Product Code: A31847
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
- 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
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
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