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市場調查報告書
商品編碼
1847434

2025年全球數位人類市場報告

Digital Human Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,數位人市場快速擴張,規模從2024年的339.6億美元成長至2025年的502.6億美元,複合年成長率達48.0%。預測期內的成長可歸因於人工智慧和機器學習的進步、圖形和動畫技術的改進、虛擬實境 (VR) 和擴增實境(AR) 的發展、對個人化使用者體驗的需求以及成本降低和擴充性。

預計未來幾年數位人類市場將呈指數級成長,到2029年將達到2,185.8億美元,複合年成長率為44.4%。預測期內的成長可歸因於虛擬商務的擴張、與物聯網 (IoT) 設備的融合、道德和監管考慮以及元宇宙平台的興起。預測期內的主要趨勢包括超個人化、多模態互動、協作和共同創造性能力、多元化表達和整體性,以及持續學習和適應。

數位人類是基於軟體的人類描繪,它融合了人工智慧和先進的 3D 建模技術,能夠模仿人類的行為、表情和動作。這些實體採用電腦圖形、機器學習和自然語言理解等最尖端科技創建,以複製類似人類的溝通和互動。數位人類在各種應用中都發揮著效用,例如提升使用者體驗、提供個人化互動並簡化流程。

數位人市場主要包含兩種產品類型:互動式數位人化身和非互動式數位人化身。互動式數位人化身是能夠與使用者即時交流互動的虛擬人實體。它們運用各種技術,包括3D掃描、3D建模、自然語言處理、自然語言生成和人工智慧 (AI)。這些化身應用於遊戲、娛樂、銀行、金融服務和保險 (BFSI)、資訊科技 (IT) 和通訊、教育、汽車、廣告、醫療和體育等行業的各個領域,例如虛擬代理、虛擬助理、虛擬網紅、虛擬伴侶和虛擬角色。

2025年春季美國突然提高關稅以及由此引發的貿易摩擦對資訊科技產業產生了重大影響,尤其是硬體製造、資料基礎設施和軟體部署。對進口半導體、電路基板和網路設備徵收更高的關稅,並推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司面臨更長的前置作業時間和價格壓力。同時,對專業軟體徵收的關稅以及主要國際市場的報復性措施擾亂了全球IT供應鏈,減少了海外對美國製造技術的需求。作為應對措施,該行業正在增加對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化來提高彈性並更有效地管理成本。

本研究報告是商業研究公司(The Business Research Company)新報告系列的一部分,該系列提供數位人市場統計數據,例如數位人行業的全球市場規模、區域佔有率、競爭對手的市場佔有率、詳細的數位人市場細分、市場趨勢和商業機會,以及在數位人行業取得成功所需的數據。本數位人市場研究報告對該行業的現狀和未來趨勢進行了詳細分析,為您提供所需的全方位觀點。

未來五年44.4%的成長預測,較我們先前對該市場的預測略有下降0.5%。這一下降主要源自於美國與其他國家之間關稅的影響。開發逼真的數位人類需要先進的GPU和AI計算集群,而這些大部分都需要進口。對這些部件徵收關稅可能會減緩美國娛樂和醫療保健產業的發展。由於互惠關稅以及貿易緊張局勢和限制措施升級對全球經濟和貿易的負面影響,其影響也將更加廣泛。

預計數位人市場的成長將受到工業應用中機器人使用日益增加的推動。部署在工業環境中的機器人是自動化機器,旨在執行傳統上由人類執行的任務,尤其是在製造業和其他工業環境中。工業應用中機器人的日益普及是由工業4.0和自動化趨勢的興起所推動的,這些趨勢旨在提高性能、安全性、成本效益並擴大應用範圍。數位人透過改進溝通、培訓、介面設計、數據視覺化和客戶互動來補充這些機器人。例如,根據國際機器人聯合會2023年5月發布的數據,2022年製造業部署的工業機器人數量增加了12%,達到41,624台。尤其是汽車產業,主要在美國、加拿大和墨西哥,以20,391台的數量領先,比2021年成長了30%。因此,工業環境中機器人使用量的快速成長正在刺激數位人市場的擴張。

新興的數位人市場公司正專注於開發創新技術,例如基於人工智慧的數位人軟體開發套件(SDK),以透過高階功能增強客戶參與。透過簡化開發流程並解決開發團隊面臨的挑戰,數位人 SDK 使品牌能夠與客戶建立更深的聯繫,提高網站轉換率,改善客戶體驗並培養品牌忠誠度。例如,2023 年 7 月,總部位於紐西蘭的軟體公司 UneeQ Digital Humans 推出了其首個數位人 SDK。該 SDK 使該公司能夠在數位環境中快速部署基於人工智慧的數位人體驗,包括擴增實境和虛擬實境應用程式,例如 Apple 的 Vision Pro。透過將基於人工智慧的數位人整合到 AR 和 VR 應用程式中,品牌可以賦予虛擬世界活力,並提供更具沉浸感和互動性的客戶體驗。

2022年11月,總部位於英國的人工智慧解決方案供應商Charisma.ai將與UneeQ合作,利用Charisma.ai的互動式敘事技術作為調查工具和商業化平台。 UneeQ總部位於紐西蘭,專注於數位人類技術。

數位人市場由提供諮詢、顧問、支援和維護等服務所獲得的收益所構成。市場價值還包括服務供應商出售或包含在服務產品中的任何相關商品的價值。數位人市場還包括人工智慧組件、音訊組件、攝影機組件、照明組件、機芯組件和導航組件的銷售。該市場的價值是“出廠價”,即商品製造商或創造者出售給其他營業單位(包括下游製造商、批發商、經銷商和零售商)或直接出售給最終客戶的商品價值。該市場中的商品價值還包括商品創造者出售的任何相關服務。

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、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球數位人類: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
  • 全球數位人市場:成長率分析
  • 全球數位人類市場表現:規模與成長,2019-2024
  • 全球數位人類市場預測:2024-2029年及2034年規模與成長
  • 全球數位人類:總潛在市場(TAM)

第6章 市場細分

  • 全球數位人類市場:按產品類型、實際結果和預測,2019-2024 年、2024-2029 年、2034 年
  • 互動式數位人類頭像
  • 非互動式數位人類頭像
  • 全球數位人類市場:按技術、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 3D掃描
  • 3D建模
  • 自然語言處理
  • 自然語言生成
  • 人工智慧(AI)
  • 全球數位人市場:按應用、表現及預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬代理
  • 虛擬助手
  • 虛擬影響者
  • 虛擬伴侶
  • 虛擬角色
  • 全球數位人類市場:依產業、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 遊戲
  • 娛樂
  • 銀行、金融服務和保險(BFSI)
  • 資訊科技(IT)和通訊
  • 教育
  • 廣告
  • 健康與體育
  • 其他行業
  • 全球數位人類市場:細分:互動式數位人類頭像,按類型、效能和預測,2019-2024 年、2024-2029 年、2034 年
  • 人工智慧化身
  • 虛擬助手
  • 客戶服務頭像
  • 訓練和模擬化身
  • 全球數位人類市場:細分:非互動式數位人類頭像(按類型)、實際及預測,2019-2024 年、2024-2029 年、2034 年
  • 預渲染頭像
  • 僅限動畫的頭像
  • 促銷和廣告頭像

第7章 區域和國家分析

  • 全球數位人市場:2019-2024年、2024-2029年、2034年區域表現及預測
  • 全球數位人類市場:按國家、表現和預測,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

  • 數位人類市場:競爭格局
  • 數位人類市場:公司簡介
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis
    • Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Netease Inc.
  • iFLYTEK Corporation
  • Epic Games Inc.
  • Digital Domain
  • Inworld AI
  • Didimo Inc.
  • Genies
  • Xsens Technologies BV
  • Reallusion Inc.
  • HOUR ONE AI
  • Soul Machines
  • Synthesia Ltd.
  • DeepBrain AI
  • Daz Production Inc.
  • Wolf3D

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:高潛力市場國家、細分市場與策略

  • 2029年數位人類市場:提供新機會的國家
  • 2029年數位人類市場:細分領域帶來新機會
  • 2029年數位人類市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章 附錄

簡介目錄
Product Code: r27899u

A digital human is a software-based depiction of a human being, often integrating artificial intelligence and advanced 3D modeling techniques to mimic human-like behavior, facial expressions, and movements. These entities are crafted using cutting-edge technologies like computer graphics, machine learning, and natural language understanding to replicate human-like communication and engagement. Digital humans find utility across various applications, enhancing user experiences, providing personalized interactions, and streamlining processes.

The primary product types in the digital human market include interactive digital human avatars and non-interactive digital human avatars. Interactive digital human avatars represent virtual human entities capable of real-time communication and interaction with users. Various technologies involved encompass 3D scanning, 3D modeling, natural language processing, natural language generation, and artificial intelligence (AI). These avatars find application across diverse sectors such as virtual agents, virtual assistants, virtual influencers, virtual companions, and virtual characters, and are utilized across industries including gaming, entertainment, banking, financial services and insurance (BFSI), information technology (IT) and telecommunications, education, automotive, advertising, health and sports, among others.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The digital human market research report is one of a series of new reports from The Business Research Company that provides digital human market statistics, including the digital human industry global market size, regional shares, competitors with a digital human market share, detailed digital human market segments, market trends and opportunities, and any further data you may need to thrive in the digital human industry. This digital 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 digital human market size has grown exponentially in recent years. It will grow from $33.96 billion in 2024 to $50.26 billion in 2025 at a compound annual growth rate (CAGR) of 48.0%. The growth in the historic period can be attributed to advancements in AI and machine learning, improvements in graphics and animation, growth of virtual reality (VR) and augmented reality (AR), demand for personalized user experiences, and cost reduction and scalability.

The digital human market size is expected to see exponential growth in the next few years. It will grow to $218.58 billion in 2029 at a compound annual growth rate (CAGR) of 44.4%. The growth in the forecast period can be attributed to expansion of virtual commerce, integration with Internet of Things (IoT) devices, ethical and regulatory considerations, and the emergence of metaverse platforms. Major trends in the forecast period include hyper-personalization, multi-modal interaction, collaborative and co-creative capabilities, diverse representation and inclusivity, and continuous learning and adaptation.

The forecast of 44.4% growth over the next five years reflects a modest reduction of 0.5% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Creating realistic digital humans requires advanced GPUs and AI compute clusters, mostly imported; tariffs on such components could delay development across US entertainment and healthcare sectors. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growth of the digital human market is expected to be propelled by the increasing utilization of robots in industrial applications. Robots deployed in industrial settings are automated machines designed to perform tasks traditionally carried out by humans, particularly in manufacturing and other industrial environments. The escalating adoption of robotics in industrial applications can be attributed to the emergence of Industry 4.0 and automation trends, aimed at enhancing performance, safety, and cost efficiency, as well as expanding the range of applications. Digital humans complement these robots by improving communication, training, interface design, data visualization, and customer interaction. For example, data from the International Federation of Robotics in May 2023 revealed a 12% increase in industrial robot installations in manufacturing in 2022, reaching 41,624 units. Notably, the automotive industry, comprising primarily US, Canadian, and Mexican businesses, led with 20,391 installed units, marking a 30% rise from 2021. Consequently, the surge in robot utilization in industrial settings is fueling the expansion of the digital human market.

Key players in the digital human market are focusing on developing innovative technologies, such as digital human SDKs (software development kits) powered by AI, to enhance customer engagement with advanced features. The digital human SDK streamlines development processes and addresses challenges faced by development teams, enabling brands to establish deeper connections with customers, enhance web conversion rates, improve customer experiences, and foster brand loyalty. For instance, in July 2023, UneeQ Digital Humans, a software company based in New Zealand, unveiled its inaugural digital human SDK. This SDK empowers enterprises to swiftly deploy AI-powered digital human experiences into digital environments, including augmented and virtual reality applications like Apple's Vision Pro. By integrating AI-powered digital humans into AR or VR applications, brands can enliven their virtual worlds and deliver more immersive and interactive customer experiences.

In November 2022, Charisma.ai, a UK-based AI solutions provider, partnered with UneeQ to leverage Charisma.ai's interactive storytelling technology as a research tool and commercialization platform. UneeQ, headquartered in New Zealand, specializes in digital human technology.

Major companies operating in the digital human market report are Samsung Electronics Co. Ltd.; Microsoft Corporation; Meta Platforms Inc.; Tencent Holdings Limited; Nvidia Corporation; Netease Inc.; iFLYTEK Corporation; Epic Games Inc.; Digital Domain; Inworld AI; Didimo Inc.; Genies; Xsens Technologies B.V.; Reallusion Inc.; HOUR ONE AI; Soul Machines; Synthesia Ltd.; DeepBrain AI; Daz Production Inc.; Wolf3D; Offbeat Media Group; UneeQ; DeepMotion; Ziva Dynamics; Virtually Human Studio

North America was the largest region in the digital human market in 2024. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the digital human market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

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

The digital human market consists of revenues earned by providing services such as consulting services, advisory services, and support and maintenance services. The market value includes the value of related goods sold by the service provider or included within the service offering. The digital human market also includes sales of AI components, audio components, camera components, light components, movement components, and navigation components. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

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.

Digital Human 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 digital human 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 digital human ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The digital human 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • 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.
  • 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 Product Type: Interactive Digital Human Avatar; Non-Interactive Digital Human Avatar
  • 2) By Technology: 3D Scanning; 3D Modelling; Natural Language Processing; Natural Language Generation; Artificial Intelligence (AI)
  • 3) By Application: Virtual Agents; Virtual Assistants; Virtual Influencers; Virtual Companions; Virtual Characters
  • 4) By Industry: Gaming; Entertainment; Banking, financial services and insurance (BFSI); Information Technology (IT) And Telecommunication; Education; Automotive; Advertisement; Health And Sports; Other Industries
  • Subsegments:
  • 1) By Interactive Digital Human Avatar: AI-Powered Avatars; Virtual Assistants; Customer Service Avatars; Training And Simulation Avatars
  • 2) By Non-Interactive Digital Human Avatar: Pre-Rendered Avatars; Animation-Only Avatars; Promotional And Advertising Avatars
  • Companies Mentioned: Samsung Electronics Co. Ltd.; Microsoft Corporation; Meta Platforms Inc.; Tencent Holdings Limited; Nvidia Corporation; Netease Inc.; iFLYTEK Corporation; Epic Games Inc.; Digital Domain; Inworld AI; Didimo Inc.; Genies; Xsens Technologies B.V.; Reallusion Inc.; HOUR ONE AI; Soul Machines; Synthesia Ltd.; DeepBrain AI; Daz Production Inc.; Wolf3D; Offbeat Media Group; UneeQ; DeepMotion; Ziva Dynamics; Virtually Human Studio
  • 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. Digital Human Market Characteristics

3. Digital Human Market Trends And Strategies

4. Digital Human Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Digital Human Growth Analysis And Strategic Analysis Framework

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

6. Digital Human Market Segmentation

  • 6.1. Global Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • nteractive Digital Human Avatar
  • Non-Interactive Digital Human Avatar
  • 6.2. Global Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 3D Scanning
  • 3D Modelling
  • Natural Language Processing
  • Natural Language Generation
  • Artificial Intelligence (AI)
  • 6.3. Global Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Agents
  • Virtual Assistants
  • Virtual Influencers
  • Virtual Companions
  • Virtual Characters
  • 6.4. Global Digital Human Market, Segmentation By Industry, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Entertainment
  • Banking, financial services and insurance (BFSI)
  • Information Technology (IT) And Telecommunication
  • Education
  • Automotive
  • Advertisement
  • Health And Sports
  • Other Industries
  • 6.5. Global Digital Human Market, Sub-Segmentation Of Interactive Digital Human Avatar, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AI-Powered Avatars
  • Virtual Assistants
  • Customer Service Avatars
  • Training And Simulation Avatars
  • 6.6. Global Digital Human Market, Sub-Segmentation Of Non-Interactive Digital Human Avatar, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Pre-Rendered Avatars
  • Animation-Only Avatars
  • Promotional And Advertising Avatars

7. Digital Human Market Regional And Country Analysis

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

8. Asia-Pacific Digital Human Market

  • 8.1. Asia-Pacific Digital Human 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 Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Digital Human Market

  • 9.1. China Digital Human Market Overview
  • 9.2. China Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Digital Human Market

  • 10.1. India Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Digital Human Market

  • 11.1. Japan Digital Human Market Overview
  • 11.2. Japan Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Digital Human Market

  • 12.1. Australia Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Digital Human Market

  • 13.1. Indonesia Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Digital Human Market

  • 14.1. South Korea Digital Human Market Overview
  • 14.2. South Korea Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Digital Human Market

  • 15.1. Western Europe Digital Human Market Overview
  • 15.2. Western Europe Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Digital Human Market

  • 16.1. UK Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Digital Human Market

  • 17.1. Germany Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Digital Human Market

  • 18.1. France Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Digital Human Market

  • 19.1. Italy Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Digital Human Market

  • 20.1. Spain Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Digital Human Market

  • 21.1. Eastern Europe Digital Human Market Overview
  • 21.2. Eastern Europe Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Digital Human Market

  • 22.1. Russia Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Digital Human Market

  • 23.1. North America Digital Human Market Overview
  • 23.2. North America Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Digital Human Market

  • 24.1. USA Digital Human Market Overview
  • 24.2. USA Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Digital Human Market

  • 25.1. Canada Digital Human Market Overview
  • 25.2. Canada Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Digital Human Market

  • 26.1. South America Digital Human Market Overview
  • 26.2. South America Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Digital Human Market

  • 27.1. Brazil Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Digital Human Market

  • 28.1. Middle East Digital Human Market Overview
  • 28.2. Middle East Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Digital Human Market

  • 29.1. Africa Digital Human Market Overview
  • 29.2. Africa Digital Human Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Digital Human Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Digital Human Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Digital Human Market Competitive Landscape And Company Profiles

  • 30.1. Digital Human Market Competitive Landscape
  • 30.2. Digital Human Market Company Profiles
    • 30.2.1. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Digital Human Market Other Major And Innovative Companies

  • 31.1. Netease Inc.
  • 31.2. iFLYTEK Corporation
  • 31.3. Epic Games Inc.
  • 31.4. Digital Domain
  • 31.5. Inworld AI
  • 31.6. Didimo Inc.
  • 31.7. Genies
  • 31.8. Xsens Technologies B.V.
  • 31.9. Reallusion Inc.
  • 31.10. HOUR ONE AI
  • 31.11. Soul Machines
  • 31.12. Synthesia Ltd.
  • 31.13. DeepBrain AI
  • 31.14. Daz Production Inc.
  • 31.15. Wolf3D

32. Global Digital Human Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Digital Human Market

34. Recent Developments In The Digital Human Market

35. Digital Human Market High Potential Countries, Segments and Strategies

  • 35.1 Digital Human Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Digital Human Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Digital Human 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