Humans Market: Global Opportunity Analysis and Industry Forecast, 2024-2033

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    Report

  • 322 Pages
  • October 2024
  • Region: Global
  • Allied Market Research
  • ID: 5781728
The global virtual humans market was valued at $43.3 billion in 2023 and is estimated to reach $1.82 trillion by 2033, exhibiting a CAGR of 45.1% from 2024 to 2033. Virtual humans are a digital simulation of human beings, designed to replicate human appearance, behavior, and interaction through advanced technologies such as artificial intelligence (AI), 3D modeling, motion capture, and natural language processing (NLP). These digital beings can engage in realistic conversations, display emotional expressions, and react to stimuli, making them highly versatile for interactive applications. Virtual humans are popular in gaming, movies, and virtual reality (VR) environments.

In addition, virtual humans are now expanded into various sectors including healthcare, education, and customer service. In healthcare, they are used for patient simulations or as therapeutic companions, while in education, they enhance learning experiences through interactive training. Furthermore, virtual humans serve as digital assistants in customer service, offering efficient and human-like support to users.

The virtual human market is driven by advancements in artificial intelligence (AI) and machine learning (ML). The AI enables virtual humans to interact in more realistic, human-like ways by processing complex language, recognizing emotions, and learning from user interactions. This significantly enhanced the application in areas such as customer service, education, and entertainment, where lifelike interactions are important.

As AI technology improves, virtual humans become more capable of understanding context, providing personalized responses, and adapting to different scenarios, which is expected to drive the virtual human market growth. However, high development and implementation costs of virtual humans hinder the market growth. Advanced technologies such as AI, 3D modeling, and motion capture demand significant investment. The smaller companies with limited budgets face challenges in managing these ongoing expenses, which hampers the market growth.

Furthermore, the healthcare simulation and therapy utilizing virtual humans present significant opportunities for patient education, medical training, and mental health treatment. These digital entities can simulate realistic patient scenarios, allowing healthcare professionals to practice procedures and improve their skills in a risk-free environment. Moreover, virtual humans can provide therapeutic companionship for mental health patients, enhancing treatment outcomes. Virtual human applications not only improve healthcare quality but also drive the market growth in the healthcare sector by facilitating effective training and patient interactions.

The virtual human market is segmented into type, industry vertical, and region. By type, it is classified into avatars and autonomous virtual humans. By industrial vertical, it is divided into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, it is analyzed across North America, Europe, Asia-Pacific and LAMEA.

The market players operating in the virtual human market include Epic Games, Inc., Inworld AI, Meta Platforms, Inc, Microsoft Corporation, Soul Machines, Unity Technologies, Alibaba Group Holding Limited, Aww Inc., UneeQ and Dexter Studios. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships, which help drive the growth of the virtual humans market globally.

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 2023 to 2033 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.

Additional benefits you will get with this purchase are:

  • Quarterly Update* (with the purchase of an enterprise license)
  • 5 additional Company Profiles, pre- or post-purchase, as a free update.
  • Free Updated Version (once released) with the purchase of an enterprise user license.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Senario Analysis & Growth Trend Comparision
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Type

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

By Industry Vertical

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

By Region

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

Key Market Players

  • Alibaba Group Holding Limited
  • Aww Inc.
  • DEXTER STUDIOS
  • Epic Games, Inc.
  • Inworld AI
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Soul Machines
  • UneeQ
  • Unity Technologies

 

Please note:

  • Online Access price format is valid for 60 days access. Printing is not enabled.
  • PDF Single and Enterprise price formats enable printing.

 

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 threat of new entrants
3.3.3. Low threat of substitutes
3.3.4. High intensity of rivalry
3.3.5. High bargaining power of buyers
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Increased Focus on Personalization
3.4.1.2. Expansion of Virtual and Augmented Reality in Virtual Humans
3.4.2. Restraints
3.4.2.1. High Development Costs
3.4.2.2. Privacy and Data Security Concerns
3.4.3. Opportunities
3.4.3.1. Growth in E-learning and Remote Education
3.4.3.2. Integration with Smart Devices
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 Type
4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
4.2.4.2. Interactive Digital Human Avatar Market size and forecast, by country
4.2.4.3. Non-Interactive Digital Human Avatar Market size and forecast, by region
4.2.4.4. Non-Interactive Digital Human Avatar Market size and forecast, by country
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. Gaming and Entertainment
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. BFSI
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 market trends, growth factors and opportunities
6.2.2. Market size and forecast, by Type
6.2.2.1. North America Avatars Virtual Humans Market by Type
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. Market size and forecast, by Type
6.2.4.1.1.1. U.S. Avatars Virtual Humans Market by Type
6.2.4.1.2. Market size and forecast, by Industry Vertical
6.2.4.2. Canada
6.2.4.2.1. Market size and forecast, by Type
6.2.4.2.1.1. Canada Avatars Virtual Humans Market by Type
6.2.4.2.2. Market size and forecast, by Industry Vertical
6.3. Europe
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by Type
6.3.2.1. Europe Avatars Virtual Humans Market by Type
6.3.3. Market size and forecast, by Industry Vertical
6.3.4. Market size and forecast, by country
6.3.4.1. UK
6.3.4.1.1. Market size and forecast, by Type
6.3.4.1.1.1. UK Avatars Virtual Humans Market by Type
6.3.4.1.2. Market size and forecast, by Industry Vertical
6.3.4.2. Germany
6.3.4.2.1. Market size and forecast, by Type
6.3.4.2.1.1. Germany Avatars Virtual Humans Market by Type
6.3.4.2.2. Market size and forecast, by Industry Vertical
6.3.4.3. France
6.3.4.3.1. Market size and forecast, by Type
6.3.4.3.1.1. France Avatars Virtual Humans Market by Type
6.3.4.3.2. Market size and forecast, by Industry Vertical
6.3.4.4. Italy
6.3.4.4.1. Market size and forecast, by Type
6.3.4.4.1.1. Italy Avatars Virtual Humans Market by Type
6.3.4.4.2. Market size and forecast, by Industry Vertical
6.3.4.5. Spain
6.3.4.5.1. Market size and forecast, by Type
6.3.4.5.1.1. Spain Avatars Virtual Humans Market by Type
6.3.4.5.2. Market size and forecast, by Industry Vertical
6.3.4.6. Rest of Europe
6.3.4.6.1. Market size and forecast, by Type
6.3.4.6.1.1. Rest of Europe Avatars Virtual Humans Market by Type
6.3.4.6.2. Market size and forecast, by Industry Vertical
6.4. Asia-Pacific
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by Type
6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Type
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. Market size and forecast, by Type
6.4.4.1.1.1. China Avatars Virtual Humans Market by Type
6.4.4.1.2. Market size and forecast, by Industry Vertical
6.4.4.2. Japan
6.4.4.2.1. Market size and forecast, by Type
6.4.4.2.1.1. Japan Avatars Virtual Humans Market by Type
6.4.4.2.2. Market size and forecast, by Industry Vertical
6.4.4.3. India
6.4.4.3.1. Market size and forecast, by Type
6.4.4.3.1.1. India Avatars Virtual Humans Market by Type
6.4.4.3.2. Market size and forecast, by Industry Vertical
6.4.4.4. Australia
6.4.4.4.1. Market size and forecast, by Type
6.4.4.4.1.1. Australia Avatars Virtual Humans Market by Type
6.4.4.4.2. Market size and forecast, by Industry Vertical
6.4.4.5. South Korea
6.4.4.5.1. Market size and forecast, by Type
6.4.4.5.1.1. South Korea Avatars Virtual Humans Market by Type
6.4.4.5.2. Market size and forecast, by Industry Vertical
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Market size and forecast, by Type
6.4.4.6.1.1. Rest of Asia-Pacific Avatars Virtual Humans Market by Type
6.4.4.6.2. Market size and forecast, by Industry Vertical
6.5. LAMEA
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by Type
6.5.2.1. LAMEA Avatars Virtual Humans Market by Type
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. Market size and forecast, by Type
6.5.4.1.1.1. Latin America Avatars Virtual Humans Market by Type
6.5.4.1.2. Market size and forecast, by Industry Vertical
6.5.4.2. Middle East
6.5.4.2.1. Market size and forecast, by Type
6.5.4.2.1.1. Middle East Avatars Virtual Humans Market by Type
6.5.4.2.2. Market size and forecast, by Industry Vertical
6.5.4.3. Africa
6.5.4.3.1. Market size and forecast, by Type
6.5.4.3.1.1. Africa Avatars Virtual Humans Market by Type
6.5.4.3.2. 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, 2023
CHAPTER 8: COMPANY PROFILES
8.1. Epic Games, Inc.
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. Key strategic moves and developments
8.2. Inworld AI
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. Alibaba Group Holding Limited
8.3.1. Company overview
8.3.2. Key executives
8.3.3. Company snapshot
8.3.4. Operating business segments
8.3.5. Product portfolio
8.3.6. Business performance
8.3.7. Key strategic moves and developments
8.4. Unity Technologies
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. Business performance
8.4.7. Key strategic moves and developments
8.5. Soul Machines
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. Microsoft Corporation
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. Meta Platforms, Inc.
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. DEXTER STUDIOS
8.8.1. Company overview
8.8.2. Key executives
8.8.3. Company snapshot
8.8.4. Operating business segments
8.8.5. Product portfolio
8.9. UneeQ
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
8.10. Aww Inc.
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
LIST OF TABLES
Table 01. Global Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 02. Virtual Humans Market for Avatars, by Region, 2023-2033 ($Billion)
Table 03. Global Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 04. Virtual Humans Market for Interactive Digital Human Avatar, by Region, 2023-2033 ($Billion)
Table 05. Virtual Humans Market for Non-Interactive Digital Human Avatar, by Region, 2023-2033 ($Billion)
Table 06. Virtual Humans Market for Autonomous Virtual Humans, by Region, 2023-2033 ($Billion)
Table 07. Global Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 08. Virtual Humans Market for Gaming and Entertainment, by Region, 2023-2033 ($Billion)
Table 09. Virtual Humans Market for Education, by Region, 2023-2033 ($Billion)
Table 10. Virtual Humans Market for Retail, by Region, 2023-2033 ($Billion)
Table 11. Virtual Humans Market for Healthcare, by Region, 2023-2033 ($Billion)
Table 12. Virtual Humans Market for Automotive, by Region, 2023-2033 ($Billion)
Table 13. Virtual Humans Market for IT and Telecommunications, by Region, 2023-2033 ($Billion)
Table 14. Virtual Humans Market for Bfsi, by Region, 2023-2033 ($Billion)
Table 15. Virtual Humans Market for Others, by Region, 2023-2033 ($Billion)
Table 16. Virtual Humans Market, by Region, 2023-2033 ($Billion)
Table 17. North America Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 18. North America Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 19. North America Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 20. North America Virtual Humans Market, by Country, 2023-2033 ($Billion)
Table 21. U.S. Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 22. U.S. Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 23. U.S. Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 24. Canada Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 25. Canada Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 26. Canada Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 27. Europe Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 28. Europe Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 29. Europe Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 30. Europe Virtual Humans Market, by Country, 2023-2033 ($Billion)
Table 31. UK Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 32. UK Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 33. UK Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 34. Germany Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 35. Germany Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 36. Germany Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 37. France Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 38. France Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 39. France Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 40. Italy Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 41. Italy Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 42. Italy Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 43. Spain Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 44. Spain Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 45. Spain Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 46. Rest of Europe Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 47. Rest of Europe Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 48. Rest of Europe Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 49. Asia-Pacific Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 50. Asia-Pacific Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 51. Asia-Pacific Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 52. Asia-Pacific Virtual Humans Market, by Country, 2023-2033 ($Billion)
Table 53. China Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 54. China Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 55. China Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 56. Japan Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 57. Japan Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 58. Japan Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 59. India Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 60. India Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 61. India Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 62. Australia Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 63. Australia Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 64. Australia Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 65. South Korea Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 66. South Korea Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 67. South Korea Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 68. Rest of Asia-Pacific Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 69. Rest of Asia-Pacific Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 70. Rest of Asia-Pacific Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 71. LAMEA Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 72. LAMEA Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 73. LAMEA Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 74. LAMEA Virtual Humans Market, by Country, 2023-2033 ($Billion)
Table 75. Latin America Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 76. Latin America Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 77. Latin America Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 78. Middle East Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 79. Middle East Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 80. Middle East Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 81. Africa Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 82. Africa Avatars Virtual Humans Market, by Type, 2023-2033 ($Billion)
Table 83. Africa Virtual Humans Market, by Industry Vertical, 2023-2033 ($Billion)
Table 84. Epic Games, Inc.: Key Executives
Table 85. Epic Games, Inc.: Company Snapshot
Table 86. Epic Games, Inc.: Service Segments
Table 87. Epic Games, Inc.: Product Portfolio
Table 88. Epic Games, Inc.: Key Stratergies
Table 89. Inworld AI: Key Executives
Table 90. Inworld AI: Company Snapshot
Table 91. Inworld AI: Service Segments
Table 92. Inworld AI: Product Portfolio
Table 93. Inworld AI: Key Stratergies
Table 94. Alibaba Group Holding Limited: Key Executives
Table 95. Alibaba Group Holding Limited: Company Snapshot
Table 96. Alibaba Group Holding Limited: Service Segments
Table 97. Alibaba Group Holding Limited: Product Portfolio
Table 98. Alibaba Group Holding Limited: Key Stratergies
Table 99. Unity Technologies: Key Executives
Table 100. Unity Technologies: Company Snapshot
Table 101. Unity Technologies: Service Segments
Table 102. Unity Technologies: Product Portfolio
Table 103. Unity Technologies: Key Stratergies
Table 104. Soul Machines: Key Executives
Table 105. Soul Machines: Company Snapshot
Table 106. Soul Machines: Service Segments
Table 107. Soul Machines: Product Portfolio
Table 108. Soul Machines: Key Stratergies
Table 109. Microsoft Corporation: Key Executives
Table 110. Microsoft Corporation: Company Snapshot
Table 111. Microsoft Corporation: Service Segments
Table 112. Microsoft Corporation: Product Portfolio
Table 113. Microsoft Corporation: Key Stratergies
Table 114. Meta Platforms, Inc.: Key Executives
Table 115. Meta Platforms, Inc.: Company Snapshot
Table 116. Meta Platforms, Inc.: Service Segments
Table 117. Meta Platforms, Inc.: Product Portfolio
Table 118. Meta Platforms, Inc.: Key Stratergies
Table 119. Dexter Studios: Key Executives
Table 120. Dexter Studios: Company Snapshot
Table 121. Dexter Studios: Service Segments
Table 122. Dexter Studios: Product Portfolio
Table 123. Uneeq: Key Executives
Table 124. Uneeq: Company Snapshot
Table 125. Uneeq: Service Segments
Table 126. Uneeq: Product Portfolio
Table 127. Aww Inc.: Key Executives
Table 128. Aww Inc.: Company Snapshot
Table 129. Aww Inc.: Service Segments
Table 130. Aww Inc.: Product Portfolio
LIST OF FIGURES
Figure 01. Virtual Humans Market, 2023-2033
Figure 02. Segmentation of Virtual Humans Market,2023-2033
Figure 03. Top Impacting Factors in Virtual Humans Market (2023 to 2033)
Figure 04. Top Investment Pockets in Virtual Humans Market (2024-2033)
Figure 05. Moderate Bargaining Power of Suppliers
Figure 06. Moderate Threat of New Entrants
Figure 07. Low Threat of Substitutes
Figure 08. High Intensity of Rivalry
Figure 09. High Bargaining Power of Buyers
Figure 10. Global Virtual Humans Market:Drivers, Restraints and Opportunities
Figure 11. Virtual Humans Market, by Type, 2023 and 2033(%)
Figure 12. Comparative Share Analysis of Virtual Humans Market for Avatars, by Country 2023 and 2033(%)
Figure 13. Comparative Share Analysis of Virtual Humans Market for Autonomous Virtual Humans, by Country 2023 and 2033(%)
Figure 14. Virtual Humans Market, by Industry Vertical, 2023 and 2033(%)
Figure 15. Comparative Share Analysis of Virtual Humans Market for Gaming and Entertainment, by Country 2023 and 2033(%)
Figure 16. Comparative Share Analysis of Virtual Humans Market for Education, by Country 2023 and 2033(%)
Figure 17. Comparative Share Analysis of Virtual Humans Market for Retail, by Country 2023 and 2033(%)
Figure 18. Comparative Share Analysis of Virtual Humans Market for Healthcare, by Country 2023 and 2033(%)
Figure 19. Comparative Share Analysis of Virtual Humans Market for Automotive, by Country 2023 and 2033(%)
Figure 20. Comparative Share Analysis of Virtual Humans Market for IT and Telecommunications, by Country 2023 and 2033(%)
Figure 21. Comparative Share Analysis of Virtual Humans Market for Bfsi, by Country 2023 and 2033(%)
Figure 22. Comparative Share Analysis of Virtual Humans Market for Others, by Country 2023 and 2033(%)
Figure 23. Virtual Humans Market by Region, 2023 and 2033(%)
Figure 24. U.S. Virtual Humans Market, 2023-2033 ($Billion)
Figure 25. Canada Virtual Humans Market, 2023-2033 ($Billion)
Figure 26. UK Virtual Humans Market, 2023-2033 ($Billion)
Figure 27. Germany Virtual Humans Market, 2023-2033 ($Billion)
Figure 28. France Virtual Humans Market, 2023-2033 ($Billion)
Figure 29. Italy Virtual Humans Market, 2023-2033 ($Billion)
Figure 30. Spain Virtual Humans Market, 2023-2033 ($Billion)
Figure 31. Rest of Europe Virtual Humans Market, 2023-2033 ($Billion)
Figure 32. China Virtual Humans Market, 2023-2033 ($Billion)
Figure 33. Japan Virtual Humans Market, 2023-2033 ($Billion)
Figure 34. India Virtual Humans Market, 2023-2033 ($Billion)
Figure 35. Australia Virtual Humans Market, 2023-2033 ($Billion)
Figure 36. South Korea Virtual Humans Market, 2023-2033 ($Billion)
Figure 37. Rest of Asia-Pacific Virtual Humans Market, 2023-2033 ($Billion)
Figure 38. Latin America Virtual Humans Market, 2023-2033 ($Billion)
Figure 39. Middle East Virtual Humans Market, 2023-2033 ($Billion)
Figure 40. Africa Virtual Humans Market, 2023-2033 ($Billion)
Figure 41. Top Winning Strategies, by Year (2021-2024)
Figure 42. Top Winning Strategies, by Development (2021-2024)
Figure 43. Top Winning Strategies, by Company (2021-2024)
Figure 44. Product Mapping of Top 10 Players
Figure 45. Competitive Dashboard
Figure 46. Competitive Heatmap: Virtual Humans Market
Figure 47. Top Player Positioning, 2023
Figure 48. Alibaba Group Holding Limited: Net Revenue, 2021-2023 ($Million)
Figure 49. Alibaba Group Holding Limited: Revenue Share by Segment, 2023 (%)
Figure 50. Unity Technologies: Net Revenue, 2021-2023 ($Million)
Figure 51. Unity Technologies: Revenue Share by Region, 2021 (%)
Figure 52. Microsoft Corporation: Net Revenue, 2021-2023 ($Million)
Figure 53. Microsoft Corporation: Research & Development Expenditure, 2021-2023 ($Million)
Figure 54. Microsoft Corporation: Revenue Share by Segment, 2023 (%)
Figure 55. Microsoft Corporation: Revenue Share by Region, 2023 (%)
Figure 56. Meta Platforms, Inc.: Net Revenue, 2021-2023 ($Million)
Figure 57. Meta Platforms, Inc.: Revenue Share by Segment, 2023 (%)
Figure 58. Meta Platforms, Inc.: Revenue Share by Region, 2023 (%)

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

  • Alibaba Group Holding Limited
  • Aww Inc.
  • DEXTER STUDIOS
  • Epic Games, Inc.
  • Inworld AI
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Soul Machines
  • UneeQ
  • Unity Technologies

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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