デフォルト表紙
市場調査レポート
商品コード
1713720

バーチャルヒューマンの世界市場レポート 2025

Virtual Humans Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
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=146.99円
バーチャルヒューマンの世界市場レポート 2025
出版日: 2025年04月23日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 全表示
  • 概要
  • 目次
概要

バーチャルヒューマン市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は48.5%で、2,526億1,000万米ドルに成長します。予測期間の成長は、eコマースの台頭、パーソナライズされた体験の需要、メタバースの拡大、デジタルインフルエンサーの受け入れ拡大、顧客体験重視の高まりに起因すると考えられます。予測期間における主な動向としては、技術の進歩、人工知能の統合、多言語対応、パーソナライズされた体験、インフルエンサーとのコラボレーションなどが挙げられます。

メタバースの急成長は、バーチャルヒューマン市場の拡大を牽引すると予測されます。メタバースとは、拡張された物理的現実と永続的な仮想現実を融合させた集合的な仮想空間のことです。この拡大には、デジタル体験への関心の高まり、リモートワークやソーシャル化の成長、新たな経済機会、文化的動向の変化が拍車をかけています。バーチャルヒューマンには、デジタルアバター、AI主導のキャラクター、スタンドアローンのバーチャルエンティティなどが含まれ、メタバースではユーザーとのインタラクションを強化し、より没入的でパーソナライズされたデジタル環境に貢献するために不可欠です。例えば、2024年3月、英国知的財産庁は、メタバースユーザーの数が大幅に増加し、2030年までに約14億人に達し、4,904億米ドルの市場規模を生み出すと予測しました。その結果、メタバースの成長がバーチャルヒューマン市場の開拓を後押ししています。

バーチャルヒューマン市場の主要企業は、戦略的提携を通じて、AIを活用したバーチャルヒューマン技術などの革新的ソリューションの開発に注力しています。これらの進歩は、人間とコンピュータのインタラクションを強化し、よりリアルなアバターを作成し、さまざまな業界への応用を広げることを目的としています。AI駆動型バーチャル・ヒューマン・テクノロジーは、人工知能(AI)を用いて、現実の人間とリアルかつインテリジェントに関わることができるデジタル・ヒューマン・イメージを作り出す高度なシステムを含みます。例えば、2024年6月、米国のソフトウェア会社であるNvidia Corporationと、日本のバーチャルヒューマン企業であるAww Inc.は、特に同社のバーチャルインフルエンサーであるimmaで、AI駆動型バーチャルヒューマン技術を推進するために提携しました。この新バージョンは、エヌビディアのAudio2Face技術を活用し、リアルなフェイシャルアニメーションとリップシンクによるリアルタイムのインタラクションを提供します。AI immaは、文字ベースの大規模言語モデル(LLM)の作成を自動化するように設計されており、多様なビジネス用途向けのバーチャルヒューマンの開発と展開を簡素化します。このパートナーシップは、AI主導のバーチャルヒューマン技術における重要な進歩であり、様々な分野におけるユーザーとのエンゲージメントとインタラクションの変革を目指しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界バーチャルヒューマンPESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のバーチャルヒューマン市場:成長率分析
  • 世界のバーチャルヒューマン市場の実績:規模と成長, 2019-2024
  • 世界のバーチャルヒューマン市場の予測:規模と成長, 2024-2029, 2034F
  • 世界バーチャルヒューマン総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のバーチャルヒューマン市場:タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アバター
  • 自律的なバーチャルヒューマン
  • 世界のバーチャルヒューマン市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲームとエンターテイメント
  • シミュレーションとトレーニング
  • 仮想現実(VR)と拡張現実(AR)
  • カスタマーサービスとバーチャルアシスタント
  • マーケティングと広告
  • その他の用途
  • 世界のバーチャルヒューマン市場業種別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 銀行、金融サービス、保険(BFSI)
  • 教育
  • 小売り
  • ヘルスケア
  • 自動車
  • 航空宇宙および軍事
  • 情報技術と通信
  • ゲームとエンターテイメント
  • マーケティングと広告
  • その他の産業
  • 世界のバーチャルヒューマン市場アバターのタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 2Dアバター
  • 3Dアバター
  • カスタマイズ可能なアバター
  • リアルなアバター
  • 世界のバーチャルヒューマン市場自律型仮想人間のタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • AI搭載バーチャルアシスタント
  • ソーシャルインタラクティブバーチャルヒューマン
  • バーチャルインフルエンサー
  • カスタマーサービスバーチャルヒューマン

第7章 地域別・国別分析

  • 世界のバーチャルヒューマン市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のバーチャルヒューマン市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • バーチャルヒューマン市場:競合情勢
  • バーチャルヒューマン市場:企業プロファイル
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Alibaba Group Holding Limited Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • 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.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • バーチャルヒューマン市場2029:新たな機会を提供する国
  • バーチャルヒューマン市場2029:新たな機会を提供するセグメント
  • バーチャルヒューマン市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r33622

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 from The Business Research Company 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 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.

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.

Virtual Humans Global Market Report 2025 from The Business Research Company 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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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 from the Business Research Company 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 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 Humans
  • 2) 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 Avatars
  • 2) By Autonomous Virtual Humans: AI-Powered Virtual Assistants; Socially Interactive Virtual Humans; Virtual Influencers; Customer Service Virtual Humans
  • 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 segmentations: 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.

Table of Contents

1. Executive Summary

2. Virtual Humans Market Characteristics

3. Virtual Humans Market Trends And Strategies

4. Virtual Humans Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Virtual Humans Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Humans PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Humans Market Growth Rate Analysis
  • 5.4. Global Virtual Humans Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Humans Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Humans Total Addressable Market (TAM)

6. Virtual Humans Market Segmentation

  • 6.1. Global Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Avatars
  • Autonomous Virtual Humans
  • 6.2. Global Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming And Entertainment
  • Simulation And Training
  • Virtual Reality (VR) And Augmented Reality (AR)
  • Customer Service And Virtual Assistants
  • Marketing And Advertising
  • Other Applications
  • 6.3. Global Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 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
  • 6.4. Global Virtual Humans Market, Sub-Segmentation Of Avatars, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 2D Avatars
  • 3D Avatars
  • Customizable Avatars
  • Realistic Avatars
  • 6.5. Global Virtual Humans Market, Sub-Segmentation Of Autonomous Virtual Humans, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AI-Powered Virtual Assistants
  • Socially Interactive Virtual Humans
  • Virtual Influencers
  • Customer Service Virtual Humans

7. Virtual Humans Market Regional And Country Analysis

  • 7.1. Global Virtual Humans Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Humans Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Humans Market

  • 8.1. Asia-Pacific Virtual Humans Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Humans Market

  • 9.1. China Virtual Humans Market Overview
  • 9.2. China Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Humans Market

  • 10.1. India Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Humans Market

  • 11.1. Japan Virtual Humans Market Overview
  • 11.2. Japan Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Humans Market

  • 12.1. Australia Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Humans Market

  • 13.1. Indonesia Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Humans Market

  • 14.1. South Korea Virtual Humans Market Overview
  • 14.2. South Korea Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Humans Market

  • 15.1. Western Europe Virtual Humans Market Overview
  • 15.2. Western Europe Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Humans Market

  • 16.1. UK Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Humans Market

  • 17.1. Germany Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Humans Market

  • 18.1. France Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Humans Market

  • 19.1. Italy Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Humans Market

  • 20.1. Spain Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Humans Market

  • 21.1. Eastern Europe Virtual Humans Market Overview
  • 21.2. Eastern Europe Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Humans Market

  • 22.1. Russia Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Humans Market

  • 23.1. North America Virtual Humans Market Overview
  • 23.2. North America Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Humans Market

  • 24.1. USA Virtual Humans Market Overview
  • 24.2. USA Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Humans Market

  • 25.1. Canada Virtual Humans Market Overview
  • 25.2. Canada Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Humans Market

  • 26.1. South America Virtual Humans Market Overview
  • 26.2. South America Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Humans Market

  • 27.1. Brazil Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Humans Market

  • 28.1. Middle East Virtual Humans Market Overview
  • 28.2. Middle East Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Humans Market

  • 29.1. Africa Virtual Humans Market Overview
  • 29.2. Africa Virtual Humans Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Humans Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Humans Market, Segmentation By Industry Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Humans Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Humans Market Competitive Landscape
  • 30.2. Virtual Humans Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Alibaba Group Holding Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Humans Market Other Major And Innovative Companies

  • 31.1. NVIDIA Corporation
  • 31.2. iFLYTEK Co. Ltd.
  • 31.3. Unity Software Inc.
  • 31.4. Epic Games Inc.
  • 31.5. Xsens Technologies B.V.
  • 31.6. Reallusion Inc.
  • 31.7. Soul Machines Limited
  • 31.8. AltspaceVR Inc.
  • 31.9. Cubic Motion Limited
  • 31.10. Datagen Technologies Ltd.
  • 31.11. Inworld AI Inc.
  • 31.12. 3Lateral d.o.o.
  • 31.13. Faceware Technologies Inc.
  • 31.14. Offbeat Media Group LLC
  • 31.15. Quantum Capture Inc.

32. Global Virtual Humans Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Humans Market

34. Recent Developments In The Virtual Humans Market

35. Virtual Humans Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Humans Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Humans Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Humans Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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