市場調査レポート
商品コード
1266513

バーチャルヒューマン市場:タイプ別、業界別:世界の機会分析と産業予測、2021-2031年

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

出版日: | 発行: Allied Market Research | ページ情報: 英文 178 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=153.43円
バーチャルヒューマン市場:タイプ別、業界別:世界の機会分析と産業予測、2021-2031年
出版日: 2023年02月01日
発行: Allied Market Research
ページ情報: 英文 178 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

バーチャルヒューマン市場は、2021年に113億米ドルと評価され、2022年から2031年にかけて44.74%のCAGRを記録し、2031年には4,402億9,000万米ドルに達すると予測されています。

バーチャルヒューマンは、コミュニケーション、理解、推論、感情を示す能力を持つ自動化された存在です。通常の言語で人間と対話することができ、3次元の体格を持つ。

拡張現実(AR)、仮想現実(VR)、機械学習を通じたメタバースにおける仮想空間のニーズの高まりにより、バーチャルヒューマンの市場は予測期間(ML)の間に大きく拡大すると予想されます。eコマースやデジタル小売のブームもあり、市場は拡大しています。しかし、市場成長を制限する主な問題は、インテリジェントアプリケーションの高価な開発と労働需要の減少によってもたらされる技術的制約がないことです。反対に、さまざまな最終用途産業における機械と人間の消費者接続の増加や、インテリジェントでインタラクティブな教育ソリューションの採用が、予測期間中のバーチャルピープル市場の成長を促進すると予測されています。

世界のバーチャルヒューマンの市場調査は、タイプ、業界別、地域別に分類されています。タイプに基づき、市場はアバターと自律型バーチャルヒューマンに二分されます。業界別では、市場はBFSI、教育、小売、ヘルスケア、自動車、IT・通信、ゲーム・エンターテインメント、その他に分類されます。地域別では、北米(米国、カナダ)、欧州(ドイツ、イタリア、フランス、スペイン、英国、その他欧州地域)、アジア太平洋(中国、日本、インド、オーストラリア、韓国、アジア太平洋地域)、LAMEA(中南米、中東・アフリカ)でバーチャルヒューマンの市場動向が分析されています。市場で活動する主な企業は、Alibaba Group Holding Limited、Datagen、Epic Games, Inc.、iFLYTEK Corporation、Inworld AI、Meta Platforms, Inc.、Microsoft Corporation、Offbeat Media Group、Soul Machines、Ziva Dynamics(Unity)です。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場の概要

  • 市場の定義と範囲
  • 主な調査結果
    • トップインパクトファクター
    • トップインベストメントポケット
  • ポーターのファイブフォース分析
    • 供給企業の適度な交渉力
    • 買い手の適度な交渉力
    • 代替品の脅威は中程度
    • 新規参入業者の脅威が高い
    • ライバルの強さは中程度
  • 市場力学
    • 促進要因
      • AR、VR、ML別メタバースでの仮想空間需要の拡大
      • ヘルスケア分野でのAIを活用したバーチャルヒューマンの需要増加
      • バーチャルな社会性と情緒の両立を目指す意識の高まり
    • 抑制要因
      • インテリジェントアプリケーションの高価な開発別技術的な限界
      • 労働需要の低減
    • 機会
      • 様々なエンドユーズバーティカルにおいて、機械から人間への顧客対話が急増しています
      • スマートでインタラクティブな教育ソリューションの採用
  • 市場におけるCOVID-19影響分析

第4章 バーチャルヒューマン市場:タイプ別

  • 概要
    • 市場規模・予測
  • アバター
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
    • アバター・バーチャルヒューマン市場:アバター別
      • インタラクティブなデジタル人型アバターの市場規模・予測:地域別
      • 非インタラクティブデジタル人間アバター市場規模・予測:地域別
  • 自律型バーチャルヒューマン
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析

第5章 バーチャルヒューマン市場:業界別

  • 概要
    • 市場規模・予測
  • BFSI
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 教育
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 小売
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • ヘルスケア
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • 自動車
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • IT・通信
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • ゲーム&エンタテインメント
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析
  • その他
    • 主な市場動向、成長要因、機会
    • 市場規模・予測:地域別
    • 市場シェア分析:国別分析

第6章 バーチャルヒューマン市場:地域別

  • 概要
    • 市場規模・予測:地域別
  • 北米
    • 主な動向と機会
    • 市場規模・予測:タイプ別
      • 北米アバター・バーチャルヒューマン市場:アバター別
    • 市場規模・予測:業界別
    • 市場規模・予測:国別
      • 米国
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • カナダ
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
  • 欧州
    • 主な動向と機会
    • 市場規模・予測:タイプ別
      • 欧州アバター・バーチャルヒューマン市場:アバター別
    • 市場規模・予測:業界別
    • 市場規模・予測:国別
      • ドイツ
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • イタリア
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • フランス
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • スペイン
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • 英国
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • その他欧州
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
  • アジア太平洋地域
    • 主な動向と機会
    • 市場規模・予測:タイプ別
      • アジア太平洋地域のアバター・バーチャルヒューマン市場:アバター別
    • 市場規模・予測:業界別
    • 市場規模・予測:国別
      • 中国
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • インド
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • 日本
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • オーストラリア
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • その他アジア太平洋地域
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
  • LAMEA
    • 主な動向と機会
    • 市場規模・予測:タイプ別
      • LAMEA アバター・バーチャルヒューマン市場:アバター別
    • 市場規模・予測:業界別
    • 市場規模・予測:国別
      • ラテンアメリカ
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • 中東
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別
      • アフリカ
      • 主な市場動向、成長要因、機会
      • 市場規模・予測:タイプ別
      • 市場規模・予測:業界別

第7章 競合情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • トップ企業のポジショニング、2021年

第8章 企業プロファイル

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

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 (%)
目次
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
    • 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

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