バーチャルヒューマン市場の機会分析と業界予測 2024-2033年

Virtual Humans Market : Global Opportunity Analysis and Industry Forecast, 2024-2033

バーチャルヒューマン市場 : タイプ (アバター、自律型バーチャル ヒューマン)、業界別 (ゲームとエンターテイメント、教育、小売、ヘルスケア、自動車、IT と通信、BFSI、その他): 世界の機会分析と業界予測 2024-2033年
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

商品番号 : SMB-73607

出版社Allied Market Research
出版年月2024年10月
ページ数322
価格タイプシングルユーザライセンス
価格USD 4,335
種別英文調査報告書

世界のバーチャルヒューマン市場は2023年に433億ドル規模となり、2024年から2033年までに年平均成長率(CAGR)45.1%で成長し、2033 年までに1兆8,276億5千万ドルに達するとAllied Market Researchでは予測しています。

バーチャルヒューマンは、人間のデジタルシミュレーションであり、人工知能 (AI)、3D モデリング、モーションキャプチャ、自然言語処理 (NLP) などの高度なテクノロジーを通じて人間の外観、動作、相互作用を再現するように設計されています。これらのデジタルプレゼンスは、現実的な会話をしたり、感情表現を示したり、刺激に反応したりできるため、インタラクティブなアプリケーションに非常に多用途です。バーチャルヒューマンは、ゲーム、映画、仮想現実 (VR) 環境で人気があります。さらに、バーチャルヒューマンは現在、医療、教育、顧客サービスなどのさまざまな分野に拡大されています。医療分野では、患者のシミュレーションや治療のパートナーとして使用され、教育分野では、インタラクティブなトレーニングを通じて学習体験を強化します。さらに、バーチャルヒューマンは顧客サービスのデジタルアシスタントとして機能し、効率的かつ人間のようなサポートをユーザーに提供します。

「バーチャルヒューマン市場 : タイプ (アバター、自律型バーチャル ヒューマン)、業界別 (ゲームとエンターテイメント、教育、小売、ヘルスケア、自動車、IT と通信、BFSI、その他): 世界の機会分析と業界予測 2024-2033年 – 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」は世界のバーチャルヒューマン市場を調査し、主要セグメント別に分析・予測したAllied Market Research(アライドマーケットリサーチ)の市場調査レポートです。

主な調査対象セグメント

  • 種類
    • アバター
      • 双方向型デジタルヒューマンアバター
      • 非双方向型デジタルヒューマンアバター
    • 自律型バーチャルヒューマン
  • 業種
    • 教育
    • 小売業
    • 医療
    • 自動車
    • IT&電気通信
    • ゲーム&エンターテインメント
    • BFSI
    • その他
  • 地域
    • 北米 – 米国、カナダ
    • 欧州 – 英国、ドイツ、フランス、イタリア、スペイン、その他の欧州
    • アジア太平洋地域 – 中国、日本、インド、オーストラリア、韓国、その他のアジア太平洋地域
    • LAMEA – ラテンアメリカ、中東、アフリカ

Virtual Humans Market

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.

バーチャルヒューマン市場の機会分析と業界予測 2024-2033年
Virtual Humans Market

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.

Virtual Humans Market region
Virtual Humans Market region

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.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

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

Virtual Humans Market Report Highlights

AspectsDetails
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Market Size By 2033

USD 1.8 trillion

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Growth Rate

CAGR of 45.1%

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Forecast period

2023 – 2033

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Report Pages

322

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By Type
  • Avatars
    • Type
      • Interactive Digital Human Avatar
      • Non-Interactive Digital Human Avatar
  • Autonomous Virtual Humans
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By Industry Vertical
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT and Telecommunications
  • Gaming and Entertainment
  • BFSI
  • Others
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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)
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Key Market Players

DEXTER STUDIOS, Unity Technologies, Microsoft Corporation, Epic Games, Inc., UneeQ, Soul Machines, Inworld AI, Alibaba Group Holding Limited, Aww Inc., Meta Platforms, Inc.

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

Table of Content

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

LIST OF TABLES

TABLE 01. GLOBAL VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 02. VIRTUAL HUMANS MARKET FOR AVATARS, BY REGION, 2023-2033 ($BILLION)

TABLE 03. GLOBAL AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 04. VIRTUAL HUMANS MARKET FOR INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2023-2033 ($BILLION)

TABLE 05. VIRTUAL HUMANS MARKET FOR NON-INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2023-2033 ($BILLION)

TABLE 06. VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY REGION, 2023-2033 ($BILLION)

TABLE 07. GLOBAL VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 08. VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY REGION, 2023-2033 ($BILLION)

TABLE 09. VIRTUAL HUMANS MARKET FOR EDUCATION, BY REGION, 2023-2033 ($BILLION)

TABLE 10. VIRTUAL HUMANS MARKET FOR RETAIL, BY REGION, 2023-2033 ($BILLION)

TABLE 11. VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY REGION, 2023-2033 ($BILLION)

TABLE 12. VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY REGION, 2023-2033 ($BILLION)

TABLE 13. VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY REGION, 2023-2033 ($BILLION)

TABLE 14. VIRTUAL HUMANS MARKET FOR BFSI, BY REGION, 2023-2033 ($BILLION)

TABLE 15. VIRTUAL HUMANS MARKET FOR OTHERS, BY REGION, 2023-2033 ($BILLION)

TABLE 16. VIRTUAL HUMANS MARKET, BY REGION, 2023-2033 ($BILLION)

TABLE 17. NORTH AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 18. NORTH AMERICA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 19. NORTH AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 20. NORTH AMERICA VIRTUAL HUMANS MARKET, BY COUNTRY, 2023-2033 ($BILLION)

TABLE 21. U.S. VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 22. U.S. AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 23. U.S. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 24. CANADA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 25. CANADA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 26. CANADA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 27. EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 28. EUROPE AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 29. EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 30. EUROPE VIRTUAL HUMANS MARKET, BY COUNTRY, 2023-2033 ($BILLION)

TABLE 31. UK VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 32. UK AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 33. UK VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 34. GERMANY VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 35. GERMANY AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 36. GERMANY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 37. FRANCE VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 38. FRANCE AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 39. FRANCE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 40. ITALY VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 41. ITALY AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 42. ITALY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 43. SPAIN VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 44. SPAIN AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 45. SPAIN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 46. REST OF EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 47. REST OF EUROPE AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 48. REST OF EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 49. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 50. ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 51. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 52. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY COUNTRY, 2023-2033 ($BILLION)

TABLE 53. CHINA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 54. CHINA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 55. CHINA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 56. JAPAN VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 57. JAPAN AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 58. JAPAN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 59. INDIA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 60. INDIA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 61. INDIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 62. AUSTRALIA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 63. AUSTRALIA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 64. AUSTRALIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 65. SOUTH KOREA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 66. SOUTH KOREA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 67. SOUTH KOREA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 68. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 69. REST OF ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 70. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 71. LAMEA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 72. LAMEA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 73. LAMEA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 74. LAMEA VIRTUAL HUMANS MARKET, BY COUNTRY, 2023-2033 ($BILLION)

TABLE 75. LATIN AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 76. LATIN AMERICA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 77. LATIN AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 78. MIDDLE EAST VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 79. MIDDLE EAST AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 80. MIDDLE EAST VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 81. AFRICA VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 82. AFRICA AVATARS VIRTUAL HUMANS MARKET, BY TYPE, 2023-2033 ($BILLION)

TABLE 83. AFRICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023-2033 ($BILLION)

TABLE 84. EPIC GAMES, INC.: KEY EXECUTIVES

TABLE 85. EPIC GAMES, INC.: COMPANY SNAPSHOT

TABLE 86. EPIC GAMES, INC.: SERVICE SEGMENTS

TABLE 87. EPIC GAMES, INC.: PRODUCT PORTFOLIO

TABLE 88. EPIC GAMES, INC.: KEY STRATERGIES

TABLE 89. INWORLD AI: KEY EXECUTIVES

TABLE 90. INWORLD AI: COMPANY SNAPSHOT

TABLE 91. INWORLD AI: SERVICE SEGMENTS

TABLE 92. INWORLD AI: PRODUCT PORTFOLIO

TABLE 93. INWORLD AI: KEY STRATERGIES

TABLE 94. ALIBABA GROUP HOLDING LIMITED: KEY EXECUTIVES

TABLE 95. ALIBABA GROUP HOLDING LIMITED: COMPANY SNAPSHOT

TABLE 96. ALIBABA GROUP HOLDING LIMITED: SERVICE SEGMENTS

TABLE 97. ALIBABA GROUP HOLDING LIMITED: PRODUCT PORTFOLIO

TABLE 98. ALIBABA GROUP HOLDING LIMITED: KEY STRATERGIES

TABLE 99. UNITY TECHNOLOGIES: KEY EXECUTIVES

TABLE 100. UNITY TECHNOLOGIES: COMPANY SNAPSHOT

TABLE 101. UNITY TECHNOLOGIES: SERVICE SEGMENTS

TABLE 102. UNITY TECHNOLOGIES: PRODUCT PORTFOLIO

TABLE 103. UNITY TECHNOLOGIES: KEY STRATERGIES

TABLE 104. SOUL MACHINES: KEY EXECUTIVES

TABLE 105. SOUL MACHINES: COMPANY SNAPSHOT

TABLE 106. SOUL MACHINES: SERVICE SEGMENTS

TABLE 107. SOUL MACHINES: PRODUCT PORTFOLIO

TABLE 108. SOUL MACHINES: KEY STRATERGIES

TABLE 109. MICROSOFT CORPORATION: KEY EXECUTIVES

TABLE 110. MICROSOFT CORPORATION: COMPANY SNAPSHOT

TABLE 111. MICROSOFT CORPORATION: SERVICE SEGMENTS

TABLE 112. MICROSOFT CORPORATION: PRODUCT PORTFOLIO

TABLE 113. MICROSOFT CORPORATION: KEY STRATERGIES

TABLE 114. META PLATFORMS, INC.: KEY EXECUTIVES

TABLE 115. META PLATFORMS, INC.: COMPANY SNAPSHOT

TABLE 116. META PLATFORMS, INC.: SERVICE SEGMENTS

TABLE 117. META PLATFORMS, INC.: PRODUCT PORTFOLIO

TABLE 118. META PLATFORMS, INC.: KEY STRATERGIES

TABLE 119. DEXTER STUDIOS: KEY EXECUTIVES

TABLE 120. DEXTER STUDIOS: COMPANY SNAPSHOT

TABLE 121. DEXTER STUDIOS: SERVICE SEGMENTS

TABLE 122. DEXTER STUDIOS: PRODUCT PORTFOLIO

TABLE 123. UNEEQ: KEY EXECUTIVES

TABLE 124. UNEEQ: COMPANY SNAPSHOT

TABLE 125. UNEEQ: SERVICE SEGMENTS

TABLE 126. UNEEQ: PRODUCT PORTFOLIO

TABLE 127. AWW INC.: KEY EXECUTIVES

TABLE 128. AWW INC.: COMPANY SNAPSHOT

TABLE 129. AWW INC.: SERVICE SEGMENTS

TABLE 130. AWW INC.: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01. VIRTUAL HUMANS MARKET, 2023-2033

FIGURE 02. SEGMENTATION OF VIRTUAL HUMANS MARKET,2023-2033

FIGURE 03. TOP IMPACTING FACTORS IN VIRTUAL HUMANS MARKET (2023 TO 2033)

FIGURE 04. TOP INVESTMENT POCKETS IN VIRTUAL HUMANS MARKET (2024-2033)

FIGURE 05. MODERATE BARGAINING POWER OF SUPPLIERS

FIGURE 06. MODERATE THREAT OF NEW ENTRANTS

FIGURE 07. LOW THREAT OF SUBSTITUTES

FIGURE 08. HIGH INTENSITY OF RIVALRY

FIGURE 09. HIGH BARGAINING POWER OF BUYERS

FIGURE 10. GLOBAL VIRTUAL HUMANS MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES

FIGURE 11. VIRTUAL HUMANS MARKET, BY TYPE, 2023 AND 2033(%)

FIGURE 12. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AVATARS, BY COUNTRY 2023 AND 2033(%)

FIGURE 13. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY COUNTRY 2023 AND 2033(%)

FIGURE 14. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2023 AND 2033(%)

FIGURE 15. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY COUNTRY 2023 AND 2033(%)

FIGURE 16. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR EDUCATION, BY COUNTRY 2023 AND 2033(%)

FIGURE 17. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR RETAIL, BY COUNTRY 2023 AND 2033(%)

FIGURE 18. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY COUNTRY 2023 AND 2033(%)

FIGURE 19. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY COUNTRY 2023 AND 2033(%)

FIGURE 20. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY COUNTRY 2023 AND 2033(%)

FIGURE 21. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR BFSI, BY COUNTRY 2023 AND 2033(%)

FIGURE 22. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR OTHERS, BY COUNTRY 2023 AND 2033(%)

FIGURE 23. VIRTUAL HUMANS MARKET BY REGION, 2023 AND 2033(%)

FIGURE 24. U.S. VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 25. CANADA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 26. UK VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 27. GERMANY VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 28. FRANCE VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 29. ITALY VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 30. SPAIN VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 31. REST OF EUROPE VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 32. CHINA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 33. JAPAN VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 34. INDIA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 35. AUSTRALIA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 36. SOUTH KOREA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 37. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 38. LATIN AMERICA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 39. MIDDLE EAST VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 40. AFRICA VIRTUAL HUMANS MARKET, 2023-2033 ($BILLION)

FIGURE 41. TOP WINNING STRATEGIES, BY YEAR (2021-2024)

FIGURE 42. TOP WINNING STRATEGIES, BY DEVELOPMENT (2021-2024)

FIGURE 43. TOP WINNING STRATEGIES, BY COMPANY (2021-2024)

FIGURE 44. PRODUCT MAPPING OF TOP 10 PLAYERS

FIGURE 45. COMPETITIVE DASHBOARD

FIGURE 46. COMPETITIVE HEATMAP: VIRTUAL HUMANS MARKET

FIGURE 47. TOP PLAYER POSITIONING, 2023

FIGURE 48. ALIBABA GROUP HOLDING LIMITED: NET REVENUE, 2021-2023 ($MILLION)

FIGURE 49. ALIBABA GROUP HOLDING LIMITED: REVENUE SHARE BY SEGMENT, 2023 (%)

FIGURE 50. UNITY TECHNOLOGIES: NET REVENUE, 2021-2023 ($MILLION)

FIGURE 51. UNITY TECHNOLOGIES: REVENUE SHARE BY REGION, 2021 (%)

FIGURE 52. MICROSOFT CORPORATION: NET REVENUE, 2021-2023 ($MILLION)

FIGURE 53. MICROSOFT CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2021-2023 ($MILLION)

FIGURE 54. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2023 (%)

FIGURE 55. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2023 (%)

FIGURE 56. META PLATFORMS, INC.: NET REVENUE, 2021-2023 ($MILLION)

FIGURE 57. META PLATFORMS, INC.: REVENUE SHARE BY SEGMENT, 2023 (%)

FIGURE 58. META PLATFORMS, INC.: REVENUE SHARE BY REGION, 2023 (%)