全球人工智慧頭像市場2025-2029
市場調查報告書
商品編碼
1915674

全球人工智慧頭像市場2025-2029

Global AI Avatars Market 2025-2029

出版日期: | 出版商: TechNavio | 英文 286 Pages | 訂單完成後即時交付

價格
簡介目錄

全球人工智慧化身市場預計將在2024年至2029年的預測期內成長至314.925億美元,複合年成長率為37.9%。本報告對全球人工智慧化身市場進行了全面分析,包括市場規模和預測、趨勢、成長要素和挑戰,以及對約25家公司的供應商分析。

本報告對當前市場格局、最新趨勢和促進因素以及整體市場環境進行了最新分析,這些因素包括生成式人工智慧和底層技術的普及、客戶和員工互動中對高度個性化的需求不斷成長、創作者經濟的擴張以及媒體和娛樂行業的轉型。

本研究採用客觀的方法,結合一手和二手訊息,包括來自主要行業相關人員的意見。報告包含全面的市場規模數據、區域細分分析、供應商格局以及對主要企業的分析。報告提供歷史數據和預測數據。

市場覆蓋範圍
基準年 2025
目標期 2029
預測期 2025-2029
成長勢頭 加速度
同比 30.9%
複合年成長率 37.9%
增量 314.925億美元

研究指出,倫理上的模糊性、潛在的濫用風險以及不明朗的監管環境是未來幾年全球人工智慧虛擬形象市場成長的關鍵促進因素。此外,技術複雜性高、整合障礙、實施成本高、克服「恐怖谷效應」以及建立用戶信任和接受度等挑戰預計也將催生巨大的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 價格、生命週期、顧客購買籃、採用率和購買標準分析
  • 投入與差異化因素的重要性
  • 混淆來源
  • 促進因素和挑戰的影響

第3章 市場情勢

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場定義
  • 市場區隔分析
  • 2024年市場規模
  • 2024-2029年市場展望

第5章 市場規模表現

  • 2019-2023年全球人工智慧頭像市場
  • 2019-2023年部署細分市場分析
  • 2019-2023年品類細分市場分析
  • 類型細分市場分析 2019-2023
  • 2019-2023年區域細分市場分析
  • 2019-2023年國家細分市場分析

第6章五力分析

  • 五力分析概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

7. 依部署方式進行市場區隔

  • 比較:依部署方式
  • 基於雲端的
  • 本地部署
  • 按部署方式分類的市場機會

第8章 按類別進行市場細分

  • 比較:按類別
  • 數位人類化身
  • 3D和元宇宙化身
  • 風格化的頭像
  • 按類別分類的市場機會

第9章 按類型分類的市場細分

  • 比較:按類型
  • 互動的
  • 非互動式
  • 按類型分類的市場機會

第10章 客戶情況

第11章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 荷蘭
    • 西班牙
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 韓國
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非
    • 以色列
    • 土耳其
  • 各區域的市場機遇

第12章:促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第13章 競爭格局

  • 概述
  • 競爭格局
  • 令人困惑的局面
  • 產業風險

第14章 競爭分析

  • 公司簡介
  • 企業排名指數
  • 公司市場定位
  • COPRESENCE AG
  • DEEPMOTION INC.
  • Didimo
  • Epic Games Inc.
  • GoAnimate Inc.
  • HeyGen
  • Hour One AI
  • Inworld AI
  • Meta Platforms Inc.
  • Microsoft Corp.
  • NVIDIA Corp.
  • Soul Machines
  • Synthesia Ltd.
  • Tencent Holdings Ltd.
  • VEED

第15章附錄

簡介目錄
Product Code: IRTNTR81069

The global AI avatars market is forecasted to grow by USD 31492.5 mn during 2024-2029, accelerating at a CAGR of 37.9% during the forecast period. The report on the global AI avatars market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by pervasive advancements in generative AI and enabling technologies, escalating demand for hyper-personalized customer and employee engagement, proliferation of creator economy and transformation in media and entertainment.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2029
Series Year2025-2029
Growth MomentumAccelerate
YOY 202530.9%
CAGR37.9%
Incremental Value$31492.5 mn

Technavio's global AI avatars market is segmented as below:

By Deployment

  • Cloud-based
  • On-premises

By Category

  • Digital human avatars
  • 3D and metaverse avatars
  • Stylized avatars

By Type

  • Interactive
  • Non interactive

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • The Netherlands
    • Spain
  • APAC
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the ethical ambiguity misuse potential and uncertain regulatory landscape as one of the prime reasons driving the global AI avatars market growth during the next few years. Also, high technological complexity integration hurdles and substantial cost of implementation and navigating uncanny valley and establishing user trust and acceptance will lead to sizable demand in the market.

The report on the global AI avatars market covers the following areas:

  • Global AI avatars market sizing
  • Global AI avatars market forecast
  • Global AI avatars market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global AI avatars market vendors that include COPRESENCE AG, DeepBrain AI Inc., DEEPMOTION INC., Didimo, Epic Games Inc., GoAnimate Inc., HeyGen, Hour One AI, Inworld AI, Meta Platforms Inc., Microsoft Corp., NVIDIA Corp., Ready Player Me, Luka Inc., Soul Machines, Synthesia Ltd., Tencent Holdings Ltd., VEED. Also, the global AI avatars market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Deployment
    • Executive Summary - Chart on Market Segmentation by Category
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2024
  • 4.4 Market outlook: Forecast for 2024-2029

5 Historic Market Size

  • 5.1 Global AI Avatars Market 2019 - 2023
    • Historic Market Size - Data Table on Global AI Avatars Market 2019 - 2023 ($ million)
  • 5.2 Deployment segment analysis 2019 - 2023
    • Historic Market Size - Deployment Segment 2019 - 2023 ($ million)
  • 5.3 Category segment analysis 2019 - 2023
    • Historic Market Size - Category Segment 2019 - 2023 ($ million)
  • 5.4 Type segment analysis 2019 - 2023
    • Historic Market Size - Type Segment 2019 - 2023 ($ million)
  • 5.5 Geography segment analysis 2019 - 2023
    • Historic Market Size - Geography Segment 2019 - 2023 ($ million)
  • 5.6 Country segment analysis 2019 - 2023
    • Historic Market Size - Country Segment 2019 - 2023 ($ million)

6 Five Forces Analysis

  • 6.1 Five forces summary
    • Five forces analysis - Comparison between 2024 and 2029
  • 6.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2024 and 2029
  • 6.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2024 and 2029
  • 6.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2024 and 2029
  • 6.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2024 and 2029
  • 6.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2024 and 2029
  • 6.7 Market condition

7 Market Segmentation by Deployment

  • 7.1 Market segments
  • 7.2 Comparison by Deployment
  • 7.3 Cloud-based - Market size and forecast 2024-2029
  • 7.4 On-premises - Market size and forecast 2024-2029
  • 7.5 Market opportunity by Deployment
    • Market opportunity by Deployment ($ million)

8 Market Segmentation by Category

  • 8.1 Market segments
  • 8.2 Comparison by Category
  • 8.3 Digital human avatars - Market size and forecast 2024-2029
  • 8.4 3D and metaverse avatars - Market size and forecast 2024-2029
  • 8.5 Stylized avatars - Market size and forecast 2024-2029
  • 8.6 Market opportunity by Category
    • Market opportunity by Category ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Interactive - Market size and forecast 2024-2029
  • 9.4 Non interactive - Market size and forecast 2024-2029
  • 9.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Customer Landscape

  • 10.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

11 Geographic Landscape

  • 11.1 Geographic segmentation
  • 11.2 Geographic comparison
  • 11.3 North America - Market size and forecast 2024-2029
    • 11.3.1 US - Market size and forecast 2024-2029
    • 11.3.2 Canada - Market size and forecast 2024-2029
    • 11.3.3 Mexico - Market size and forecast 2024-2029
  • 11.4 Europe - Market size and forecast 2024-2029
    • 11.4.1 Germany - Market size and forecast 2024-2029
    • 11.4.2 UK - Market size and forecast 2024-2029
    • 11.4.3 France - Market size and forecast 2024-2029
    • 11.4.4 Italy - Market size and forecast 2024-2029
    • 11.4.5 The Netherlands - Market size and forecast 2024-2029
    • 11.4.6 Spain - Market size and forecast 2024-2029
  • 11.5 APAC - Market size and forecast 2024-2029
    • 11.5.1 China - Market size and forecast 2024-2029
    • 11.5.2 Japan - Market size and forecast 2024-2029
    • 11.5.3 India - Market size and forecast 2024-2029
    • 11.5.4 Australia - Market size and forecast 2024-2029
    • 11.5.5 South Korea - Market size and forecast 2024-2029
    • 11.5.6 Indonesia - Market size and forecast 2024-2029
  • 11.6 South America - Market size and forecast 2024-2029
    • 11.6.1 Brazil - Market size and forecast 2024-2029
    • 11.6.2 Argentina - Market size and forecast 2024-2029
    • 11.6.3 Colombia - Market size and forecast 2024-2029
  • 11.7 Middle East and Africa - Market size and forecast 2024-2029
    • 11.7.1 Saudi Arabia - Market size and forecast 2024-2029
    • 11.7.2 UAE - Market size and forecast 2024-2029
    • 11.7.3 South Africa - Market size and forecast 2024-2029
    • 11.7.4 Israel - Market size and forecast 2024-2029
    • 11.7.5 Turkey - Market size and forecast 2024-2029
  • 11.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

12 Drivers, Challenges, and Opportunity

  • 12.1 Market drivers
    • Pervasive advancements in generative AI and enabling technologies
    • Escalating demand for hyper-personalized customer and employee engagement
    • Proliferation of creator economy and transformation in media and entertainment
  • 12.2 Market challenges
    • Ethical ambiguity misuse potential and an uncertain regulatory landscape
    • High technological complexity integration hurdles and substantial cost of implementation
    • Navigating uncanny valley and establishing user trust and acceptance
  • 12.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2024 and 2029
  • 12.4 Market opportunities
    • Ethical ambiguity misuse potential and uncertain regulatory landscape
    • High technological complexity integration hurdles and substantial cost of implementation
    • Navigating uncanny valley and establishing user trust and acceptance

13 Competitive Landscape

  • 13.1 Overview
  • 13.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 13.3 Landscape disruption
    • Overview on factors of disruption
  • 13.4 Industry risks
    • Impact of key risks on business

14 Competitive Analysis

  • 14.1 Companies profiled
    • Companies covered
  • 14.2 Company ranking index
    • Company ranking index
  • 14.3 Market positioning of companies
    • Matrix on companies position and classification
  • 14.4 COPRESENCE AG
    • COPRESENCE AG - Overview
    • COPRESENCE AG - Product / Service
    • COPRESENCE AG - Key offerings
    • SWOT
  • 14.5 DEEPMOTION INC.
    • DEEPMOTION INC. - Overview
    • DEEPMOTION INC. - Product / Service
    • DEEPMOTION INC. - Key offerings
    • SWOT
  • 14.6 Didimo
    • Didimo - Overview
    • Didimo - Product / Service
    • Didimo - Key offerings
    • SWOT
  • 14.7 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 14.8 GoAnimate Inc.
    • GoAnimate Inc. - Overview
    • GoAnimate Inc. - Product / Service
    • GoAnimate Inc. - Key offerings
    • SWOT
  • 14.9 HeyGen
    • HeyGen - Overview
    • HeyGen - Product / Service
    • HeyGen - Key offerings
    • SWOT
  • 14.10 Hour One AI
    • Hour One AI - Overview
    • Hour One AI - Product / Service
    • Hour One AI - Key offerings
    • SWOT
  • 14.11 Inworld AI
    • Inworld AI - Overview
    • Inworld AI - Product / Service
    • Inworld AI - Key offerings
    • SWOT
  • 14.12 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 14.13 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 14.14 NVIDIA Corp.
    • NVIDIA Corp. - Overview
    • NVIDIA Corp. - Business segments
    • NVIDIA Corp. - Key news
    • NVIDIA Corp. - Key offerings
    • NVIDIA Corp. - Segment focus
    • SWOT
  • 14.15 Soul Machines
    • Soul Machines - Overview
    • Soul Machines - Product / Service
    • Soul Machines - Key news
    • Soul Machines - Key offerings
    • SWOT
  • 14.16 Synthesia Ltd.
    • Synthesia Ltd. - Overview
    • Synthesia Ltd. - Product / Service
    • Synthesia Ltd. - Key offerings
    • SWOT
  • 14.17 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key news
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 14.18 VEED
    • VEED - Overview
    • VEED - Product / Service
    • VEED - Key offerings
    • SWOT

15 Appendix

  • 15.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 15.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 15.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 15.4 Research methodology
    • Research methodology
  • 15.5 Data procurement
    • Information sources
  • 15.6 Data validation
    • Data validation
  • 15.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 15.8 Data synthesis
    • Data synthesis
  • 15.9 360 degree market analysis
    • 360 degree market analysis
  • 15.10 List of abbreviations
    • List of abbreviations