리서치사:Market Glass, Inc. (Formerly Global Industry Analysts, Inc.)
발행일:2025년 06월
페이지 정보:영문 142 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 가상 인간 시장은 2030년까지 6,486억 달러에 달할 전망
2024년에 682억 달러로 추정되는 세계의 가상 인간 시장은 2024-2030년에 CAGR 45.6%로 성장하며, 2030년에는 6,486억 달러에 달할 것으로 예측됩니다. 이 리포트에서 분석한 부문의 하나인 아바타는 CAGR 49.0%를 기록하며, 분석 기간 종료시에는 5,174억 달러에 달할 것으로 예측됩니다. 자율형 가상 인간 부문의 성장률은 분석 기간에 CAGR 35.8%로 추정됩니다.
미국 시장은 179억 달러, 중국은 CAGR 42.9%로 성장 예측
미국의 가상 인간 시장은 2024년에 179억 달러로 추정됩니다. 세계 2위의 경제대국인 중국은 2030년까지 예측 시장 규모 941억 달러에 달할 것으로 예측되며, 분석 기간인 2024-2030년의 CAGR은 42.9%입니다. 기타 주목할 만한 지역별 시장으로는 일본과 캐나다가 있으며, 분석 기간 중 CAGR은 각각 41.8%와 38.8%로 예측됩니다. 유럽에서는 독일이 CAGR 약 30.6%로 성장할 것으로 예측됩니다.
세계의 ' 가상 인간 ' 시장 - 주요 동향과 촉진요인 정리
가상 인간이 디지털 경험 산업을 매료시키는 이유는 무엇인가?
가상 인간은 AI가 탑재된 초현실적인 인물의 디지털 표현으로, 엔터테인먼트에서 기업 고객 서비스에 이르기까지 모든 산업에서 디지털 인터랙션의 중심으로 빠르게 자리 잡고 있습니다. 이러한 아바타는 인간의 제스처, 감정, 발화를 놀랍도록 정확하게 시뮬레이션하도록 설계되어 첨단 개인화 및 상호 작용이 필요한 용도에 적합합니다. 게임 및 엔터테인먼트 업계에서는 가상 인플루언서와 캐릭터가 몰입감 있는 캐릭터 중심의 스토리를 제공함으로써 스토리텔링을 재구성하고 있습니다. 한편, 기업은 소셜 플랫폼과 디지털 매장에서 고객 참여를 강화하기 위해 가상 브랜드 홍보대사를 배치하고 있습니다. 교육 및 의료 분야에서도 가상 튜터링나 치료 보조자가 안전하고 확장 가능한 인간과 같은 상호작용을 구현하기 위해 AI, 3D 모델링, Unreal 및 Unity와 같은 실시간 렌더링 엔진, 고급 자연 언어 처리, AI와 3D 모델링의 결합을 통해 24시간 연중무휴 운영, 다국어 지원, 무한한 확장성, 고객 경험이 주요 차별화 요소로 작용하는 오늘날의 하이퍼 커넥티드 환경에서 고객 경험이 주요 차별화 요소로 작용하고 있습니다. 하이퍼 커넥티드 및 세계화된 시장에서 가상 인간은 자산이 되고 있습니다.
가상 인간을 더 현실적으로 만들기 위해 AI의 발전이 어떤 역할을 할 수 있는가?
오늘날 가상 인간의 압도적인 현실감은 AI와 머신러닝, 특히 컴퓨터 비전, 음성합성, 행동 모델링 분야의 비약적인 발전으로 인해 가능해진 것입니다. 딥 뉴럴 네트워크는 실시간 음성 입력을 3D 페이셜 메시의 움직임에 매핑하여 실제와 같은 페이셜 애니메이션과 립싱크를 가능하게 합니다. 생성형 AI, 특히 확산 및 GAN 기반 모델은 디지털 환경에서 실제 개인과 구별할 수 없는 합성 인격을 생성하는 데 힘을 발휘합니다. 이러한 AI 모델은 미세한 표정, 미묘한 감정, 자연스러운 인간의 반응을 재현하기 위해 방대하고 다양한 데이터세트를 통해 학습되고 있습니다. 또한 음성 합성 엔진도 진화하여 문맥에 따라 억양과 감정의 변화가 있는 매우 표현력 있는 음성을 생성하고 있습니다. 가상 인간 중에는 기억과 성격의 특징을 나타내는 것까지 등장하고, 과거의 상호작용을 기반으로 시간이 지남에 따라 반응을 변화시킵니다. 뉴럴 렌더링과 실시간 모션 캡처가 지속적으로 개선됨에 따라 가상과 실제 인간 사이의 충실도 격차가 좁혀지고 있으며, 영화 제작, 가상 소매, 기업 교육 등의 분야에 중요한 의미를 부여하고 있습니다. 감정 인식과 상황 인식 컴퓨팅의 통합으로 인해 가까운 미래에 가상 인간은 더욱 인터랙티브하고 감정이입이 가능한 존재가 될 것으로 예측됩니다.
가상 인간 도입으로 기업이 전략적 가치를 찾을 수 있는 곳은 어디인가?
기업은 가상 인간이 제공하는 업무적, 경험적 이점을 점점 더 많이 인식하고 있으며, 특히 소비자 접점에서의 역할에 대한 인식이 높아지고 있습니다. 소매업에서는 가상 비서가 쇼핑객 안내, 상품 문의에 대한 답변, 온라인 경험 개선 등에 인력의 제약 없이 활용되고 있습니다. 은행 및 금융 서비스에서는 AI를 활용한 가상 관계 관리자가 온보딩을 개선하고, 개인화된 금융 조언을 제공하며, 실제 상담원의 부담을 줄여주고 있습니다. 인사 및 기업 교육 분야에서는 가상 멘토와 온보딩 어시스턴트가 원격 교육 프로그램을 더욱 매력적이고 일관성 있게 만들어주고 있습니다. 또한 의료 서비스 프로바이더는 가상 케어 에이전트를 도입하여 정신 헬스케어 및 만성질환 관리를 지원하고 있습니다. 이러한 이용 사례는 비용 효율적일 뿐만 아니라 확장성이 뛰어나서 기업은 24시간 내내 전 세계 사용자에게 서비스를 제공할 수 있습니다. 또한 가상 인간은 미디어 출연, 라이브 스트리밍, 물류의 제약이 없는 이벤트에서 기업을 대표하는 브랜드 자산으로 여겨지고 있습니다. 모바일 앱에서 메타버스 에코시스템에 이르기까지 API를 통해 크로스 플랫폼에서 존재감을 드러낼 수 있게된 지금, 가상 인간은 최종사용자와의 옴니채널 브랜드 인게이지먼트와 디지털 친밀감을 구축하기 위한 전략적 툴이 되고 있습니다. 전략적 툴이 되고 있습니다.
가상 인간 시장 가속화의 원동력은?
가상 인간 시장의 성장은 기술적 성숙도, 사용자 행동, 산업 혁신 등 여러 요인에 의해 주도되고 있습니다. 주요 성장 요인은 메타버스와 같은 몰입형 디지털 환경으로의 소비자 이동이며, 사용자들은 보다 풍부하고 인간적인 상호작용을 원하고 있습니다. 동시에 3D 스캐닝, 모션 캡처, 실시간 렌더링 툴의 대중화로 인해 충실도 높은 가상 인물의 개발이 모든 규모의 크리에이터와 비즈니스에 보다 쉽게 접근할 수 있게 되었습니다. 가상 인플루언서와 컨텐츠 크리에이터의 폭발적인 증가는 엔터테인먼트 및 소셜미디어 분야 수요를 촉진하고 있으며, 특히 아시아태평양 시장에서는 가상 인물이 이미 수백만 명의 팔로워를 확보하고 있습니다. 기업에서는 비용 효율적이고, 다국어 지원 및 24시간 디지털 서비스 에이전트에 대한 수요가 증가함에 따라 도입이 가속화되고 있습니다. 또한 하이브리드 근무 및 원격 근무 모델의 부상으로 특히 기업 메타버스 플랫폼에서 회의, 협업 및 교육을 위한 가상 아바타의 사용이 확대되고 있습니다. 헬스케어, 특히 치료 및 노인 케어 솔루션에 대한 수요는 감정적으로 지능적이고 공감적인 가상 동반자의 개발을 촉진하고 있습니다. 마지막으로 합성 미디어 스타트업과 아바타 기술에 대한 투자자들의 높은 관심과 VC의 자금 지원으로 연구개발에 많은 자금이 투입되어 기술 혁신과 상업적 준비가 가속화되고 있습니다. 이러한 요소들이 결합되어 가상 인간은 차세대 디지털 상호작용을 변화시킬 수 있는 힘으로 자리매김하고 있습니다.
부문
유형(아바타, 자율형 가상 인간), 업종(교육, 소매, 헬스케어, 자동차, IT·통신, 게임·엔터테인먼트, BFSI, 기타 업종)
조사 대상 기업의 예(총 34건)
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
관세 영향 계수
Global Industry Analysts는 본사 소재지, 제조 거점, 수출입(완제품 및 OEM)을 기반으로 기업의 경쟁력 변화를 예측했습니다. 이러한 복잡하고 다면적인 시장 역학은 인위적인 수입원가 증가, 수익성 감소, 공급망 재편 등 미시적 및 거시적 시장 역학 중에서도 특히 경쟁사에 영향을 미칠 것으로 예측됩니다.
Global Industry Analysts는 세계 주요 수석 이코노미스트(1,4,949명), 싱크탱크(62개 기관), 무역 및 산업 단체(171개 기관)의 전문가들의 의견을 면밀히 검토하여 생태계에 미치는 영향을 평가하고 새로운 시장 현실에 대응하고 있습니다. 모든 주요 국가의 전문가와 경제학자들이 관세와 그것이 자국에 미치는 영향에 대한 의견을 추적 조사했습니다.
Global Industry Analysts는 이러한 혼란이 향후 2-3개월 내에 마무리되고 새로운 세계 질서가 보다 명확하게 확립될 것으로 예상하고 있으며, Global Industry Analysts는 이러한 상황을 실시간으로 추적하고 있습니다.
2025년 4월: 협상 단계
이번 4월 보고서에서는 관세가 세계 시장 전체에 미치는 영향과 지역별 시장 조정에 대해 소개합니다. 당사의 예측은 과거 데이터와 진화하는 시장 영향요인을 기반으로 합니다.
2025년 7월: 최종 관세 재설정
고객님들께는 각 국가별 최종 리셋이 발표된 후 7월에 무료 업데이트 버전을 제공해 드립니다. 최종 업데이트 버전에는 명확하게 정의된 관세 영향 분석이 포함되어 있습니다.
상호 및 양자 간 무역과 관세의 영향 분석 :
미국 <>중국 <>멕시코 <>캐나다 <>EU <>일본 <>인도 <>기타 176개국
업계 최고의 이코노미스트: Global Industry Analysts의 지식 기반은 국가, 싱크탱크, 무역 및 산업 단체, 대기업, 그리고 세계 계량 경제 상황의 전례 없는 패러다임 전환의 영향을 공유하는 분야별 전문가 등 가장 영향력 있는 수석 이코노미스트 그룹을 포함한 14,949명의 이코노미스트를 추적하고 있습니다. 16,491개 이상의 보고서 대부분에 마일스톤에 기반한 2단계 출시 일정이 적용되어 있습니다.
목차
제1장 조사 방법
제2장 개요
시장 개요
주요 기업
시장 동향과 촉진요인
세계 시장 전망
제3장 시장 분석
미국
캐나다
일본
중국
유럽
프랑스
독일
이탈리아
영국
기타 유럽
아시아태평양
기타 지역
제4장 경쟁
KSA
영문 목차
영문목차
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