封面
市场调查报告书
商品编码
1266513

虚拟人市场:按类型、按行业分类:2021-2031 年全球机会分析和行业预测

Virtual Humans Market By Type, By Industry Vertical : Global Opportunity Analysis and Industry Forecast, 2021-2031

出版日期: | 出版商: Allied Market Research | 英文 178 Pages | 商品交期: 2-3个工作天内

价格

2021年虚拟人市场价值113亿美元,预计2022-2031年復合年增长率为44.74%,2031年达到4402.9亿美元 已经。

虚拟人是能够交流、理解、推理和表现情感的自动化生物。 它可以用普通语言与人类交谈,并具有三维体质。

由于通过增强现实 (AR)、虚拟现实 (VR) 和机器学习对元宇宙中的虚拟空间的需求不断增长,预计虚拟人市场在预测期内 (ML) 将显着扩大。 市场正在扩大,部分原因是电子商务和数字零售的蓬勃发展。 然而,限制市场增长的主要问题是智能应用开发成本高和劳动力需求下降带来的技术约束缺失。 相反,在各种最终用途行业中增加机器与人的消费者连接以及智能和交互式教育解决方案的采用预计将在预测期内推动虚拟人市场的增长。

全球虚拟人市场研究按类型、行业和地区划分。 根据类型,市场分为化身和自主虚拟人。 按行业划分,市场分为 BFSI、教育、零售、医疗保健、汽车、IT 和电信、游戏和娱乐等。 按地区划分,北美(美国、加拿大)、欧洲(德国、意大利、法国、西班牙、英国、欧洲其他地区)、亚太地区(中国、日本、印度、澳大利亚、韩国、亚太地区)、LAMEA(拉丁美洲) ,中东和非洲的虚拟人市场趋势)正在分析中。 市场上的主要公司有阿里巴巴集团控股有限公司、Datagen、Epic Games, Inc.、iFLYTEK Corporation、Inworld AI、Meta Platforms, Inc.、Microsoft Corporation、Offbeat Media Group、Soul Machines、Ziva Dynamics (Unity)。

内容

第一章介绍

第 2 章执行摘要

第 3 章市场概述

  • 市场定义和范围
  • 主要发现
    • 顶级影响因子
    • 顶级投资基金
  • 波特的五力分析
    • 供应商适当的议价能力
    • 买家议价能力适中
    • 替代品的威胁是中等的
    • 新进入者的威胁很大
    • 对手实力适中
  • 市场动态
    • 司机
      • 通过 AR、VR 和 ML 扩展 Metaverse 中的虚拟空间需求
      • 医疗保健领域对使用 AI 的虚拟人的需求增加
      • 增强了平衡虚拟社交和情感的意识
    • 约束因素
      • 昂贵的智能应用程序开髮带来的技术限制
      • 劳动力需求下降
    • 机会
      • 机器与人之间的客户互动在各种最终用途垂直领域蓬勃发展
      • 采用智能和交互式教育解决方案
  • 分析 COVID-19 对市场的影响

第 4 章虚拟人类市场:按类型分类

  • 概览
    • 市场规模和预测
  • 头像
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
    • 阿凡达/虚拟人类市场:阿凡达
      • 交互式数字人形角色的市场规模和预测:按地区
      • 非交互式数字化身市场规模和预测:按地区
  • 自主虚拟人
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析

第 5 章虚拟人市场:按行业分类

  • 概览
    • 市场规模和预测
  • BFSI
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 教育
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 零售
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 医疗保健
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 汽车
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • IT/通讯
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 游戏与娱乐
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析
  • 其他
    • 主要市场趋势、增长因素和机遇
    • 市场规模和预测:按地区
    • 市场份额分析:国家/地区分析

第 6 章虚拟人市场:按地区分类

  • 概览
    • 市场规模和预测:按地区
  • 北美
    • 主要趋势和机会
    • 市场规模/预测:按类型
      • 北美头像和虚拟人市场:By Avatar
    • 市场规模和预测:按行业
    • 市场规模/预测:按国家/地区分类
      • 美国
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 加拿大
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
  • 欧洲
    • 主要趋势和机会
    • 市场规模/预测:按类型
      • 欧洲头像和虚拟人市场:按头像分类
    • 市场规模和预测:按行业
    • 市场规模/预测:按国家/地区分类
      • 德国
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 意大利
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 法国
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 西班牙
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 英国
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 其他欧洲
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
  • 亚太地区
    • 主要趋势和机会
    • 市场规模/预测:按类型
      • 亚太地区的头像和虚拟人市场:作者:头像
    • 市场规模和预测:按行业
    • 市场规模/预测:按国家/地区分类
      • 中国
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 印度
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 日本
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 澳大利亚
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 其他亚太地区
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
  • 拉美
    • 主要趋势和机会
    • 市场规模/预测:按类型
      • LAMEA Avatar/虚拟人市场:作者:Avatar
    • 市场规模和预测:按行业
    • 市场规模/预测:按国家/地区分类
      • 拉丁美洲
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 中东
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业
      • 非洲
      • 主要市场趋势、增长因素和机遇
      • 市场规模/预测:按类型
      • 市场规模和预测:按行业

第七章竞争格局

  • 介绍
  • 关键成功策略
  • 10 家主要公司的产品映射
  • 比赛仪表板
  • 竞争热图
  • 定位顶级公司,2021 年

第八章公司简介

  • Alibaba Group Holding Limited
  • Datagen
  • Epic Games, Inc.
  • iFLYTEK Corporation
  • Inworld AI
  • Meta Platforms, Inc
  • Microsoft Corporation
  • Offbeat Media Group
  • soul machines
  • Ziva Dynamics(Unity)
Product Code: A31847

The virtual humans market was valued at $11.3 billion in 2021 and is projected to reach $440.29 billion by 2031, registering a CAGR of 44.74% from 2022 to 2031. Virtual humans are automated beings with the ability to communicate, comprehend, reason, and show emotion. They can interact with humans in regular language and have a three-dimensional physique.

Due to the rising need for virtual space in the metaverse via augmented reality (AR), virtual reality (VR), and machine learning, the market for virtual humans is anticipated to expand significantly over the course of the forecast period (ML). The market has grown as a result of the boom in e-commerce and digital retail, as well. The main issue limiting market growth, however, is the absence of technological constraints brought on by the expensive development of intelligent applications and declining labour demand. Contrarily, the rise in machine-to-human consumer connection in a variety of end-use industries and the adoption of intelligent and interactive educational solutions are anticipated to drive the growth of the virtual people market during the forecast period.

The global virtual humans market research is segmented into types, industry vertical, and regions. Based on types, the market is bifurcated into avatars and autonomous virtual humans. Based on the industry vertical the market is segmented into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, the virtual humans market trends are analyzed across North America (U.S. and Canada), Europe (Germany, Italy, France, Spain, UK, and the rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and Rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa). Key players operating in the market Alibaba Group Holding Limited, Datagen, Epic Games, Inc., iFLYTEK Corporation, Inworld AI, Meta Platforms, Inc., Microsoft Corporation, Offbeat Media Group, Soul Machines and Ziva Dynamics (Unity).

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual humans market analysis from 2021 to 2031 to identify the prevailing virtual humans market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the virtual humans market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global virtual humans market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Industry Vertical

  • BFSI
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT and Telecommunications
  • Gaming and Entertainment
  • Others

By Type

  • Avatars
    • Avatars
    • Interactive Digital Human Avatar
    • Non-Interactive Digital Human Avatar
  • Autonomous Virtual Humans

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • Italy
    • France
    • Spain
    • UK
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players

  • Epic Games, Inc.
  • iFLYTEK Corporation
  • Inworld AI
  • Datagen
  • Meta Platforms, Inc
  • Microsoft Corporation
  • Offbeat Media Group
  • soul machines
  • Ziva Dynamics (Unity)
  • Alibaba Group Holding Limited

TABLE OF CONTENTS

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key market segments
  • 1.3. Key benefits to the stakeholders
  • 1.4. Research Methodology
    • 1.4.1. Primary research
    • 1.4.2. Secondary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO Perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top investment pockets
  • 3.3. Porter's five forces analysis
    • 3.3.1. Moderate bargaining power of suppliers
    • 3.3.2. Moderate bargaining power of buyers
    • 3.3.3. Moderate threat of substitutes
    • 3.3.4. High threat of new entrants
    • 3.3.5. Moderate intensity of rivalry
  • 3.4. Market dynamics
    • 3.4.1. Drivers
      • 3.4.1.1. Growing demand for virtual space in the metaverse through AR, VR, and ML
      • 3.4.1.2. Increasing demand for AI-based virtual humans in the healthcare sector
      • 3.4.1.3. Rising awareness of creating virtual social-emotional support
    • 3.4.2. Restraints
      • 3.4.2.1. Technological limitations due to the expensive development of intelligent applications
      • 3.4.2.2. Reducing labor demand
    • 3.4.3. Opportunities
      • 3.4.3.1. Surge in machine-to-human customer interaction in various end-use verticals
      • 3.4.3.2. Adoption of smart and interactive educational solutions
  • 3.5. COVID-19 Impact Analysis on the market

CHAPTER 4: VIRTUAL HUMANS MARKET, BY TYPE

  • 4.1. Overview
    • 4.1.1. Market size and forecast
  • 4.2. Avatars
    • 4.2.1. Key market trends, growth factors and opportunities
    • 4.2.2. Market size and forecast, by region
    • 4.2.3. Market share analysis by country
    • 4.2.4. Avatars Virtual Humans Market by Avatars
      • 4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
      • 4.2.4.2. Non-Interactive Digital Human Avatar Market size and forecast, by region
  • 4.3. Autonomous Virtual Humans
    • 4.3.1. Key market trends, growth factors and opportunities
    • 4.3.2. Market size and forecast, by region
    • 4.3.3. Market share analysis by country

CHAPTER 5: VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL

  • 5.1. Overview
    • 5.1.1. Market size and forecast
  • 5.2. BFSI
    • 5.2.1. Key market trends, growth factors and opportunities
    • 5.2.2. Market size and forecast, by region
    • 5.2.3. Market share analysis by country
  • 5.3. Education
    • 5.3.1. Key market trends, growth factors and opportunities
    • 5.3.2. Market size and forecast, by region
    • 5.3.3. Market share analysis by country
  • 5.4. Retail
    • 5.4.1. Key market trends, growth factors and opportunities
    • 5.4.2. Market size and forecast, by region
    • 5.4.3. Market share analysis by country
  • 5.5. Healthcare
    • 5.5.1. Key market trends, growth factors and opportunities
    • 5.5.2. Market size and forecast, by region
    • 5.5.3. Market share analysis by country
  • 5.6. Automotive
    • 5.6.1. Key market trends, growth factors and opportunities
    • 5.6.2. Market size and forecast, by region
    • 5.6.3. Market share analysis by country
  • 5.7. IT and Telecommunications
    • 5.7.1. Key market trends, growth factors and opportunities
    • 5.7.2. Market size and forecast, by region
    • 5.7.3. Market share analysis by country
  • 5.8. Gaming and Entertainment
    • 5.8.1. Key market trends, growth factors and opportunities
    • 5.8.2. Market size and forecast, by region
    • 5.8.3. Market share analysis by country
  • 5.9. Others
    • 5.9.1. Key market trends, growth factors and opportunities
    • 5.9.2. Market size and forecast, by region
    • 5.9.3. Market share analysis by country

CHAPTER 6: VIRTUAL HUMANS MARKET, BY REGION

  • 6.1. Overview
    • 6.1.1. Market size and forecast By Region
  • 6.2. North America
    • 6.2.1. Key trends and opportunities
    • 6.2.2. Market size and forecast, by Type
      • 6.2.2.1. North America Avatars Virtual Humans Market by Avatars
    • 6.2.3. Market size and forecast, by Industry Vertical
    • 6.2.4. Market size and forecast, by country
      • 6.2.4.1. U.S.
      • 6.2.4.1.1. Key market trends, growth factors and opportunities
      • 6.2.4.1.2. Market size and forecast, by Type
      • 6.2.4.1.3. Market size and forecast, by Industry Vertical
      • 6.2.4.2. Canada
      • 6.2.4.2.1. Key market trends, growth factors and opportunities
      • 6.2.4.2.2. Market size and forecast, by Type
      • 6.2.4.2.3. Market size and forecast, by Industry Vertical
  • 6.3. Europe
    • 6.3.1. Key trends and opportunities
    • 6.3.2. Market size and forecast, by Type
      • 6.3.2.1. Europe Avatars Virtual Humans Market by Avatars
    • 6.3.3. Market size and forecast, by Industry Vertical
    • 6.3.4. Market size and forecast, by country
      • 6.3.4.1. Germany
      • 6.3.4.1.1. Key market trends, growth factors and opportunities
      • 6.3.4.1.2. Market size and forecast, by Type
      • 6.3.4.1.3. Market size and forecast, by Industry Vertical
      • 6.3.4.2. Italy
      • 6.3.4.2.1. Key market trends, growth factors and opportunities
      • 6.3.4.2.2. Market size and forecast, by Type
      • 6.3.4.2.3. Market size and forecast, by Industry Vertical
      • 6.3.4.3. France
      • 6.3.4.3.1. Key market trends, growth factors and opportunities
      • 6.3.4.3.2. Market size and forecast, by Type
      • 6.3.4.3.3. Market size and forecast, by Industry Vertical
      • 6.3.4.4. Spain
      • 6.3.4.4.1. Key market trends, growth factors and opportunities
      • 6.3.4.4.2. Market size and forecast, by Type
      • 6.3.4.4.3. Market size and forecast, by Industry Vertical
      • 6.3.4.5. UK
      • 6.3.4.5.1. Key market trends, growth factors and opportunities
      • 6.3.4.5.2. Market size and forecast, by Type
      • 6.3.4.5.3. Market size and forecast, by Industry Vertical
      • 6.3.4.6. Rest of Europe
      • 6.3.4.6.1. Key market trends, growth factors and opportunities
      • 6.3.4.6.2. Market size and forecast, by Type
      • 6.3.4.6.3. Market size and forecast, by Industry Vertical
  • 6.4. Asia-Pacific
    • 6.4.1. Key trends and opportunities
    • 6.4.2. Market size and forecast, by Type
      • 6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Avatars
    • 6.4.3. Market size and forecast, by Industry Vertical
    • 6.4.4. Market size and forecast, by country
      • 6.4.4.1. China
      • 6.4.4.1.1. Key market trends, growth factors and opportunities
      • 6.4.4.1.2. Market size and forecast, by Type
      • 6.4.4.1.3. Market size and forecast, by Industry Vertical
      • 6.4.4.2. India
      • 6.4.4.2.1. Key market trends, growth factors and opportunities
      • 6.4.4.2.2. Market size and forecast, by Type
      • 6.4.4.2.3. Market size and forecast, by Industry Vertical
      • 6.4.4.3. Japan
      • 6.4.4.3.1. Key market trends, growth factors and opportunities
      • 6.4.4.3.2. Market size and forecast, by Type
      • 6.4.4.3.3. Market size and forecast, by Industry Vertical
      • 6.4.4.4. South
      • 6.4.4.4.1. Key market trends, growth factors and opportunities
      • 6.4.4.4.2. Market size and forecast, by Type
      • 6.4.4.4.3. Market size and forecast, by Industry Vertical
      • 6.4.4.5. Australia
      • 6.4.4.5.1. Key market trends, growth factors and opportunities
      • 6.4.4.5.2. Market size and forecast, by Type
      • 6.4.4.5.3. Market size and forecast, by Industry Vertical
      • 6.4.4.6. Rest of Asia-Pacific
      • 6.4.4.6.1. Key market trends, growth factors and opportunities
      • 6.4.4.6.2. Market size and forecast, by Type
      • 6.4.4.6.3. Market size and forecast, by Industry Vertical
  • 6.5. LAMEA
    • 6.5.1. Key trends and opportunities
    • 6.5.2. Market size and forecast, by Type
      • 6.5.2.1. LAMEA Avatars Virtual Humans Market by Avatars
    • 6.5.3. Market size and forecast, by Industry Vertical
    • 6.5.4. Market size and forecast, by country
      • 6.5.4.1. Latin America
      • 6.5.4.1.1. Key market trends, growth factors and opportunities
      • 6.5.4.1.2. Market size and forecast, by Type
      • 6.5.4.1.3. Market size and forecast, by Industry Vertical
      • 6.5.4.2. Middle East
      • 6.5.4.2.1. Key market trends, growth factors and opportunities
      • 6.5.4.2.2. Market size and forecast, by Type
      • 6.5.4.2.3. Market size and forecast, by Industry Vertical
      • 6.5.4.3. Africa
      • 6.5.4.3.1. Key market trends, growth factors and opportunities
      • 6.5.4.3.2. Market size and forecast, by Type
      • 6.5.4.3.3. Market size and forecast, by Industry Vertical

CHAPTER 7: COMPETITIVE LANDSCAPE

  • 7.1. Introduction
  • 7.2. Top winning strategies
  • 7.3. Product Mapping of Top 10 Player
  • 7.4. Competitive Dashboard
  • 7.5. Competitive Heatmap
  • 7.6. Top player positioning, 2021

CHAPTER 8: COMPANY PROFILES

  • 8.1. Alibaba Group Holding Limited
    • 8.1.1. Company overview
    • 8.1.2. Key Executives
    • 8.1.3. Company snapshot
    • 8.1.4. Operating business segments
    • 8.1.5. Product portfolio
    • 8.1.6. Business performance
    • 8.1.7. Key strategic moves and developments
  • 8.2. Datagen
    • 8.2.1. Company overview
    • 8.2.2. Key Executives
    • 8.2.3. Company snapshot
    • 8.2.4. Operating business segments
    • 8.2.5. Product portfolio
    • 8.2.6. Key strategic moves and developments
  • 8.3. Epic Games, Inc.
    • 8.3.1. Company overview
    • 8.3.2. Key Executives
    • 8.3.3. Company snapshot
    • 8.3.4. Product portfolio
    • 8.3.5. Key strategic moves and developments
  • 8.4. iFLYTEK Corporation
    • 8.4.1. Company overview
    • 8.4.2. Key Executives
    • 8.4.3. Company snapshot
    • 8.4.4. Operating business segments
    • 8.4.5. Product portfolio
    • 8.4.6. Key strategic moves and developments
  • 8.5. Inworld AI
    • 8.5.1. Company overview
    • 8.5.2. Key Executives
    • 8.5.3. Company snapshot
    • 8.5.4. Operating business segments
    • 8.5.5. Product portfolio
    • 8.5.6. Key strategic moves and developments
  • 8.6. Meta Platforms, Inc
    • 8.6.1. Company overview
    • 8.6.2. Key Executives
    • 8.6.3. Company snapshot
    • 8.6.4. Operating business segments
    • 8.6.5. Product portfolio
    • 8.6.6. Business performance
    • 8.6.7. Key strategic moves and developments
  • 8.7. Microsoft Corporation
    • 8.7.1. Company overview
    • 8.7.2. Key Executives
    • 8.7.3. Company snapshot
    • 8.7.4. Operating business segments
    • 8.7.5. Product portfolio
    • 8.7.6. Business performance
    • 8.7.7. Key strategic moves and developments
  • 8.8. Offbeat Media Group
    • 8.8.1. Company overview
    • 8.8.2. Key Executives
    • 8.8.3. Company snapshot
    • 8.8.4. Product portfolio
    • 8.8.5. Key strategic moves and developments
  • 8.9. soul machines
    • 8.9.1. Company overview
    • 8.9.2. Key Executives
    • 8.9.3. Company snapshot
    • 8.9.4. Operating business segments
    • 8.9.5. Product portfolio
    • 8.9.6. Key strategic moves and developments
  • 8.10. Ziva Dynamics (Unity)
    • 8.10.1. Company overview
    • 8.10.2. Key Executives
    • 8.10.3. Company snapshot
    • 8.10.4. Operating business segments
    • 8.10.5. Product portfolio
    • 8.10.6. Business performance
    • 8.10.7. Key strategic moves and developments

LIST OF TABLES

  • TABLE 01. GLOBAL VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 02. VIRTUAL HUMANS MARKET FOR AVATARS, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 03. GLOBAL AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
  • TABLE 04. VIRTUAL HUMANS MARKET FOR INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 05. VIRTUAL HUMANS MARKET FOR NON-INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 06. VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 07. GLOBAL VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 08. VIRTUAL HUMANS MARKET FOR BFSI, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 09. VIRTUAL HUMANS MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 10. VIRTUAL HUMANS MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 11. VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 12. VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 13. VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 14. VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 15. VIRTUAL HUMANS MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 16. VIRTUAL HUMANS MARKET, BY REGION, 2021-2031 (REVENUE, $BILLION)
  • TABLE 17. NORTH AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 18. NORTH AMERICA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
  • TABLE 19. NORTH AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 20. NORTH AMERICA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
  • TABLE 21. U.S. VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 22. U.S. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 23. CANADA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 24. CANADA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 25. EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 26. EUROPE AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
  • TABLE 27. EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 28. EUROPE VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
  • TABLE 29. GERMANY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 30. GERMANY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 31. ITALY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 32. ITALY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 33. FRANCE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 34. FRANCE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 35. SPAIN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 36. SPAIN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 37. UK VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 38. UK VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 39. REST OF EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 40. REST OF EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 41. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 42. ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
  • TABLE 43. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 44. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
  • TABLE 45. CHINA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 46. CHINA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 47. INDIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 48. INDIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 49. JAPAN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 50. JAPAN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 51. SOUTH VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 52. SOUTH VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 53. AUSTRALIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 54. AUSTRALIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 55. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 56. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 57. LAMEA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 58. LAMEA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
  • TABLE 59. LAMEA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 60. LAMEA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
  • TABLE 61. LATIN AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 62. LATIN AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 63. MIDDLE EAST VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 64. MIDDLE EAST VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 65. AFRICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
  • TABLE 66. AFRICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
  • TABLE 67. ALIBABA GROUP HOLDING LIMITED: KEY EXECUTIVES
  • TABLE 68. ALIBABA GROUP HOLDING LIMITED: COMPANY SNAPSHOT
  • TABLE 69. ALIBABA GROUP HOLDING LIMITED: SERVICE SEGMENTS
  • TABLE 70. ALIBABA GROUP HOLDING LIMITED: PRODUCT PORTFOLIO
  • TABLE 71. ALIBABA GROUP HOLDING LIMITED: KEY STRATERGIES
  • TABLE 72. DATAGEN: KEY EXECUTIVES
  • TABLE 73. DATAGEN: COMPANY SNAPSHOT
  • TABLE 74. DATAGEN: SERVICE SEGMENTS
  • TABLE 75. DATAGEN: PRODUCT PORTFOLIO
  • TABLE 76. DATAGEN: KEY STRATERGIES
  • TABLE 77. EPIC GAMES, INC.: KEY EXECUTIVES
  • TABLE 78. EPIC GAMES, INC.: COMPANY SNAPSHOT
  • TABLE 79. EPIC GAMES, INC.: PRODUCT PORTFOLIO
  • TABLE 80. EPIC GAMES, INC.: KEY STRATERGIES
  • TABLE 81. IFLYTEK CORPORATION: KEY EXECUTIVES
  • TABLE 82. IFLYTEK CORPORATION: COMPANY SNAPSHOT
  • TABLE 83. IFLYTEK CORPORATION: SERVICE SEGMENTS
  • TABLE 84. IFLYTEK CORPORATION: PRODUCT PORTFOLIO
  • TABLE 85. IFLYTEK CORPORATION: KEY STRATERGIES
  • TABLE 86. INWORLD AI: KEY EXECUTIVES
  • TABLE 87. INWORLD AI: COMPANY SNAPSHOT
  • TABLE 88. INWORLD AI: SERVICE SEGMENTS
  • TABLE 89. INWORLD AI: PRODUCT PORTFOLIO
  • TABLE 90. INWORLD AI: KEY STRATERGIES
  • TABLE 91. META PLATFORMS, INC: KEY EXECUTIVES
  • TABLE 92. META PLATFORMS, INC: COMPANY SNAPSHOT
  • TABLE 93. META PLATFORMS, INC: SERVICE SEGMENTS
  • TABLE 94. META PLATFORMS, INC: PRODUCT PORTFOLIO
  • TABLE 95. META PLATFORMS, INC: KEY STRATERGIES
  • TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
  • TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • TABLE 98. MICROSOFT CORPORATION: SERVICE SEGMENTS
  • TABLE 99. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 100. MICROSOFT CORPORATION: KEY STRATERGIES
  • TABLE 101. OFFBEAT MEDIA GROUP: KEY EXECUTIVES
  • TABLE 102. OFFBEAT MEDIA GROUP: COMPANY SNAPSHOT
  • TABLE 103. OFFBEAT MEDIA GROUP: PRODUCT PORTFOLIO
  • TABLE 104. OFFBEAT MEDIA GROUP: KEY STRATERGIES
  • TABLE 105. SOUL MACHINES: KEY EXECUTIVES
  • TABLE 106. SOUL MACHINES: COMPANY SNAPSHOT
  • TABLE 107. SOUL MACHINES: SERVICE SEGMENTS
  • TABLE 108. SOUL MACHINES: PRODUCT PORTFOLIO
  • TABLE 109. SOUL MACHINES: KEY STRATERGIES
  • TABLE 110. ZIVA DYNAMICS (UNITY): KEY EXECUTIVES
  • TABLE 111. ZIVA DYNAMICS (UNITY): COMPANY SNAPSHOT
  • TABLE 112. ZIVA DYNAMICS (UNITY): SERVICE SEGMENTS
  • TABLE 113. ZIVA DYNAMICS (UNITY): PRODUCT PORTFOLIO
  • TABLE 114. ZIVA DYNAMICS (UNITY): KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 01. VIRTUAL HUMANS MARKET, 2021-2031
  • FIGURE 02. SEGMENTATION OF VIRTUAL HUMANS MARKET, 2021-2031
  • FIGURE 03. TOP INVESTMENT POCKETS IN VIRTUAL HUMANS MARKET (2022-2031)
  • FIGURE 04. MODERATE BARGAINING POWER OF SUPPLIERS
  • FIGURE 05. MODERATE BARGAINING POWER OF BUYERS
  • FIGURE 06. MODERATE THREAT OF SUBSTITUTES
  • FIGURE 07. HIGH THREAT OF NEW ENTRANTS
  • FIGURE 08. MODERATE INTENSITY OF RIVALRY
  • FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALVIRTUAL HUMANS MARKET
  • FIGURE 10. VIRTUAL HUMANS MARKET, BY TYPE, 2021(%)
  • FIGURE 11. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AVATARS, BY COUNTRY 2021-2031(%)
  • FIGURE 12. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY COUNTRY 2021-2031(%)
  • FIGURE 13. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021(%)
  • FIGURE 14. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR BFSI, BY COUNTRY 2021-2031(%)
  • FIGURE 15. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR EDUCATION, BY COUNTRY 2021-2031(%)
  • FIGURE 16. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR RETAIL, BY COUNTRY 2021-2031(%)
  • FIGURE 17. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY COUNTRY 2021-2031(%)
  • FIGURE 18. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY COUNTRY 2021-2031(%)
  • FIGURE 19. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY COUNTRY 2021-2031(%)
  • FIGURE 20. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY COUNTRY 2021-2031(%)
  • FIGURE 21. COMPARATIVE SHARE ANALYSIS OF VIRTUAL HUMANS MARKET FOR OTHERS, BY COUNTRY 2021-2031(%)
  • FIGURE 22. VIRTUAL HUMANS MARKET BY REGION, 2021
  • FIGURE 23. U.S. VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 24. CANADA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 25. GERMANY VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 26. ITALY VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 27. FRANCE VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 28. SPAIN VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 29. UK VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 30. REST OF EUROPE VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 31. CHINA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 32. INDIA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 33. JAPAN VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 34. SOUTH VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 35. AUSTRALIA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 36. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 37. LATIN AMERICA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 38. MIDDLE EAST VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 39. AFRICA VIRTUAL HUMANS MARKET, 2021-2031 ($BILLION)
  • FIGURE 40. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 41. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 42. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 43. PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 44. COMPETITIVE DASHBOARD
  • FIGURE 45. COMPETITIVE HEATMAP: VIRTUAL HUMANS MARKET
  • FIGURE 46. TOP PLAYER POSITIONING, 2021
  • FIGURE 47. ALIBABA GROUP HOLDING LIMITED: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 48. ALIBABA GROUP HOLDING LIMITED: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 49. ALIBABA GROUP HOLDING LIMITED: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 50. META PLATFORMS, INC: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 51. META PLATFORMS, INC: NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 52. META PLATFORMS, INC: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 53. META PLATFORMS, INC: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 54. MICROSOFT CORPORATION: NET REVENUE, 2018-2020 ($MILLION)
  • FIGURE 55. MICROSOFT CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2018-2020
  • FIGURE 56. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2021 (%)
  • FIGURE 57. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2021 (%)
  • FIGURE 58. ZIVA DYNAMICS (UNITY): RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
  • FIGURE 59. ZIVA DYNAMICS (UNITY): NET REVENUE, 2019-2021 ($MILLION)
  • FIGURE 60. ZIVA DYNAMICS (UNITY): REVENUE SHARE BY REGION, 2021 (%)