封面
市场调查报告书
商品编码
1713720

2025年虚拟人全球市场报告

Virtual Humans Global Market Report 2025

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

价格
简介目录

预计未来几年虚拟人市场规模将呈指数级增长。到 2029 年,这一数字将成长至 2,526.1 亿美元,年复合成长率(CAGR)为 48.5%。预测期内的成长可归因于电子商务的兴起、对个人化体验的需求、元宇宙的扩展、对数位影响者的接受度不断提高以及对客户体验的日益关注。预测期内的关键趋势包括技术进步、人工智慧融合、多语言支援、个人化体验和影响者协作。

元宇宙的快速成长预计将推动虚拟人市场的扩张。元宇宙是一个将增强物理现实与持久虚拟实境融合的集体虚拟世界。这种扩张受到人们日益关注数位体验、远距工作和社交的成长、新的经济机会和不断变化的文化趋势的推动。虚拟人包括数位化身、人工智慧主导的角色和独立的虚拟实体,在元宇宙中对于增强用户互动和创造更具沉浸感和个性化的数位环境至关重要。例如,2024年3月,英国智慧财产局预测元宇宙用户数将大幅成长,到2030年将达到约14亿,产生4,904亿美元的市场规模。因此,元宇宙的成长有助于虚拟人类市场的发展。

透过策略联盟,虚拟人市场的主要企业正专注于开发人工智慧虚拟人技术等创新解决方案。这些进步旨在增强人机互动,创造更逼真的形象,并扩展各行各业的应用。人工智慧虚拟人技术涉及使用人工智慧 (AI) 创建可以与真实人物进行逼真、智慧互动的数位人影像的先进系统。例如,2024 年 6 月,美国软体公司 Nvidia Corporation 与日本虚拟人公司 Aww Inc. 合作推广人工智慧驱动的虚拟人技术,特别是与该公司的虚拟影响者 imma 合作。新版本利用 NVIDIA 的 Audio2Face 技术提供逼真的脸部动画和嘴唇同步,实现即时互动。 AI imma 旨在自动建立大规模基于字元的语言模型 (LLM),简化针对各种业务应用的虚拟人的开发和部署。此次伙伴关係标誌着主导虚拟人技术的重大进步,旨在改变各领域的使用者参与度和互动。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场:宏观经济情景,包括利率、通膨、地缘政治、新冠疫情、经济復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 世界虚拟人PESTEL分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 最终用途产业分析
  • 全球虚拟人市场:成长率分析
  • 全球虚拟人市场表现:规模与成长,2019-2024
  • 全球虚拟人市场预测:规模与成长,2024-2029 年,2034 年
  • 全球虚拟人总目标市场(TAM)

第六章市场区隔

  • 全球虚拟人市场:依类型、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 阿凡达
  • 自主虚拟人
  • 全球虚拟人市场:依应用程式、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 游戏和娱乐
  • 模拟与训练
  • 虚拟实境 (VR) 与扩增实境(AR)
  • 客户服务和虚拟助理
  • 行销和广告
  • 其他用途
  • 全球虚拟人市场(依产业、绩效及预测),2019-2024 年、2024-2029 年及 2034 年
  • 银行、金融服务和保险(BFSI)
  • 教育
  • 零售
  • 卫生保健
  • 航太和军事
  • 资讯科技和通讯
  • 游戏和娱乐
  • 行销和广告
  • 其他行业
  • 全球虚拟人市场区隔(依角色类型、表现及预测),2019-2024 年、2024-2029 年及 2034 年
  • 2D头像
  • 3D头像
  • 可自订的头像
  • 逼真的头像
  • 全球虚拟虚拟市场依自主虚拟人类型、表现及预测细分,2019-2024 年、2024-2029 年及 2034 年
  • 人工智慧虚拟助手
  • 社交互动虚拟人
  • 虚拟影响者
  • 客户服务虚拟人

第七章 区域和国家分析

  • 全球虚拟人市场:依地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球虚拟人市场:依国家、表现及预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 虚拟人市场:竞争格局
  • 虚拟人类市场:公司简介
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Alibaba Group Holding Limited Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

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

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029年虚拟人类市场:提供新机会的国家
  • 2029年虚拟人市场:细分领域蕴含新机会
  • 2029年虚拟人类市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r33622

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scope

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

Table of Contents

1. Executive Summary

2. Virtual Humans Market Characteristics

3. Virtual Humans Market Trends And Strategies

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

5. Global Virtual Humans Growth Analysis And Strategic Analysis Framework

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

6. Virtual Humans Market Segmentation

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

7. Virtual Humans Market Regional And Country Analysis

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

8. Asia-Pacific Virtual Humans Market

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

9. China Virtual Humans Market

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

10. India Virtual Humans Market

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

11. Japan Virtual Humans Market

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

12. Australia Virtual Humans Market

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

13. Indonesia Virtual Humans Market

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

14. South Korea Virtual Humans Market

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

15. Western Europe Virtual Humans Market

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

16. UK Virtual Humans Market

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

17. Germany Virtual Humans Market

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

18. France Virtual Humans Market

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

19. Italy Virtual Humans Market

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

20. Spain Virtual Humans Market

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

21. Eastern Europe Virtual Humans Market

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

22. Russia Virtual Humans Market

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

23. North America Virtual Humans Market

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

24. USA Virtual Humans Market

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

25. Canada Virtual Humans Market

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

26. South America Virtual Humans Market

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

27. Brazil Virtual Humans Market

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

28. Middle East Virtual Humans Market

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

29. Africa Virtual Humans Market

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

30. Virtual Humans Market Competitive Landscape And Company Profiles

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

31. Virtual Humans Market Other Major And Innovative Companies

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

32. Global Virtual Humans Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Humans Market

34. Recent Developments In The Virtual Humans Market

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

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

36. Appendix

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