全球人工智慧头像市场2025-2029
市场调查报告书
商品编码
1915674

全球人工智慧头像市场2025-2029

Global AI Avatars Market 2025-2029

出版日期: | 出版商: TechNavio | 英文 286 Pages | 订单完成后即时交付

价格
简介目录

全球人工智慧化身市场预计将在2024年至2029年的预测期内成长至314.925亿美元,复合年增长率为37.9%。本报告对全球人工智慧化身市场进行了全面分析,包括市场规模和预测、趋势、成长要素和挑战,以及对约25家公司的供应商分析。

本报告对当前市场格局、最新趋势和驱动因素以及整体市场环境进行了最新分析,这些因素包括生成式人工智慧和底层技术的普及、客户和员工互动中对高度个性化的需求不断增长、创作者经济的扩张以及媒体和娱乐行业的转型。

本研究采用客观的方法,结合一手和二手讯息,包括来自主要行业相关人员的意见。报告包含全面的市场规模数据、区域細項分析、供应商格局以及对主要企业的分析。报告提供历史数据和预测数据。

市场覆盖范围
基准年 2025
目标期 2029
预测期 2025-2029
成长势头 加速度
同比 30.9%
复合年增长率 37.9%
增量 314.925亿美元

研究指出,伦理上的模糊性、潜在的滥用风险以及不明朗的监管环境是未来几年全球人工智慧虚拟形象市场成长的关键驱动因素。此外,技术复杂性高、整合障碍、实施成本高、克服「恐怖谷效应」以及建立用户信任和接受度等挑战预计也将催生巨大的市场需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 价格、生命週期、顾客购买篮、采用率和购买标准分析
  • 投入与差异化因素的重要性
  • 混淆来源
  • 驱动因素和挑战的影响

第三章 市场情势

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场定义
  • 市场区隔分析
  • 2024年市场规模
  • 2024-2029年市场展望

第五章 市场规模表现

  • 2019-2023年全球人工智慧头像市场
  • 2019-2023年部署细分市场分析
  • 2019-2023年品类细分市场分析
  • 类型细分市场分析 2019-2023
  • 2019-2023年区域细分市场分析
  • 2019-2023年国家细分市场分析

第六章五力分析

  • 五力分析概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

7. 依部署方式进行市场区隔

  • 比较:依部署方式
  • 基于云端的
  • 本地部署
  • 按部署方式分類的市场机会

第八章 按类别进行市场细分

  • 比较:按类别
  • 数位人类化身
  • 3D和元宇宙化身
  • 风格化的头像
  • 按类别分類的市场机会

第九章 按类型分類的市场细分

  • 比较:按类型
  • 互动的
  • 非互动式
  • 按类型分類的市场机会

第十章 客户情况

第十一章 区域情势

  • 区域细分
  • 区域比较
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 荷兰
    • 西班牙
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 澳洲
    • 韩国
    • 印尼
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥伦比亚
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非
    • 以色列
    • 土耳其
  • 各区域的市场机会

第十二章:驱动因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 驱动因素和挑战的影响
  • 市场机会

第十三章 竞争格局

  • 概述
  • 竞争格局
  • 令人困惑的局面
  • 产业风险

第十四章 竞争分析

  • 公司简介
  • 企业排名指数
  • 公司市场定位
  • COPRESENCE AG
  • DEEPMOTION INC.
  • Didimo
  • Epic Games Inc.
  • GoAnimate Inc.
  • HeyGen
  • Hour One AI
  • Inworld AI
  • Meta Platforms Inc.
  • Microsoft Corp.
  • NVIDIA Corp.
  • Soul Machines
  • Synthesia Ltd.
  • Tencent Holdings Ltd.
  • VEED

第十五章附录

简介目录
Product Code: IRTNTR81069

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

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

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

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

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

By Deployment

  • Cloud-based
  • On-premises

By Category

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

By Type

  • Interactive
  • Non interactive

Geography

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

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

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

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

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

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

Table of Contents

1 Executive Summary

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

2 Technavio Analysis

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

3 Market Landscape

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

4 Market Sizing

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

5 Historic Market Size

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

6 Five Forces Analysis

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

7 Market Segmentation by Deployment

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

8 Market Segmentation by Category

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

9 Market Segmentation by Type

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

10 Customer Landscape

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

11 Geographic Landscape

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

12 Drivers, Challenges, and Opportunity

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

13 Competitive Landscape

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

14 Competitive Analysis

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

15 Appendix

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