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市场调查报告书
商品编码
1739391

全球虚拟人市场

Virtual Humans

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

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简介目录

预计到 2030 年全球虚拟人市场规模将达到 6,486 亿美元

全球虚拟人市场规模预计在2024年为682亿美元,2030年将达到6,486亿美元,2024年至2030年的复合年增长率为45.6%。报告分析的细分市场之一-虚拟形象市场,预计其复合年增长率为49.0%,到分析期结束时规模将达到5,174亿美元。自主虚拟人市场在分析期间的复合年增长率预计为35.8%。

美国市场规模将达 179 亿美元;中国市场预期复合年增长率为 42.9%

预计到2024年,美国虚拟人市场规模将达到179亿美元。作为世界第二大经济体,中国市场规模预计到2030年将达到941亿美元,在2024-2030年的分析期间内,复合年增长率为42.9%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为41.8%和38.8%。在欧洲,预计德国的复合年增长率约为30.6%。

全球「虚拟人」市场—主要趋势与驱动因素摘要

虚拟人类为何如此吸引数位体验产业?

虚拟人是人工智慧驱动的超现实数位人物代表,正迅速成为从娱乐到企业客户服务等各行各业数位互动的核心。这些化身旨在以惊人的精确度模拟人类的手势、情感和语音,使其成为需要高度个人化和关联性的应用的理想选择。在游戏和娱乐产业,虚拟影响者和角色正在透过提供身临其境的、由角色主导的叙事来重塑故事叙事。同时,企业正在部署虚拟品牌大使,以增强客户参与在社交平臺和数位商店的参与度。教育和医疗保健领域的使用案例也在增加,虚拟导师和治疗助理被用来提供安全、可扩展、类似人类的互动。人工智慧、3D 建模、Unreal 和 Unity 等即时渲染引擎以及先进的自然语言处理的融合,使得虚拟人能够在 VR、AR 甚至基于浏览器的环境中无缝部署。虚拟人具有全天候运作、在多语言环境中运作的能力以及无限的可扩展性,是当今高度互联、全球化市场中的一项重要资产,而客户体验往往是主要的差异化因素。

人工智慧的进步将在使虚拟人类更加逼真方面发挥什么作用?

当今虚拟人类压倒性的真实感是人工智慧和机器学习的产物,尤其是电脑视觉、语音合成和行为建模领域的突破。深度神经网路透过将即时语音输入映射到 3D 脸部网格的运动,实现栩栩如生的脸部动画和唇形同步。生成式人工智慧,尤其是扩散和基于 GAN 的模型,在创建与数位环境中的真实个体难以区分的合成人格方面非常强大。这些人工智慧模型越来越多地在庞大而多样化的资料集上进行训练,以重现细微的面部表情、微妙的情绪和自然的人类反应。语音合成引擎也在不断发展,可以产生具有情境敏感的语调和情绪变化的极具表现力的声音。一些虚拟人类甚至表现出记忆和个性特征,根据过去的互动随着时间的推移改变他们的反应。随着神经渲染和即时动态捕捉的不断进步,虚拟人类与真实人类之间的逼真度差距正在缩小,这对电影製作、虚拟零售、企业培训等领域具有重要意义。随着情绪识别和情境感知运算的融合,虚拟人类有望在不久的将来变得更加互动和更能引起情感共鸣。

公司如何发现采用虚拟人类的战略价值?

企业越来越意识到虚拟人类带来的业务和体验优势,尤其是在高流量、面向消费者的角色中。在零售业,虚拟助理被用于引导消费者、回答产品咨询,并提升线上体验,而不受人机互动的限制。在银行和金融服务业,人工智慧驱动的虚拟客户经理可以改进入职流程,提供个人化的金融咨询,并减轻现场客服人员的负担。在人力资源和企业培训领域,虚拟导师和入职助理使远距培训计画更具吸引力和一致性。医疗保健提供者正在部署虚拟护理代理,以支援心理健康和慢性病管理。这些使用案例不仅经济高效,而且可扩充性,使企业能够全天候为全球受众提供服务。此外,虚拟人类越来越被视为品牌资产,代表公司出现在媒体露面、直播和活动中,而不受物流限制。随着 API 实现从行动应用程式到元宇宙生态系统的跨平台存在,虚拟人类正在成为与最终用户建立全通路品牌互动和数位亲密关係的策略工具。

虚拟人市场加速发展的动力是什么?

虚拟人市场的成长受到多种因素的驱动,包括技术成熟度、使用者行为和产业创新。一个关键的成长要素是消费者转向身临其境型数位环境,例如元宇宙,用户要求更丰富、更人性化的互动。同时,3D 扫描、动作捕捉和即时渲染工具的普及使得各种规模的创作者和企业能够更轻鬆地开发高保真虚拟人。虚拟网红和内容创作者的激增推动了娱乐和社群媒体领域的需求,尤其是在亚太市场,虚拟角色已经吸引了数百万粉丝。由于对经济高效、多语言和全天候数位服务代理的需求日益增长,企业正在加速采用虚拟化身。此外,混合和远距工作模式的兴起正在推动虚拟化身在会议、协作和培训中的使用范围扩大,尤其是在企业元宇宙平台中。医疗保健领域(尤其是治疗和老年护理)对解决方案的需求,正在推动情绪智商高、同理心强的虚拟伴侣的发展。此外,投资者对合成媒体新兴企业和虚拟形象技术的浓厚兴趣和风险投资,正在为研发投入大量资金,加速创新和商业性进程。这些因素共同作用,使虚拟人类成为下一代数位互动的变革力量。

部分

类型(虚拟形象、自主虚拟人)、产业(教育、零售、医疗保健、汽车、IT 与通讯、游戏与娱乐、BFSI、其他)

受访企业范例(共34家)

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

关税影响係数

全球产业分析师根据公司总部所在地、製造地、进出口(成品和原始设备OEM)预测公司竞争地位的变化。这种复杂且多方面的市场动态预计将以多种方式影响竞争对手,包括人为提高销货成本、盈利下降、供应链重组以及其他微观和宏观市场动态。

全球产业分析师密切关注来自全球顶尖首席经济学家(14,949位)、智库(62家)以及贸易和产业协会(171家)的专家的意见,以评估其对生态系统的影响并应对新的市场现实。我们追踪了来自每个主要国家的专家和经济学家对关税及其对本国影响的看法。

全球产业分析师预计,这场动盪将在未来2-3个月内逐渐平息,新的世界秩序将更加清晰地建立。全球产业分析师正在即时追踪这些事态发展。

2025年4月:谈判阶段

在4月的报告中,我们将探讨关税对全球整体市场的影响,并提供区域市场调整。我们的预测是基于历史数据和不断变化的市场影响因素。

2025年7月:最终关税调整

在各国宣布最终重置后,客户将在 7 月收到免费更新,最终更新将包含明确的关税影响分析。

相互和双边贸易及关税影响分析:

美国<>中国<>墨西哥<>加拿大<>欧盟<>日本<>印度<>其他176个国家

领先的产业经济学家:全球产业分析师知识库追踪了 14,949 位经济学家,其中包括来自民族国家、智库、贸易和产业协会、大型企业以及各领域专家的最具影响力的首席经济学家,他们共用了这场前所未有的全球经济状况模式转移的影响。我们超过 16,491 份报告大多遵循基于里程碑的两阶段发布计划。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP34489

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

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

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

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

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

Why Are Virtual Humans Captivating the Digital Experience Industry?

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

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

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

Where Are Enterprises Finding Strategic Value in Virtual Human Adoption?

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

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

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

SCOPE OF STUDY:

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

Segments:

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

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 34 Featured) -

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

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

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

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

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

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

APRIL 2025: NEGOTIATION PHASE

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

JULY 2025 FINAL TARIFF RESET

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

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

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

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

COMPLIMENTARY PREVIEW

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

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Virtual Humans - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Proliferation of AI Avatars in Customer Service Expands Addressable Market Opportunity
    • Advances in Generative AI Strengthen Business Case for Hyper-Realistic Virtual Humans
    • Increased Remote Work Environments Spur Demand for Digital Assistants
    • Rising Acceptance of Virtual Influencers Drives Adoption in Marketing Campaigns
    • Ethical and Regulatory Scrutiny Throws Spotlight on AI Identity Verification Challenges
    • Integration in Telemedicine Accelerates Demand in Digital Health Applications
    • Education Sector's Digital Transformation Spurs Growth of Virtual Tutors
    • VR and AR Synergies Strengthen Value Proposition for Interactive Virtual Humans
    • Growth of Metaverse Platforms Drives Demand for Personalized Virtual Avatars
    • Customization Capabilities Enhance User Engagement and Sustain Market Growth
    • Cross-Industry Applications Expand Use Cases Across BFSI, Retail, and Entertainment
    • AI-as-a-Service Platforms Propel Growth of Virtual Human Development Ecosystems
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Humans Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Humans by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Avatars by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Avatars by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Autonomous Virtual Humans by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Autonomous Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Other Verticals by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Other Verticals by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Education by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Education by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for IT & Telecommunications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for IT & Telecommunications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Gaming & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Gaming & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for BFSI by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for BFSI by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • JAPAN
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • CHINA
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 36: China Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 38: China Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • EUROPE
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Virtual Humans by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • FRANCE
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 46: France Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 48: France Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: France 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • GERMANY
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 52: Germany Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Germany 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • ITALY
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 56: Italy Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Italy 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 58: UK Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 60: UK Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: UK 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Rest of Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Asia-Pacific 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
    • TABLE 72: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Rest of World 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030

IV. COMPETITION