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市場調査レポート
商品コード
1799119

デジタルヒューマンアバターの世界市場

Digital Human Avatars


出版日
ページ情報
英文 166 Pages
納期
即日から翌営業日
適宜更新あり
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=149.79円
デジタルヒューマンアバターの世界市場
出版日: 2025年08月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 166 Pages
納期: 即日から翌営業日
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概要

デジタルヒューマンアバターの世界市場は2030年までに1,167億米ドルに達する見込み

2024年に141億米ドルと推定されるデジタルヒューマンアバターの世界市場は、2024年から2030年にかけてCAGR 42.2%で成長し、2030年には1,167億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるインタラクティブデジタルヒューマンアバターは、CAGR44.6%を記録し、分析期間終了時には906億米ドルに達すると予測されます。非インタラクティブデジタルヒューマンアバターセグメントの成長率は、分析期間でCAGR 35.6%と推定されます。

米国市場は37億米ドル、中国はCAGR 39.9%で成長すると予測

米国のデジタルヒューマンアバター市場は、2024年に37億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに172億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは39.9%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ38.8%と36.3%と予測されています。欧州では、ドイツがCAGR29.2%で成長すると予測されています。

世界のデジタルヒューマンアバター市場- 主要動向と促進要因のまとめ

デジタルヒューマンアバターはどのようにコミュニケーションとエクスペリエンス・プラットフォームに統合されているか?

デジタルヒューマンアバターは、表情、スピーチ、ジェスチャーをシミュレートする、超リアルなコンピュータ生成の人物表現です。これらのアバターは、カスタマーサービス、エンターテイメント、教育、ヘルスケア、バーチャルコマースなどで使用されるようになってきています。静的なチャットボットやテキストベースのシステムよりも、よりインタラクティブで感情移入しやすいインターフェースを提供します。ブランドはアバターをウェブサイト、モバイルアプリ、キオスク端末に導入し、ユーザーを誘導したり、問い合わせに答えたり、パーソナライズされた体験をリアルタイムで提供しています。

企業環境では、デジタルアバターがバーチャルトレーナー、面接官、入社アシスタントの役割を果たします。ヘルスケアでは、メンタルヘルスカウンセリング、患者教育、専門家向けのシミュレーションベースのトレーニングなどに利用されています。エンターテイメント業界では、デジタルアバターをバーチャルコンサート、ゲーム、映画コンテンツ制作に統合しています。これらのアプリケーションは、リアルなレンダリング、同期された唇の動き、人間のインタラクションを模倣した応答性の高い動作に依存しており、没入感のあるデジタルエンゲージメントを生み出しています。

デジタル・ヒューマン・インターフェースの進化を可能にするテクノロジーとは?

リアルタイムレンダリング、フェイシャルモーションキャプチャー、音声合成の進歩により、アバターのリアリズムと応答性が大幅に向上しました。ジェネレーティブAIと自然言語処理により、アバターはユーザーの意図を理解し、人間のような会話をすることができます。コンピュータビジョンにより、リアルタイムの視線追跡と表情マッピングが可能になり、バーチャルセッション中のインタラクティブ性が向上しました。

グラフィックス・エンジンは、高解像度のテクスチャと、デバイス間で拡張可能なリアルなアニメーションをサポートします。感情認識アルゴリズムは、声のトーン、姿勢、顔の手がかりを分析し、共感的な応答を可能にします。音声アシスタントやAR/VR環境との統合により、アバターが3次元のデジタル環境に登場し、ユーザーの没入感を高めます。また、モジュラーアーキテクチャとクラウドベースのアバターエンジンにより、大規模なインフラを必要とせず、さまざまな分野へのスケーラブルな展開が可能です。

デジタルヒューマンアバターが広く受け入れられ、実用性を増している分野は?

詳細や銀行の分野では、デジタル・コンシェルジュやバーチャル・アドバイザーとしてアバターを使用し、対面式のカスタマー・サポートをシミュレートしています。教育分野では、アバターはeラーニングモジュールのバーチャルインストラクターやチューターとして、特に語学研修や特殊教育で活躍しています。政府や公共機関は、特に母国語を話さない人や障害のあるユーザーに対して、デジタルサービスへのアクセスを簡素化するためにアバターを使用しています。

エンターテインメント業界では、バーチャルなインフルエンサー、ライブストリームの司会者、ビデオゲームのキャラクター生成などにアバターの利用が拡大し続けています。企業の研修プログラムでは、インタラクティブな学習環境にアバターが組み込まれています。不動産や観光業界では、アバターがバーチャル・ウォークスルーやガイド付きデジタル・ツアーを支援しています。ヘルスケアでは、認知療法や高齢者ケア・アプリケーションへの導入が増加しており、アバターは身近で偏見のない対話を提供しています。

デジタルヒューマンアバター市場の成長を促進する要因とは?

デジタルヒューマンアバター市場の成長は、リアルタイムのインタラクションニーズ、没入型ユーザーエクスペリエンス、AIモデルの成熟度に関連するいくつかの要因によって牽引されています。パーソナライズされたデジタルインターフェースに対する需要の高まりにより、企業は顧客エンゲージメントやデジタルオンボーディングシステムにアバターを採用するようになりました。GPUコンピューティングとジェネレーティブ・モデリング技術の進歩により、アバターの作成がより迅速かつ安価になりました。

バーチャル・リテール、オンライン教育、デジタル・ヘルスケアの拡大により、インタラクティブ・アバターの新たな使用事例が生まれました。メタバース・プラットフォームや仮想職場の成長により、共同デジタル空間におけるプレゼンス・ツールとしてアバターの統合がさらに加速しています。ローカライゼーションと多言語サポートのための超リアルなアバターの使用が増加し、市場の採用が引き続き形成されています。倫理的フレームワークやデータガバナンス基準の登場も、規制対象サービスへのアバターの導入に対する業界の信頼を強めています。

セグメント

製品タイプ(対話型デジタルヒューマンアバター、非対話型デジタルヒューマンアバター)、展開(クラウドベース展開、オンプレミス展開)、用途(ゲーム用途、小売用途、IT・通信用途、教育用途、その他用途)

調査対象企業の例

  • 3DLOOK
  • AI Foundation
  • Animaze Inc.(ex-FaceRig)
  • Artie Inc.
  • Avatarify AI
  • CodeMiko(MikoVerse)
  • Didimo Inc.
  • Digital Domain Holdings Ltd.
  • Genies Inc.
  • Hour One AI
  • Inworld AI
  • Loom.ai(acquired by Roblox)
  • Metaphysic.ai
  • Pinscreen Inc.
  • Ready Player Me(Wolf3D)
  • Reallusion Inc.
  • Soul Machines Ltd.
  • Synthesia Ltd.
  • UneeQ Digital Humans
  • Zepeto(NAVER Z Corp.)

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールによって、市場情報と競合情報を変革します。

Global Industry Analystsは、LLMや業界固有のSLMを照会する一般的な規範に従う代わりに、ビデオ記録、ブログ、検索エンジン調査、膨大な量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、売上原価(COGS)の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP38712

Global Digital Human Avatars Market to Reach US$116.7 Billion by 2030

The global market for Digital Human Avatars estimated at US$14.1 Billion in the year 2024, is expected to reach US$116.7 Billion by 2030, growing at a CAGR of 42.2% over the analysis period 2024-2030. Interactive Digital Human Avatar, one of the segments analyzed in the report, is expected to record a 44.6% CAGR and reach US$90.6 Billion by the end of the analysis period. Growth in the Non-Interactive Digital Human Avatar segment is estimated at 35.6% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.7 Billion While China is Forecast to Grow at 39.9% CAGR

The Digital Human Avatars market in the U.S. is estimated at US$3.7 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$17.2 Billion by the year 2030 trailing a CAGR of 39.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 38.8% and 36.3% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 29.2% CAGR.

Global Digital Human Avatars Market - Key Trends & Drivers Summarized

How Are Digital Human Avatars Being Integrated Across Communication and Experience Platforms?

Digital human avatars are hyper-realistic, computer-generated representations of people that simulate facial expressions, speech, and gestures. These avatars are increasingly used in customer service, entertainment, education, healthcare, and virtual commerce. They provide a more interactive and emotionally engaging interface than static chatbots or text-based systems. Brands deploy them on websites, mobile apps, and kiosks to guide users, answer queries, and deliver personalized experiences in real time.

In enterprise environments, digital avatars serve as virtual trainers, interviewers, or onboarding assistants. In healthcare, they are used in mental health counseling, patient education, and simulation-based training for professionals. The entertainment industry integrates digital avatars into virtual concerts, gaming, and cinematic content creation. These applications rely on realistic rendering, synchronized lip movements, and responsive behavior that mimics human interaction, creating immersive digital engagement.

Which Technologies Are Enabling the Evolution of Digital Human Interfaces?

Advances in real-time rendering, facial motion capture, and speech synthesis have significantly improved avatar realism and responsiveness. Generative AI and natural language processing allow avatars to understand user intent and engage in human-like conversation. Computer vision enables real-time eye tracking and expression mapping, enhancing interactivity during virtual sessions.

Graphics engines now support high-resolution textures and lifelike animations that scale across devices. Emotion recognition algorithms analyze voice tone, posture, and facial cues to enable empathetic responses. Integration with voice assistants and AR/VR environments allows avatars to appear in three-dimensional digital settings for deeper user immersion. Modular architecture and cloud-based avatar engines also enable scalable deployment across sectors without heavy infrastructure.

Where Are Digital Human Avatars Gaining Widespread Acceptance and Utility?

Detail and banking sectors use avatars as digital concierges and virtual advisors to simulate face-to-face customer support. In education, avatars act as virtual instructors or tutors for e-learning modules, especially in language training and special education. Governments and public agencies use avatars to simplify digital services access, especially for non-native speakers and users with disabilities.

The entertainment industry continues to expand avatar use for virtual influencers, livestream hosts, and character generation in video games. Corporate training programs integrate avatars in interactive learning environments. In real estate and tourism, avatars assist in virtual walkthroughs and guided digital tours. Increasing deployment in healthcare includes cognitive therapy and elder care applications, where avatars offer familiar, non-judgmental interactions.

What Factors Are Fueling Growth in the Digital Human Avatars Market?

Growth in the digital human avatars market is driven by several factors linked to real-time interaction needs, immersive user experience, and AI model maturity. Rising demand for personalized digital interfaces has led organizations to adopt avatars in customer engagement and digital onboarding systems. Advancements in GPU computing and generative modeling techniques have made avatar creation faster and more affordable.

Expansion of virtual retail, online education, and digital healthcare has opened up new use cases for interactive avatars. Growth in metaverse platforms and virtual workplaces has further accelerated integration of avatars as presence tools in collaborative digital spaces. Increasing use of hyper-realistic avatars for localization and multilingual support continues to shape market adoption. Emergence of ethical frameworks and data governance standards has also strengthened industry confidence in deploying avatars for regulated services.

SCOPE OF STUDY:

The report analyzes the Digital Human Avatars market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Product Type (Interactive Digital Human Avatar, Non-Interactive Digital Human Avatar); Deployment (Cloud-based Deployment, On-Premise Deployment); Application (Gaming Application, Retail Application, IT & Telecommunications Application, Education Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 34 Featured) -

  • 3DLOOK
  • AI Foundation
  • Animaze Inc. (ex-FaceRig)
  • Artie Inc.
  • Avatarify AI
  • CodeMiko (MikoVerse)
  • Didimo Inc.
  • Digital Domain Holdings Ltd.
  • Genies Inc.
  • Hour One AI
  • Inworld AI
  • Loom.ai (acquired by Roblox)
  • Metaphysic.ai
  • Pinscreen Inc.
  • Ready Player Me (Wolf3D)
  • Reallusion Inc.
  • Soul Machines Ltd.
  • Synthesia Ltd.
  • UneeQ Digital Humans
  • Zepeto (NAVER Z Corp.)

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Digital Human Avatars - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Growth in Virtual Influencer Marketing Accelerates Adoption of Realistic Digital Avatars
    • AI-Powered Animation Engines Drive Real-Time Creation of Personalized Digital Personas
    • Surge in Metaverse Development Projects Expands Market for Interactive Human Avatars
    • Entertainment and Streaming Platforms Drive Demand for Emotionally Expressive Digital Characters
    • Adoption of Digital Avatars in Remote Training and Onboarding Strengthens Corporate Applications
    • Integration in Virtual Events and Webinars Propels Growth of Enterprise-Grade Avatar Solutions
    • Rising Use in Online Gaming and VR Platforms Throws Spotlight on Real-Time Rendering Capabilities
    • AI-Based Voice and Gesture Recognition Enhances Interactivity of Digital Human Interfaces
    • Healthcare and Mental Wellness Sectors Generate Demand for Empathetic Virtual Companions
    • Expansion of Customer Service Automation Drives Use of Avatars in Digital Front Offices
    • Rising Interest in Hyper-Personalization Spurs Use of AI Avatars in Retail and E-commerce
    • Improved Motion Capture Technologies Sustain High-Fidelity Animation of Digital Humans
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Digital Human Avatars Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Digital Human Avatars by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Digital Human Avatars by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Interactive Digital Human Avatar by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Interactive Digital Human Avatar by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Non-Interactive Digital Human Avatar by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Non-Interactive Digital Human Avatar by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Cloud-based Deployment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Cloud-based Deployment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for On-Premise Deployment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for On-Premise Deployment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Retail Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Retail Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for IT & Telecommunications Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for IT & Telecommunications Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Education Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Education Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 32: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Canada 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • JAPAN
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 36: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: Japan 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 38: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Japan 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • CHINA
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 40: China Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: China 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 42: China Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: China 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 44: China Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: China 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • EUROPE
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 46: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 47: Europe 6-Year Perspective for Digital Human Avatars by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 48: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Europe 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 50: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Europe 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 52: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Europe 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • FRANCE
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 54: France Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: France 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 56: France Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: France 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 58: France Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: France 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • GERMANY
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 60: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Germany 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 62: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Germany 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 64: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Germany 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • ITALY
    • TABLE 66: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Italy 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 68: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Italy 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 70: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Italy 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • UNITED KINGDOM
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 72: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: UK 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 74: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: UK 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 76: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: UK 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 78: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Rest of Europe 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 80: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Rest of Europe 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 82: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: Rest of Europe 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 84: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 86: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 88: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 90: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Rest of World 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
    • TABLE 92: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Rest of World 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
    • TABLE 94: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Rest of World 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030

IV. COMPETITION