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市場調查報告書
商品編碼
1713720

2025年虛擬人全球市場報告

Virtual Humans Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計未來幾年虛擬人市場規模將呈指數級成長。到 2029 年,這一數字將成長至 2,526.1 億美元,年複合成長率(CAGR)為 48.5%。預測期內的成長可歸因於電子商務的興起、對個人化體驗的需求、元宇宙的擴展、對數位影響者的接受度不斷提高以及對客戶體驗的日益關注。預測期內的關鍵趨勢包括技術進步、人工智慧融合、多語言支援、個人化體驗和影響者協作。

元宇宙的快速成長預計將推動虛擬人市場的擴張。元宇宙是一個將增強物理現實與持久虛擬實境融合的集體虛擬世界。這種擴張受到人們日益關注數位體驗、遠距工作和社交的成長、新的經濟機會和不斷變化的文化趨勢的推動。虛擬人包括數位化身、人工智慧主導的角色和獨立的虛擬實體,在元宇宙中對於增強用戶互動和創造更具沉浸感和個性化的數位環境至關重要。例如,2024年3月,英國智慧財產局預測元宇宙用戶數將大幅成長,到2030年將達到約14億,產生4,904億美元的市場規模。因此,元宇宙的成長有助於虛擬人類市場的發展。

透過策略聯盟,虛擬人市場的主要企業正專注於開發人工智慧虛擬人技術等創新解決方案。這些進步旨在增強人機互動,創造更逼真的形象,並擴展各行各業的應用。人工智慧虛擬人技術涉及使用人工智慧 (AI) 創建可以與真實人物進行逼真、智慧互動的數位人影像的先進系統。例如,2024 年 6 月,美國軟體公司 Nvidia Corporation 與日本虛擬人公司 Aww Inc. 合作推廣人工智慧驅動的虛擬人技術,特別是與該公司的虛擬影響者 imma 合作。新版本利用 NVIDIA 的 Audio2Face 技術提供逼真的臉部動畫和嘴唇同步,實現即時互動。 AI imma 旨在自動建立大規模基於字元的語言模型 (LLM),簡化針對各種業務應用的虛擬人的開發和部署。此次夥伴關係標誌著主導虛擬人技術的重大進步,旨在改變各領域的使用者參與度和互動。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場:宏觀經濟情景,包括利率、通膨、地緣政治、新冠疫情、經濟復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 世界虛擬人PESTEL分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 最終用途產業分析
  • 全球虛擬人市場:成長率分析
  • 全球虛擬人市場表現:規模與成長,2019-2024
  • 全球虛擬人市場預測:規模與成長,2024-2029 年,2034 年
  • 全球虛擬人總目標市場(TAM)

第6章市場區隔

  • 全球虛擬人市場:依類型、表現及預測,2019-2024 年、2024-2029 年、2034 年
  • 阿凡達
  • 自主虛擬人
  • 全球虛擬人市場:依應用程式、表現及預測,2019-2024 年、2024-2029 年、2034 年
  • 遊戲和娛樂
  • 模擬與訓練
  • 虛擬實境 (VR) 與擴增實境(AR)
  • 客戶服務和虛擬助理
  • 行銷和廣告
  • 其他用途
  • 全球虛擬人市場(依產業、績效及預測),2019-2024 年、2024-2029 年及 2034 年
  • 銀行、金融服務和保險(BFSI)
  • 教育
  • 零售
  • 衛生保健
  • 航太和軍事
  • 資訊科技和通訊
  • 遊戲和娛樂
  • 行銷和廣告
  • 其他行業
  • 全球虛擬人市場區隔(依角色類型、表現及預測),2019-2024 年、2024-2029 年及 2034 年
  • 2D頭像
  • 3D頭像
  • 可自訂的頭像
  • 逼真的頭像
  • 全球虛擬虛擬市場依自主虛擬人類型、表現及預測細分,2019-2024 年、2024-2029 年及 2034 年
  • 人工智慧虛擬助手
  • 社交互動虛擬人
  • 虛擬影響者
  • 客戶服務虛擬人

第7章 區域和國家分析

  • 全球虛擬人市場:依地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球虛擬人市場:依國家、表現及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 虛擬人市場:競爭格局
  • 虛擬人類市場:公司簡介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Alibaba Group Holding Limited Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • NVIDIA Corporation
  • iFLYTEK Co. Ltd.
  • Unity Software Inc.
  • Epic Games Inc.
  • Xsens Technologies BV
  • Reallusion Inc.
  • Soul Machines Limited
  • AltspaceVR Inc.
  • Cubic Motion Limited
  • Datagen Technologies Ltd.
  • Inworld AI Inc.
  • 3Lateral doo
  • Faceware Technologies Inc.
  • Offbeat Media Group LLC
  • Quantum Capture Inc.

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029年虛擬人類市場:提供新機會的國家
  • 2029年虛擬人市場:細分領域蘊含新機會
  • 2029年虛擬人類市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r33622

A virtual human, also known as a digital human, is a computer-generated character that simulates human-like appearance, behavior, and interaction. These virtual entities can be used in various applications, such as virtual assistants, customer service bots, video games, virtual reality (VR) environments, and social media or entertainment.

The main types of virtual humans are avatars and autonomous virtual humans. Avatars are digital representations of users, used in virtual environments and online platforms to create a visual persona. These avatars find applications across various sectors, including gaming and entertainment, simulation and training, virtual reality (VR) and augmented reality (AR), customer service and virtual assistants, marketing and advertising, and others, and cater to diverse industries such as banking, financial services and insurance (BFSI), education, retail, healthcare, automotive, aerospace, and military, information technology and telecommunications, and others.

The virtual humans market research report is one of a series of new reports from The Business Research Company that provides virtual humans market statistics, including virtual humans industry global market size, regional shares, competitors with a virtual humans market share, detailed virtual humans market segments, market trends and opportunities, and any further data you may need to thrive in the virtual humans industry. This virtual human market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual humans market size has grown exponentially in recent years. It will grow from $34.88 billion in 2024 to $51.94 billion in 2025 at a compound annual growth rate (CAGR) of 48.9%. The growth in the historic period can be attributed to rising adoption of virtual assistance and chatbots, expansion of the metaverse, increased digitalization, increased smartphone penetration, and increased digitalization.

The virtual humans market size is expected to see exponential growth in the next few years. It will grow to $252.61 billion in 2029 at a compound annual growth rate (CAGR) of 48.5%. The growth in the forecast period can be attributed to the rise of e-commerce, demand for personalized experiences, increasing expansion of the metaverse, growing acceptance of digital influencers, and increased focus on customer experience. Major trends in the forecast period include technological advancements, integration of artificial intelligence, multilingual capabilities, personalized experiences, and collaboration with influencers.

The rapid growth of the metaverse is anticipated to drive the expansion of the virtual humans market. The metaverse is a collective virtual space that merges enhanced physical reality with persistent virtual reality. This expansion is fueled by rising interest in digital experiences, the growth of remote work and socialization, new economic opportunities, and shifting cultural trends. Virtual humans, which include digital avatars, AI-driven characters, and standalone virtual entities, are essential in the metaverse, enhancing user interactions and contributing to more immersive and personalized digital environments. For instance, in March 2024, the UK Intellectual Property Office projected that the number of metaverse users will grow significantly, reaching approximately 1.4 billion and generating a market size of $490.4 billion by 2030. Consequently, the growth of the metaverse is driving the development of the virtual humans market.

Major companies in the virtual humans market are concentrating on developing innovative solutions, such as AI-driven virtual human technologies, through strategic collaborations. These advancements aim to enhance human-computer interactions, create more lifelike avatars, and broaden applications across various industries. AI-driven virtual human technologies involve sophisticated systems that use artificial intelligence (AI) to produce digital human representations capable of engaging with real people in a realistic and intelligent manner. For example, in June 2024, Nvidia Corporation, a US-based software company, and Aww Inc, a Japan-based virtual human firm, teamed up to advance AI-driven virtual human technology, particularly with their virtual influencer, imma. This new version leverages NVIDIA's Audio2Face technology to offer real-time interactions with realistic facial animations and lip-syncing. AI imma is designed to automate the creation of character-based large language models (LLMs), simplifying the development and deployment of virtual humans for diverse business uses. This partnership marks a significant advancement in AI-driven virtual human technology, aiming to transform user engagement and interaction across various sectors.

In March 2023, Unity Software Inc., a US-based video game software development company, acquired Ziva Dynamics Inc. for an undisclosed amount. This acquisition is intended to democratize access to advanced character creation tools by incorporating Ziva's advanced simulation and deformation technologies into Unity's platform. This integration aims to improve the quality and efficiency of creating digital characters for games, films, and real-time 3D applications. Ziva Dynamics Inc., based in Canada, specializes in character creation software designed to enhance human interactions within virtual environments.

Major companies operating in the virtual humans market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Alibaba Group Holding Limited, Meta Platforms Inc., NVIDIA Corporation, iFLYTEK Co. Ltd., Unity Software Inc., Epic Games Inc., Xsens Technologies B.V., Reallusion Inc., Soul Machines Limited, AltspaceVR Inc., Cubic Motion Limited, Datagen Technologies Ltd., Inworld AI Inc., 3Lateral d.o.o., Faceware Technologies Inc., Offbeat Media Group LLC, Quantum Capture Inc., UneeQ Limited, VNTANA Inc.

North America was the largest region in the virtual humans market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the virtual humans market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual humans market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual humans market includes revenues earned by entities by providing 3D avatars, AI-powered chatbots, virtual assistants, digital humans for simulations, voice synthesis systems, and interactive virtual reality (VR) characters. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Humans Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual humans market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual humans ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual humans market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Avatars; Autonomous Virtual Humans
  • 2) By Application: Gaming And Entertainment; Simulation And Training; Virtual Reality (VR) And Augmented Reality (AR); Customer Service And Virtual Assistants; Marketing And Advertising; Other Applications
  • 3) By Industry Type: Banking, Financial Services And Insurance (BFSI); Education; Retail; Healthcare; Automotive; Aerospace And Military; Information Technology And Telecommunications; Gaming And Entertainment; Marketing And Advertising; Other Industries
  • Subsegments:
  • 1) By Avatars: 2D Avatars; 3D Avatars; Customizable Avatars; Realistic Avatars
  • 2) By Autonomous Virtual Humans: AI-Powered Virtual Assistants; Socially Interactive Virtual Humans; Virtual Influencers; Customer Service Virtual Humans
  • Companies Mentioned: Google LLC; Samsung Electronics Co. Ltd.; Microsoft Corporation; Alibaba Group Holding Limited; Meta Platforms Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Humans Market Characteristics

3. Virtual Humans Market Trends And Strategies

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

5. Global Virtual Humans Growth Analysis And Strategic Analysis Framework

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

6. Virtual Humans Market Segmentation

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

7. Virtual Humans Market Regional And Country Analysis

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

8. Asia-Pacific Virtual Humans Market

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

9. China Virtual Humans Market

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

10. India Virtual Humans Market

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

11. Japan Virtual Humans Market

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

12. Australia Virtual Humans Market

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

13. Indonesia Virtual Humans Market

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

14. South Korea Virtual Humans Market

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

15. Western Europe Virtual Humans Market

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

16. UK Virtual Humans Market

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

17. Germany Virtual Humans Market

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

18. France Virtual Humans Market

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

19. Italy Virtual Humans Market

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

20. Spain Virtual Humans Market

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

21. Eastern Europe Virtual Humans Market

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

22. Russia Virtual Humans Market

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

23. North America Virtual Humans Market

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

24. USA Virtual Humans Market

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

25. Canada Virtual Humans Market

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

26. South America Virtual Humans Market

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

27. Brazil Virtual Humans Market

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

28. Middle East Virtual Humans Market

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

29. Africa Virtual Humans Market

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

30. Virtual Humans Market Competitive Landscape And Company Profiles

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

31. Virtual Humans Market Other Major And Innovative Companies

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

32. Global Virtual Humans Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Humans Market

34. Recent Developments In The Virtual Humans Market

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

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

36. Appendix

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