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市場調查報告書
商品編碼
1739391

全球虛擬人市場

Virtual Humans

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 142 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

預計到 2030 年全球虛擬人市場規模將達到 6,486 億美元

全球虛擬人市場規模預計在2024年為682億美元,2030年將達到6,486億美元,2024年至2030年的複合年成長率為45.6%。報告分析的細分市場之一-虛擬形象市場,預計其複合年成長率為49.0%,到分析期結束時規模將達到5,174億美元。自主虛擬人市場在分析期間的複合年成長率預計為35.8%。

美國市場規模將達 179 億美元;中國市場預期複合年成長率為 42.9%

預計到2024年,美國虛擬人市場規模將達到179億美元。作為世界第二大經濟體,中國市場規模預計到2030年將達到941億美元,在2024-2030年的分析期間內,複合年成長率為42.9%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為41.8%和38.8%。在歐洲,預計德國的複合年成長率約為30.6%。

全球「虛擬人」市場—主要趨勢與促進因素摘要

虛擬人類為何如此吸引數位體驗產業?

虛擬人是人工智慧驅動的超現實數位人物代表,正迅速成為從娛樂到企業客戶服務等各行各業數位互動的核心。這些化身旨在以驚人的精確度模擬人類的手勢、情感和語音,使其成為需要高度個人化和關聯性的應用的理想選擇。在遊戲和娛樂產業,虛擬影響者和角色正在透過提供身臨其境的、由角色主導的敘事來重塑故事敘事。同時,企業正在部署虛擬品牌大使,以增強客戶參與在社交平臺和數位商店的參與度。教育和醫療保健領域的使用案例也在增加,虛擬導師和治療助理被用來提供安全、可擴展、類似人類的互動。人工智慧、3D 建模、Unreal 和 Unity 等即時渲染引擎以及先進的自然語言處理的融合,使得虛擬人能夠在 VR、AR 甚至基於瀏覽器的環境中無縫部署。虛擬人具有全天候運作、在多語言環境中運作的能力以及無限的可擴展性,是當今高度互聯、全球化市場中的一項重要資產,而客戶體驗往往是主要的差異化因素。

人工智慧的進步將在使虛擬人類更加逼真方面發揮什麼作用?

當今虛擬人類壓倒性的真實感是人工智慧和機器學習的產物,尤其是電腦視覺、語音合成和行為建模領域的突破。深度神經網路透過將即時語音輸入映射到 3D 臉部網格的運動,實現栩栩如生的臉部動畫和唇形同步。生成式人工智慧,尤其是擴散和基於 GAN 的模型,在創建與數位環境中的真實個體難以區分的合成人格方面非常強大。這些人工智慧模型擴大在龐大而多樣化的資料集上進行訓練,以重現細微的面部表情、微妙的情緒和自然的人類反應。語音合成引擎也在不斷發展,可以產生具有情境敏感的語調和情緒變化的極具表現力的聲音。一些虛擬人類甚至表現出記憶和個性特徵,根據過去的互動隨著時間的推移改變他們的反應。隨著神經渲染和即時動態捕捉的不斷進步,虛擬人類與真實人類之間的逼真度差距正在縮小,這對電影製作、虛擬零售、企業培訓等領域具有重要意義。隨著情緒識別和情境感知運算的融合,虛擬人類有望在不久的將來變得更加互動和更能引起情感共鳴。

公司如何發現採用虛擬人類的戰略價值?

企業越來越意識到虛擬人類帶來的業務和體驗優勢,尤其是在高流量、面向消費者的角色中。在零售業,虛擬助理被用於引導消費者、回答產品諮詢,並提升線上體驗,而不受人機互動的限制。在銀行和金融服務業,人工智慧驅動的虛擬客戶經理可以改進入職流程,提供個人化的金融諮詢,並減輕現場客服人員的負擔。在人力資源和企業培訓領域,虛擬導師和入職助理使遠距培訓計畫更具吸引力和一致性。醫療保健提供者正在部署虛擬護理代理,以支援心理健康和慢性病管理。這些使用案例不僅經濟高效,而且可擴充性,使企業能夠全天候為全球受眾提供服務。此外,虛擬人類越來越被視為品牌資產,代表公司出現在媒體露面、直播和活動中,而不受物流限制。隨著 API 實現從行動應用程式到元宇宙生態系統的跨平台存在,虛擬人類正在成為與最終用戶建立全通路品牌互動和數位親密關係的策略工具。

虛擬人市場加速發展的動力是什麼?

虛擬人市場的成長受到多種因素的驅動,包括技術成熟度、使用者行為和產業創新。一個關鍵的成長要素是消費者轉向身臨其境型數位環境,例如元宇宙,用戶要求更豐富、更人性化的互動。同時,3D 掃描、動作捕捉和即時渲染工具的普及使得各種規模的創作者和企業能夠更輕鬆地開發高保真虛擬人。虛擬網紅和內容創作者的激增推動了娛樂和社群媒體領域的需求,尤其是在亞太市場,虛擬角色已經吸引了數百萬粉絲。由於對經濟高效、多語言和全天候數位服務代理的需求日益成長,企業正在加速採用虛擬化身。此外,混合和遠距工作模式的興起正在推動虛擬化身在會議、協作和培訓中的使用範圍擴大,尤其是在企業元宇宙平台中。醫療保健領域(尤其是治療和老年護理)對解決方案的需求,正在推動情緒智商高、同理心強的虛擬伴侶的發展。此外,投資者對合成媒體新興企業和虛擬形象技術的濃厚興趣和風險投資,正在為研發投入大量資金,加速創新和商業性進程。這些因素共同作用,使虛擬人類成為下一代數位互動的變革力量。

部分

類型(虛擬形象、自主虛擬人)、產業(教育、零售、醫療保健、汽車、IT 與通訊、遊戲與娛樂、BFSI、其他)

受訪企業範例(共34家)

  • Aww Inc.
  • Brud
  • DeepBrain AI
  • Didimo
  • Epic Games
  • FaceUnity
  • Genies
  • Guildhawk
  • Hour One
  • iFLYTEK Co. Ltd.
  • ImproVive
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • ObEN
  • Reallusion Inc.
  • Soul Machines Limited
  • Synthesia
  • UneeQ Limited
  • Unith

關稅影響係數

全球產業分析師根據公司總部所在地、製造地、進出口(成品和原始設備OEM)預測公司競爭地位的變化。這種複雜且多方面的市場動態預計將以多種方式影響競爭對手,包括人為提高銷貨成本、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

全球產業分析師密切關注來自全球頂尖首席經濟學家(14,949位)、智庫(62家)以及貿易和產業協會(171家)的專家的意見,以評估其對生態系統的影響並應對新的市場現實。我們追蹤了來自每個主要國家的專家和經濟學家對關稅及其對本國影響的看法。

全球產業分析師預計,這場動盪將在未來2-3個月內逐漸平息,新的世界秩序將更加清晰地建立。全球產業分析師正在即時追蹤這些事態發展。

2025年4月:談判階段

在4月的報告中,我們將探討關稅對全球整體市場的影響,並提供區域市場調整。我們的預測是基於歷史數據和不斷變化的市場影響因素。

2025年7月:最終關稅調整

在各國宣布最終重置後,客戶將在 7 月收到免費更新,最終更新將包含明確的關稅影響分析。

相互和雙邊貿易及關稅影響分析:

美國<>中國<>墨西哥<>加拿大<>歐盟<>日本<>印度<>其他176個國家

領先的產業經濟學家:全球產業分析師知識庫追蹤了 14,949 位經濟學家,其中包括來自民族國家、智庫、貿易和產業協會、大型企業以及各領域專家的最具影響力的首席經濟學家,他們共用了這場前所未有的全球經濟狀況模式轉移的影響。我們超過 16,491 份報告大多遵循基於里程碑的兩階段發布計劃。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP34489

Global Virtual Humans Market to Reach US$648.6 Billion by 2030

The global market for Virtual Humans estimated at US$68.2 Billion in the year 2024, is expected to reach US$648.6 Billion by 2030, growing at a CAGR of 45.6% over the analysis period 2024-2030. Avatars, one of the segments analyzed in the report, is expected to record a 49.0% CAGR and reach US$517.4 Billion by the end of the analysis period. Growth in the Autonomous Virtual Humans segment is estimated at 35.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$17.9 Billion While China is Forecast to Grow at 42.9% CAGR

The Virtual Humans market in the U.S. is estimated at US$17.9 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$94.1 Billion by the year 2030 trailing a CAGR of 42.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 41.8% and 38.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 30.6% CAGR.

Global "Virtual Humans" Market - Key Trends & Drivers Summarized

Why Are Virtual Humans Captivating the Digital Experience Industry?

Virtual humans-hyper-realistic, AI-powered digital representations of people-are rapidly becoming central to digital interaction across industries, from entertainment to enterprise customer service. These avatars are designed to simulate human gestures, emotions, and speech with remarkable precision, making them ideal for applications that require high degrees of personalization and interactivity. In the gaming and entertainment industries, virtual influencers and characters are reshaping storytelling by delivering immersive, character-driven narratives. Meanwhile, corporations are deploying virtual brand ambassadors to enhance customer engagement across social platforms and digital storefronts. A growing use case is also emerging in the education and healthcare sectors, where virtual tutors and therapy assistants are being used to create safe, scalable human-like interactions. The convergence of AI, 3D modeling, real-time rendering engines like Unreal and Unity, and advanced natural language processing has enabled the seamless deployment of virtual humans across VR, AR, and even browser-based environments. Their 24/7 availability, ability to operate in multilingual settings, and infinite scalability have made them an asset in today’s hyper-connected, globalized marketplace, where customer experience is often the main differentiator.

What Role Does AI Advancement Play in Making Virtual Humans More Realistic?

The stunning realism of today’s virtual humans is largely a byproduct of breakthroughs in AI and machine learning, particularly in the fields of computer vision, speech synthesis, and behavioral modeling. Deep neural networks now enable lifelike facial animations and lip-syncing by mapping real-time audio input to 3D facial mesh movements. Generative AI, especially diffusion and GAN-based models, powers the creation of synthetic personalities that are indistinguishable from real individuals in digital settings. These AI models are increasingly trained on massive, diverse datasets to replicate micro-expressions, nuanced emotions, and natural human reactions. Text-to-speech engines have also evolved, producing highly expressive voices with contextual intonation and emotional variability. Some virtual humans now even exhibit memory and personality traits, adapting their responses over time based on prior interactions-pushing the boundaries of what constitutes "authentic" digital engagement. As neural rendering and real-time motion capture continue to improve, the fidelity gap between virtual and real humans is narrowing, creating significant implications for sectors such as film production, virtual retail, and corporate training. The integration of emotion recognition and context-aware computing is expected to make virtual humans even more interactive and emotionally resonant in the near future.

Where Are Enterprises Finding Strategic Value in Virtual Human Adoption?

Enterprises are increasingly recognizing the operational and experiential advantages offered by virtual humans, particularly in high-traffic, consumer-facing roles. In retail, virtual store assistants are being used to guide shoppers, answer product queries, and enhance online experiences without human staffing constraints. In banking and financial services, AI-driven virtual relationship managers are improving onboarding, delivering personalized financial advice, and reducing the burden on live agents. In HR and corporate training, virtual mentors and onboarding assistants are making remote training programs more engaging and consistent. Education platforms are leveraging virtual educators to provide tailored tutoring experiences, while healthcare providers are introducing virtual care agents to support mental health initiatives and chronic disease management. These use cases are not just cost-efficient but also scalable, allowing enterprises to serve global audiences around the clock. Additionally, virtual humans are increasingly seen as brand assets, representing companies in media appearances, livestreams, and events without logistical limitations. With APIs now enabling cross-platform presence-from mobile apps to metaverse ecosystems-virtual humans are becoming a strategic tool in building omnichannel brand engagement and digital intimacy with end-users.

What’s Driving the Acceleration of the Virtual Humans Market?

The growth in the virtual humans market is driven by several factors that span technological maturity, user behavior, and industry innovation. A major growth driver is the consumer shift toward immersive digital environments such as the metaverse, where users demand richer, more human-like interactions. Simultaneously, the democratization of 3D scanning, motion capture, and real-time rendering tools has made the development of high-fidelity virtual humans more accessible to creators and businesses of all sizes. The explosion of virtual influencers and content creators is fueling demand in the entertainment and social media sectors, particularly in Asia-Pacific markets where virtual personas already command millions of followers. Corporates are accelerating adoption due to the growing need for cost-effective, multilingual, and round-the-clock digital service agents. Moreover, the rise of hybrid and remote work models has amplified the use of virtual avatars for meetings, collaboration, and training, especially in enterprise metaverse platforms. Demand from healthcare, especially for therapeutic and elderly care solutions, is pushing development toward emotionally intelligent, empathetic virtual companions. Finally, strong investor interest and VC funding in synthetic media startups and avatar technologies are channeling significant capital into R&D, accelerating innovation and commercial readiness. These factors together are positioning virtual humans as a transformative force in the next generation of digital interaction.

SCOPE OF STUDY:

The report analyzes the Virtual Humans market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Type (Avatars, Autonomous Virtual Humans); Vertical (Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment, BFSI, Other Verticals)

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) -

  • Aww Inc.
  • Brud
  • DeepBrain AI
  • Didimo
  • Epic Games
  • FaceUnity
  • Genies
  • Guildhawk
  • Hour One
  • iFLYTEK Co. Ltd.
  • ImproVive
  • Meta Platforms Inc.
  • Microsoft Corporation
  • NVIDIA Corporation
  • ObEN
  • Reallusion Inc.
  • Soul Machines Limited
  • Synthesia
  • UneeQ Limited
  • Unith

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 artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Virtual Humans - 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
    • Proliferation of AI Avatars in Customer Service Expands Addressable Market Opportunity
    • Advances in Generative AI Strengthen Business Case for Hyper-Realistic Virtual Humans
    • Increased Remote Work Environments Spur Demand for Digital Assistants
    • Rising Acceptance of Virtual Influencers Drives Adoption in Marketing Campaigns
    • Ethical and Regulatory Scrutiny Throws Spotlight on AI Identity Verification Challenges
    • Integration in Telemedicine Accelerates Demand in Digital Health Applications
    • Education Sector's Digital Transformation Spurs Growth of Virtual Tutors
    • VR and AR Synergies Strengthen Value Proposition for Interactive Virtual Humans
    • Growth of Metaverse Platforms Drives Demand for Personalized Virtual Avatars
    • Customization Capabilities Enhance User Engagement and Sustain Market Growth
    • Cross-Industry Applications Expand Use Cases Across BFSI, Retail, and Entertainment
    • AI-as-a-Service Platforms Propel Growth of Virtual Human Development Ecosystems
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Humans Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Humans 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 Virtual Humans 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 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 5: World 6-Year Perspective for Avatars 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 Autonomous Virtual Humans 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 Autonomous Virtual Humans 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 Other Verticals 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 Other Verticals 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 Education 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 Education 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 Retail 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 Retail 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 Healthcare 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 Healthcare 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 Automotive 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 Automotive 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 IT & Telecommunications 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 IT & Telecommunications 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 Gaming & Entertainment 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 Gaming & Entertainment 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 22: World Recent Past, Current & Future Analysis for BFSI 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 23: World 6-Year Perspective for BFSI 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
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • JAPAN
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • CHINA
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 36: China Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 38: China Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • EUROPE
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Humans 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 41: Europe 6-Year Perspective for Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • FRANCE
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 46: France Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 48: France Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: France 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • GERMANY
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 52: Germany Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Germany 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • ITALY
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 56: Italy Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Italy 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 60: UK Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: UK 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Rest of Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Asia-Pacific 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 72: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Rest of World 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030

IV. COMPETITION