This virtual humans market report delivers an in-depth analysis of the market’s key characteristics, including size, growth potential, and segmentation. It provides a detailed breakdown of the market across major regions and leading countries, highlighting historical data and future growth projections. The report also examines the competitive landscape, market share insights, emerging trends, and strategic developments shaping the market.
The virtual humans market size has grown exponentially in recent years. It will grow from $34.88 billion in 2024 to $51.94 billion in 2025 at a compound annual growth rate (CAGR) of 48.9%. The growth in the historic period can be attributed to rising adoption of virtual assistance and chatbots, expansion of the metaverse, increased digitalization, increased smartphone penetration, and increased digitalization.
The virtual humans market size is expected to see exponential growth in the next few years. It will grow to $252.61 billion in 2029 at a compound annual growth rate (CAGR) of 48.5%. The growth in the forecast period can be attributed to the rise of e-commerce, demand for personalized experiences, increasing expansion of the metaverse, growing acceptance of digital influencers, and increased focus on customer experience. Major trends in the forecast period include technological advancements, integration of artificial intelligence, multilingual capabilities, personalized experiences, and collaboration with influencers.
The rapid growth of the metaverse is anticipated to drive the expansion of the virtual humans market. The metaverse is a collective virtual space that merges enhanced physical reality with persistent virtual reality. This expansion is fueled by rising interest in digital experiences, the growth of remote work and socialization, new economic opportunities, and shifting cultural trends. Virtual humans, which include digital avatars, AI-driven characters, and standalone virtual entities, are essential in the metaverse, enhancing user interactions and contributing to more immersive and personalized digital environments. For instance, in March 2024, the UK Intellectual Property Office projected that the number of metaverse users will grow significantly, reaching approximately 1.4 billion and generating a market size of $490.4 billion by 2030. Consequently, the growth of the metaverse is driving the development of the virtual humans market.
Major companies in the virtual humans market are concentrating on developing innovative solutions, such as AI-driven virtual human technologies, through strategic collaborations. These advancements aim to enhance human-computer interactions, create more lifelike avatars, and broaden applications across various industries. AI-driven virtual human technologies involve sophisticated systems that use artificial intelligence (AI) to produce digital human representations capable of engaging with real people in a realistic and intelligent manner. For example, in June 2024, Nvidia Corporation, a US-based software company, and Aww Inc, a Japan-based virtual human firm, teamed up to advance AI-driven virtual human technology, particularly with their virtual influencer, imma. This new version leverages NVIDIA's Audio2Face technology to offer real-time interactions with realistic facial animations and lip-syncing. AI imma is designed to automate the creation of character-based large language models (LLMs), simplifying the development and deployment of virtual humans for diverse business uses. This partnership marks a significant advancement in AI-driven virtual human technology, aiming to transform user engagement and interaction across various sectors.
In March 2023, Unity Software Inc., a US-based video game software development company, acquired Ziva Dynamics Inc. for an undisclosed amount. This acquisition is intended to democratize access to advanced character creation tools by incorporating Ziva's advanced simulation and deformation technologies into Unity's platform. This integration aims to improve the quality and efficiency of creating digital characters for games, films, and real-time 3D applications. Ziva Dynamics Inc., based in Canada, specializes in character creation software designed to enhance human interactions within virtual environments.
Major companies operating in the virtual humans market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Alibaba Group Holding Limited, Meta Platforms Inc., NVIDIA Corporation, iFLYTEK Co. Ltd., Unity Software Inc., Epic Games Inc., Xsens Technologies B.V., Reallusion Inc., Soul Machines Limited, AltspaceVR Inc., Cubic Motion Limited, Datagen Technologies Ltd., Inworld AI Inc., 3Lateral d.o.o., Faceware Technologies Inc., Offbeat Media Group LLC, Quantum Capture Inc., UneeQ Limited, VNTANA Inc.
North America was the largest region in the virtual humans market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the virtual humans market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual humans market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual human, also known as a digital human, is a computer-generated character that simulates human-like appearance, behavior, and interaction. These virtual entities can be used in various applications, such as virtual assistants, customer service bots, video games, virtual reality (VR) environments, and social media or entertainment.
The main types of virtual humans are avatars and autonomous virtual humans. Avatars are digital representations of users, used in virtual environments and online platforms to create a visual persona. These avatars find applications across various sectors, including gaming and entertainment, simulation and training, virtual reality (VR) and augmented reality (AR), customer service and virtual assistants, marketing and advertising, and others, and cater to diverse industries such as banking, financial services and insurance (BFSI), education, retail, healthcare, automotive, aerospace, and military, information technology and telecommunications, and others.
The virtual humans market research report is one of a series of new reports that provides virtual humans market statistics, including virtual humans industry global market size, regional shares, competitors with a virtual humans market share, detailed virtual humans market segments, market trends and opportunities, and any further data you may need to thrive in the virtual humans industry. This virtual human market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The virtual humans market includes revenues earned by entities by providing 3D avatars, AI-powered chatbots, virtual assistants, digital humans for simulations, voice synthesis systems, and interactive virtual reality (VR) characters. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The virtual humans market size has grown exponentially in recent years. It will grow from $34.88 billion in 2024 to $51.94 billion in 2025 at a compound annual growth rate (CAGR) of 48.9%. The growth in the historic period can be attributed to rising adoption of virtual assistance and chatbots, expansion of the metaverse, increased digitalization, increased smartphone penetration, and increased digitalization.
The virtual humans market size is expected to see exponential growth in the next few years. It will grow to $252.61 billion in 2029 at a compound annual growth rate (CAGR) of 48.5%. The growth in the forecast period can be attributed to the rise of e-commerce, demand for personalized experiences, increasing expansion of the metaverse, growing acceptance of digital influencers, and increased focus on customer experience. Major trends in the forecast period include technological advancements, integration of artificial intelligence, multilingual capabilities, personalized experiences, and collaboration with influencers.
The rapid growth of the metaverse is anticipated to drive the expansion of the virtual humans market. The metaverse is a collective virtual space that merges enhanced physical reality with persistent virtual reality. This expansion is fueled by rising interest in digital experiences, the growth of remote work and socialization, new economic opportunities, and shifting cultural trends. Virtual humans, which include digital avatars, AI-driven characters, and standalone virtual entities, are essential in the metaverse, enhancing user interactions and contributing to more immersive and personalized digital environments. For instance, in March 2024, the UK Intellectual Property Office projected that the number of metaverse users will grow significantly, reaching approximately 1.4 billion and generating a market size of $490.4 billion by 2030. Consequently, the growth of the metaverse is driving the development of the virtual humans market.
Major companies in the virtual humans market are concentrating on developing innovative solutions, such as AI-driven virtual human technologies, through strategic collaborations. These advancements aim to enhance human-computer interactions, create more lifelike avatars, and broaden applications across various industries. AI-driven virtual human technologies involve sophisticated systems that use artificial intelligence (AI) to produce digital human representations capable of engaging with real people in a realistic and intelligent manner. For example, in June 2024, Nvidia Corporation, a US-based software company, and Aww Inc, a Japan-based virtual human firm, teamed up to advance AI-driven virtual human technology, particularly with their virtual influencer, imma. This new version leverages NVIDIA's Audio2Face technology to offer real-time interactions with realistic facial animations and lip-syncing. AI imma is designed to automate the creation of character-based large language models (LLMs), simplifying the development and deployment of virtual humans for diverse business uses. This partnership marks a significant advancement in AI-driven virtual human technology, aiming to transform user engagement and interaction across various sectors.
In March 2023, Unity Software Inc., a US-based video game software development company, acquired Ziva Dynamics Inc. for an undisclosed amount. This acquisition is intended to democratize access to advanced character creation tools by incorporating Ziva's advanced simulation and deformation technologies into Unity's platform. This integration aims to improve the quality and efficiency of creating digital characters for games, films, and real-time 3D applications. Ziva Dynamics Inc., based in Canada, specializes in character creation software designed to enhance human interactions within virtual environments.
Major companies operating in the virtual humans market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Alibaba Group Holding Limited, Meta Platforms Inc., NVIDIA Corporation, iFLYTEK Co. Ltd., Unity Software Inc., Epic Games Inc., Xsens Technologies B.V., Reallusion Inc., Soul Machines Limited, AltspaceVR Inc., Cubic Motion Limited, Datagen Technologies Ltd., Inworld AI Inc., 3Lateral d.o.o., Faceware Technologies Inc., Offbeat Media Group LLC, Quantum Capture Inc., UneeQ Limited, VNTANA Inc.
North America was the largest region in the virtual humans market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the virtual humans market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the virtual humans market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual human, also known as a digital human, is a computer-generated character that simulates human-like appearance, behavior, and interaction. These virtual entities can be used in various applications, such as virtual assistants, customer service bots, video games, virtual reality (VR) environments, and social media or entertainment.
The main types of virtual humans are avatars and autonomous virtual humans. Avatars are digital representations of users, used in virtual environments and online platforms to create a visual persona. These avatars find applications across various sectors, including gaming and entertainment, simulation and training, virtual reality (VR) and augmented reality (AR), customer service and virtual assistants, marketing and advertising, and others, and cater to diverse industries such as banking, financial services and insurance (BFSI), education, retail, healthcare, automotive, aerospace, and military, information technology and telecommunications, and others.
The virtual humans market research report is one of a series of new reports that provides virtual humans market statistics, including virtual humans industry global market size, regional shares, competitors with a virtual humans market share, detailed virtual humans market segments, market trends and opportunities, and any further data you may need to thrive in the virtual humans industry. This virtual human market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The virtual humans market includes revenues earned by entities by providing 3D avatars, AI-powered chatbots, virtual assistants, digital humans for simulations, voice synthesis systems, and interactive virtual reality (VR) characters. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Humans Market Characteristics3. Virtual Humans Market Trends and Strategies4. Virtual Humans Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Virtual Humans Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Virtual Humans Market34. Recent Developments in the Virtual Humans Market
5. Global Virtual Humans Growth Analysis and Strategic Analysis Framework
6. Virtual Humans Market Segmentation
7. Virtual Humans Market Regional and Country Analysis
8. Asia-Pacific Virtual Humans Market
9. China Virtual Humans Market
10. India Virtual Humans Market
11. Japan Virtual Humans Market
12. Australia Virtual Humans Market
13. Indonesia Virtual Humans Market
14. South Korea Virtual Humans Market
15. Western Europe Virtual Humans Market
16. UK Virtual Humans Market
17. Germany Virtual Humans Market
18. France Virtual Humans Market
19. Italy Virtual Humans Market
20. Spain Virtual Humans Market
21. Eastern Europe Virtual Humans Market
22. Russia Virtual Humans Market
23. North America Virtual Humans Market
24. USA Virtual Humans Market
25. Canada Virtual Humans Market
26. South America Virtual Humans Market
27. Brazil Virtual Humans Market
28. Middle East Virtual Humans Market
29. Africa Virtual Humans Market
30. Virtual Humans Market Competitive Landscape and Company Profiles
31. Virtual Humans Market Other Major and Innovative Companies
35. Virtual Humans Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Virtual Humans Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual humans market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for virtual humans? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual humans market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) by Type: Avatars; Autonomous Virtual Humans2) by Application: Gaming and Entertainment; Simulation and Training; Virtual Reality (VR) and Augmented Reality (AR); Customer Service and Virtual Assistants; Marketing and Advertising; Other Applications
3) by Industry Type: Banking, Financial Services and Insurance (BFSI); Education; Retail; Healthcare; Automotive; Aerospace and Military; Information Technology and Telecommunications; Gaming and Entertainment; Marketing and Advertising; Other Industries
Subsegments:
1) by Avatars: 2D Avatars; 3D Avatars; Customizable Avatars; Realistic Avatars2) by Autonomous Virtual Humans: AI-Powered Virtual Assistants; Socially Interactive Virtual Humans; Virtual Influencers; Customer Service Virtual Humans
Key Companies Mentioned: Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Alibaba Group Holding Limited; Meta Platforms Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Virtual Humans market report include:- Google LLC
- Samsung Electronics Co. Ltd.
- Microsoft Corporation
- Alibaba Group Holding Limited
- Meta Platforms Inc.
- NVIDIA Corporation
- iFLYTEK Co. Ltd.
- Unity Software Inc.
- Epic Games Inc.
- Xsens Technologies B.V.
- Reallusion Inc.
- Soul Machines Limited
- AltspaceVR Inc.
- Cubic Motion Limited
- Datagen Technologies Ltd.
- Inworld AI Inc.
- 3Lateral d.o.o.
- Faceware Technologies Inc.
- Offbeat Media Group LLC
- Quantum Capture Inc.
- UneeQ Limited
- VNTANA Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 51.94 Billion |
Forecasted Market Value ( USD | $ 252.61 Billion |
Compound Annual Growth Rate | 48.5% |
Regions Covered | Global |
No. of Companies Mentioned | 23 |