Virtual Humans Market By Type (Avatars, Autonomous Virtual Humans), By Industry Vertical (Gaming and Entertainment, Education, Retail, Healthcare, Automotive, IT and Telecommunications, BFSI, Others): Global Opportunity Analysis and Industry Forecast, 2024-2033

November 2024 | 322 pages | ID: V51B28400110EN
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The global virtual humans market was valued at $43.3 billion in 2023 and is estimated to reach $1,827.65 billion by 2033, exhibiting a CAGR of 45.1% from 2024 to 2033. Virtual humans are a digital simulation of human beings, designed to replicate human appearance, behavior, and interaction through advanced technologies such as artificial intelligence (AI), 3D modeling, motion capture, and natural language processing (NLP). These digital beings can engage in realistic conversations, display emotional expressions, and react to stimuli, making them highly versatile for interactive applications. Virtual humans are popular in gaming, movies, and virtual reality (VR) environments. In addition, virtual humans are now expanded into various sectors including healthcare, education, and customer service. In healthcare, they are used for patient simulations or as therapeutic companions, while in education, they enhance learning experiences through interactive training. Furthermore, virtual humans serve as digital assistants in customer service, offering efficient and human-like support to users.

The virtual human market is driven by advancements in artificial intelligence (AI) and machine learning (ML). The AI enables virtual humans to interact in more realistic, human-like ways by processing complex language, recognizing emotions, and learning from user interactions. This significantly enhanced the application in areas such as customer service, education, and entertainment, where lifelike interactions are important. As AI technology improves, virtual humans become more capable of understanding context, providing personalized responses, and adapting to different scenarios, which is expected to drive the virtual human market growth. However, high development and implementation costs of virtual humans hinder the market growth. Advanced technologies such as AI, 3D modeling, and motion capture demand significant investment. The smaller companies with limited budgets face challenges in managing these ongoing expenses, which hampers the market growth.

Furthermore, the healthcare simulation and therapy utilizing virtual humans present significant opportunities for patient education, medical training, and mental health treatment. These digital entities can simulate realistic patient scenarios, allowing healthcare professionals to practice procedures and improve their skills in a risk-free environment. Moreover, virtual humans can provide therapeutic companionship for mental health patients, enhancing treatment outcomes. Virtual human applications not only improve healthcare quality but also drive the market growth in the healthcare sector by facilitating effective training and patient interactions.

The virtual human market is segmented into type, industry vertical, and region. By type, it is classified into avatars and autonomous virtual humans. By industrial vertical, it is divided into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, it is analyzed across North America, Europe, Asia-Pacific and LAMEA. The market players operating in the virtual human market include Epic Games, Inc., Inworld AI, Meta Platforms, Inc, Microsoft Corporation, Soul Machines, Unity Technologies, Alibaba Group Holding Limited, Aww Inc., UneeQ and Dexter Studios. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships, which help drive the growth of the virtual humans market globally.

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 2023 to 2033 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.

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Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)
  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Senario Analysis & Growth Trend Comparision
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Market share analysis of players at global/region/country level
  • SWOT Analysis
Key Market Segments

By Type
  • Avatars
  • Type
  • Interactive Digital Human Avatar
  • Non-Interactive Digital Human Avatar
  • Autonomous Virtual Humans
By Industry Vertical
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT and Telecommunications
  • Gaming and Entertainment
  • BFSI
  • Others
By Region
  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa
  • Key Market Players
  • Alibaba Group Holding Limited
  • Aww Inc.
  • DEXTER STUDIOS
  • Epic Games, Inc.
  • Inworld AI
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Soul Machines
  • UneeQ
  • Unity Technologies
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 threat of new entrants
  3.3.3. Low threat of substitutes
  3.3.4. High intensity of rivalry
  3.3.5. High bargaining power of buyers
3.4. Market dynamics
  3.4.1. Drivers
    3.4.1.1. Increased Focus on Personalization
    3.4.1.2. Expansion of Virtual and Augmented Reality in Virtual Humans
  3.4.2. Restraints
    3.4.2.1. High Development Costs
    3.4.2.2. Privacy and Data Security Concerns
  3.4.3. Opportunities
    3.4.3.1. Growth in E-learning and Remote Education
    3.4.3.2. Integration with Smart Devices

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 Type
    4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
    4.2.4.2. Interactive Digital Human Avatar Market size and forecast, by country
    4.2.4.3. Non-Interactive Digital Human Avatar Market size and forecast, by region
    4.2.4.4. Non-Interactive Digital Human Avatar Market size and forecast, by country
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. Gaming and Entertainment
  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. BFSI
  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 market trends, growth factors and opportunities
  6.2.2. Market size and forecast, by Type
    6.2.2.1. North America Avatars Virtual Humans Market by Type
  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. Market size and forecast, by Type
        6.2.4.1.1.1. U.S. Avatars Virtual Humans Market by Type
      6.2.4.1.2. Market size and forecast, by Industry Vertical
    6.2.4.2. Canada
      6.2.4.2.1. Market size and forecast, by Type
        6.2.4.2.1.1. Canada Avatars Virtual Humans Market by Type
      6.2.4.2.2. Market size and forecast, by Industry Vertical
6.3. Europe
  6.3.1. Key market trends, growth factors and opportunities
  6.3.2. Market size and forecast, by Type
    6.3.2.1. Europe Avatars Virtual Humans Market by Type
  6.3.3. Market size and forecast, by Industry Vertical
  6.3.4. Market size and forecast, by country
    6.3.4.1. UK
      6.3.4.1.1. Market size and forecast, by Type
        6.3.4.1.1.1. UK Avatars Virtual Humans Market by Type
      6.3.4.1.2. Market size and forecast, by Industry Vertical
    6.3.4.2. Germany
      6.3.4.2.1. Market size and forecast, by Type
        6.3.4.2.1.1. Germany Avatars Virtual Humans Market by Type
      6.3.4.2.2. Market size and forecast, by Industry Vertical
    6.3.4.3. France
      6.3.4.3.1. Market size and forecast, by Type
        6.3.4.3.1.1. France Avatars Virtual Humans Market by Type
      6.3.4.3.2. Market size and forecast, by Industry Vertical
    6.3.4.4. Italy
      6.3.4.4.1. Market size and forecast, by Type
        6.3.4.4.1.1. Italy Avatars Virtual Humans Market by Type
      6.3.4.4.2. Market size and forecast, by Industry Vertical
    6.3.4.5. Spain
      6.3.4.5.1. Market size and forecast, by Type
        6.3.4.5.1.1. Spain Avatars Virtual Humans Market by Type
      6.3.4.5.2. Market size and forecast, by Industry Vertical
    6.3.4.6. Rest of Europe
      6.3.4.6.1. Market size and forecast, by Type
        6.3.4.6.1.1. Rest of Europe Avatars Virtual Humans Market by Type
      6.3.4.6.2. Market size and forecast, by Industry Vertical
6.4. Asia-Pacific
  6.4.1. Key market trends, growth factors and opportunities
  6.4.2. Market size and forecast, by Type
    6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Type
  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. Market size and forecast, by Type
        6.4.4.1.1.1. China Avatars Virtual Humans Market by Type
      6.4.4.1.2. Market size and forecast, by Industry Vertical
    6.4.4.2. Japan
      6.4.4.2.1. Market size and forecast, by Type
        6.4.4.2.1.1. Japan Avatars Virtual Humans Market by Type
      6.4.4.2.2. Market size and forecast, by Industry Vertical
    6.4.4.3. India
      6.4.4.3.1. Market size and forecast, by Type
        6.4.4.3.1.1. India Avatars Virtual Humans Market by Type
      6.4.4.3.2. Market size and forecast, by Industry Vertical
    6.4.4.4. Australia
      6.4.4.4.1. Market size and forecast, by Type
        6.4.4.4.1.1. Australia Avatars Virtual Humans Market by Type
      6.4.4.4.2. Market size and forecast, by Industry Vertical
    6.4.4.5. South Korea
      6.4.4.5.1. Market size and forecast, by Type
        6.4.4.5.1.1. South Korea Avatars Virtual Humans Market by Type
      6.4.4.5.2. Market size and forecast, by Industry Vertical
    6.4.4.6. Rest of Asia-Pacific
      6.4.4.6.1. Market size and forecast, by Type
        6.4.4.6.1.1. Rest of Asia-Pacific Avatars Virtual Humans Market by Type
      6.4.4.6.2. Market size and forecast, by Industry Vertical
6.5. LAMEA
  6.5.1. Key market trends, growth factors and opportunities
  6.5.2. Market size and forecast, by Type
    6.5.2.1. LAMEA Avatars Virtual Humans Market by Type
  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. Market size and forecast, by Type
        6.5.4.1.1.1. Latin America Avatars Virtual Humans Market by Type
      6.5.4.1.2. Market size and forecast, by Industry Vertical
    6.5.4.2. Middle East
      6.5.4.2.1. Market size and forecast, by Type
        6.5.4.2.1.1. Middle East Avatars Virtual Humans Market by Type
      6.5.4.2.2. Market size and forecast, by Industry Vertical
    6.5.4.3. Africa
      6.5.4.3.1. Market size and forecast, by Type
        6.5.4.3.1.1. Africa Avatars Virtual Humans Market by Type
      6.5.4.3.2. 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, 2023

CHAPTER 8: COMPANY PROFILES

8.1. Epic Games, Inc.
  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. Key strategic moves and developments
8.2. Inworld AI
  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. Alibaba Group Holding Limited
  8.3.1. Company overview
  8.3.2. Key executives
  8.3.3. Company snapshot
  8.3.4. Operating business segments
  8.3.5. Product portfolio
  8.3.6. Business performance
  8.3.7. Key strategic moves and developments
8.4. Unity Technologies
  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. Business performance
  8.4.7. Key strategic moves and developments
8.5. Soul Machines
  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. Microsoft Corporation
  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. Meta Platforms, Inc.
  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. DEXTER STUDIOS
  8.8.1. Company overview
  8.8.2. Key executives
  8.8.3. Company snapshot
  8.8.4. Operating business segments
  8.8.5. Product portfolio
8.9. UneeQ
  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
8.10. Aww Inc.
  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


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