리서치사:Market Glass, Inc. (Formerly Global Industry Analysts, Inc.)
발행일:2025년 08월
페이지 정보:영문 166 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 디지털 휴먼 아바타 시장은 2030년까지 1,167억 달러에 이를 전망
2024년에 141억 달러로 추정되는 디지털 휴먼 아바타 세계 시장은 2024-2030년간 CAGR 42.2%로 성장하여 2030년에는 1,167억 달러에 이를 것으로 예측됩니다. 본 보고서에서 분석한 부문 중 하나인 인터랙티브 디지털 휴먼 아바타는 CAGR 44.6%를 나타내고, 분석 기간 종료시에는 906억 달러에 이를 것으로 예측됩니다. 비인터랙티브 디지털 휴먼 아바타 부문의 성장률은 분석 기간에 CAGR 35.6%로 추정됩니다.
미국 시장은 37억 달러, 중국은 CAGR 39.9%를 보일 것으로 예측
미국의 디지털 휴먼 아바타 시장은 2024년에 37억 달러로 추정됩니다. 세계 2위 경제대국인 중국은 2030년까지 172억 달러 규모에 이를 것으로 예측되며, 분석 기간인 2024-2030년 CAGR은 39.9%로 추정됩니다. 기타 주목해야 할 지역별 시장으로는 일본과 캐나다가 있으며, 분석 기간중 CAGR은 각각 38.8%와 36.3%를 보일 것으로 예측됩니다. 유럽에서는 독일이 CAGR29.2%를 보일 전망입니다.
세계의 디지털 휴먼 아바타 시장 - 주요 동향과 촉진요인 정리
디지털 휴먼 아바타는 어떻게 커뮤니케이션 및 경험 플랫폼에 통합되어 있는가?
디지털 휴먼 아바타는 표정, 말투, 제스처를 시뮬레이션하는 초현실적인 컴퓨터 생성 인물 표현입니다. 이러한 아바타는 고객 서비스, 엔터테인먼트, 교육, 헬스케어, 가상 상거래 등에서 사용되고 있습니다. 정적인 챗봇이나 텍스트 기반 시스템보다 더 인터랙티브하고 감성적인 인터페이스를 제공합니다. 브랜드는 웹사이트, 모바일 앱, 키오스크 단말기에 아바타를 도입하여 사용자를 유도하고, 문의에 응답하고, 실시간으로 개인화된 경험을 제공합니다.
기업 환경에서는 디지털 아바타가 가상 트레이너, 면접관, 입사 지원자의 역할을 수행합니다. 헬스케어 분야에서는 정신건강 상담, 환자 교육, 전문가를 위한 시뮬레이션 기반 교육 등에 활용되고 있습니다. 엔터테인먼트 업계에서는 디지털 아바타를 가상 콘서트, 게임, 영화 컨텐츠 제작에 통합하고 있습니다. 이러한 용도는 사실적인 렌더링, 동기화된 입술 움직임, 인간의 상호 작용을 모방한 반응형 동작에 의존하여 몰입감 있는 디지털 참여를 만들어냅니다.
디지털 휴먼 인터페이스의 진화를 가능하게 하는 기술은 무엇인가?
실시간 렌더링, 얼굴 모션 캡처, 음성합성의 발전으로 아바타의 사실감과 반응성이 크게 향상되었습니다. 생성형 AI와 자연어 처리를 통해 아바타는 사용자의 의도를 이해하고 인간과 같은 대화를 할 수 있습니다. 컴퓨터 비전은 실시간 시선 추적과 표정 매핑을 통해 가상 세션 중 상호작용을 향상시킬 수 있습니다.
그래픽 엔진은 고해상도 텍스처와 디바이스 간 확장 가능한 사실적인 애니메이션을 지원합니다. 감정 인식 알고리즘은 목소리 톤, 자세, 얼굴의 단서를 분석하여 공감적 반응을 가능하게 합니다. 음성 비서 및 AR/VR 환경과의 통합을 통해 아바타가 3차원 디지털 환경에 등장하여 사용자의 몰입감을 높입니다. 또한, 모듈형 아키텍처와 클라우드 기반 아바타 엔진으로 대규모 인프라가 필요 없이 다양한 분야로 확장 가능한 확장성을 제공합니다.
디지털 휴먼 아바타가 널리 받아들여지고 실용성을 높이고 있는 분야는?
세부 및 은행 분야에서는 아바타를 디지털 컨시어지 및 가상 어드바이저로 사용하여 대면식 고객 지원을 시뮬레이션하고 있습니다. 교육 분야에서는 아바타가 e러닝 모듈의 가상 강사 및 튜터로, 특히 어학연수 및 특수교육 분야에서 활약하고 있습니다. 정부 및 공공 기관은 특히 모국어를 사용하지 않는 사용자나 장애가 있는 사용자의 디지털 서비스 접근을 간소화하기 위해 아바타를 사용하고 있습니다.
엔터테인먼트 업계에서는 가상 인플루언서, 라이브 스트림 진행자, 비디오 게임 캐릭터 생성 등 아바타의 활용이 계속 확대되고 있습니다. 기업 교육 프로그램에서는 아바타를 인터랙티브한 학습 환경으로 활용하고 있습니다. 부동산 및 관광 업계에서는 아바타가 가상 워크스루와 가이드 디지털 투어를 지원하고 있습니다. 헬스케어 분야에서는 인지 치료 및 노인 케어 용도에 대한 도입이 증가하고 있으며, 아바타는 친근하고 편견 없는 대화를 제공합니다.
디지털 휴먼 아바타 시장의 성장을 가속하는 요인은 무엇인가?
디지털 휴먼 아바타 시장의 성장은 실시간 인터랙션 요구, 몰입형 사용자 경험, AI 모델 성숙도와 관련된 여러 요인에 의해 주도되고 있습니다. 개인화된 디지털 인터페이스에 대한 수요가 증가함에 따라 기업들은 고객 참여 및 디지털 온보딩 시스템에 아바타를 도입하고 있습니다. GPU 컴퓨팅과 제너레이티브 모델링 기술의 발전으로 아바타를 보다 빠르고 저렴하게 제작할 수 있게 되었습니다.
가상 리테일, 온라인 교육, 디지털 헬스케어의 확대로 인해 인터랙티브 아바타의 새로운 이용 사례가 생겨났습니다. 메타버스 플랫폼과 가상 직장의 성장으로 공동 디지털 공간에서의 존재감 도구로서 아바타의 통합이 더욱 가속화되고 있습니다. 현지화 및 다국어 지원을 위한 초현실적 아바타의 사용이 증가하고 있으며, 시장 채택이 지속적으로 형성되고 있습니다. 윤리적 프레임워크와 데이터 거버넌스 기준의 등장도 규제 대상 서비스에 아바타를 도입하는 것에 대한 업계의 신뢰를 높이고 있습니다.
부문
제품 유형(대화형 디지털 휴먼 아바타, 비대화형 디지털 휴먼 아바타), 전개(클라우드 기반 전개, On-Premise 전개), 용도(게임 용도, 소매 용도, IT 및 통신 용도, 교육 용도, 기타 용도)
조사 대상 기업 예
3DLOOK
AI Foundation
Animaze Inc.(ex-FaceRig)
Artie Inc.
Avatarify AI
CodeMiko(MikoVerse)
Didimo Inc.
Digital Domain Holdings Ltd.
Genies Inc.
Hour One AI
Inworld AI
Loom.ai(acquired by Roblox)
Metaphysic.ai
Pinscreen Inc.
Ready Player Me(Wolf3D)
Reallusion Inc.
Soul Machines Ltd.
Synthesia Ltd.
UneeQ Digital Humans
Zepeto(NAVER Z Corp.)
AI 통합
Global Industry Analysts는 유효한 전문가 컨텐츠와 AI툴에 의해서, 시장 정보와 경쟁 정보를 변혁합니다.
Global Industry Analysts는 LLM나 업계 고유 SLM를 조회하는 일반적인 규범에 따르는 대신에, 비디오 기록, 블로그, 검색 엔진 조사, 방대한 양의 기업, 제품/서비스, 시장 데이터 등, 전 세계 전문가로부터 수집한 컨텐츠 리포지토리를 구축했습니다.
관세 영향 계수
Global Industry Analysts는 본사 소재지, 제조거점, 수출입(완제품 및 OEM)을 기준으로 기업의 경쟁력 변화를 예측했습니다. 이러한 복잡하고 다면적인 시장 역학은 수익원가(COGS) 증가, 수익성 하락, 공급망 재편 등 미시적, 거시적 시장 역학 중에서도 특히 경쟁사들에게 영향을 미칠 것으로 예측됩니다.
목차
제1장 조사 방법
제2장 주요 요약
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
LSH
영문 목차
영문목차
Global Digital Human Avatars Market to Reach US$116.7 Billion by 2030
The global market for Digital Human Avatars estimated at US$14.1 Billion in the year 2024, is expected to reach US$116.7 Billion by 2030, growing at a CAGR of 42.2% over the analysis period 2024-2030. Interactive Digital Human Avatar, one of the segments analyzed in the report, is expected to record a 44.6% CAGR and reach US$90.6 Billion by the end of the analysis period. Growth in the Non-Interactive Digital Human Avatar segment is estimated at 35.6% CAGR over the analysis period.
The U.S. Market is Estimated at US$3.7 Billion While China is Forecast to Grow at 39.9% CAGR
The Digital Human Avatars market in the U.S. is estimated at US$3.7 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$17.2 Billion by the year 2030 trailing a CAGR of 39.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 38.8% and 36.3% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 29.2% CAGR.
Global Digital Human Avatars Market - Key Trends & Drivers Summarized
How Are Digital Human Avatars Being Integrated Across Communication and Experience Platforms?
Digital human avatars are hyper-realistic, computer-generated representations of people that simulate facial expressions, speech, and gestures. These avatars are increasingly used in customer service, entertainment, education, healthcare, and virtual commerce. They provide a more interactive and emotionally engaging interface than static chatbots or text-based systems. Brands deploy them on websites, mobile apps, and kiosks to guide users, answer queries, and deliver personalized experiences in real time.
In enterprise environments, digital avatars serve as virtual trainers, interviewers, or onboarding assistants. In healthcare, they are used in mental health counseling, patient education, and simulation-based training for professionals. The entertainment industry integrates digital avatars into virtual concerts, gaming, and cinematic content creation. These applications rely on realistic rendering, synchronized lip movements, and responsive behavior that mimics human interaction, creating immersive digital engagement.
Which Technologies Are Enabling the Evolution of Digital Human Interfaces?
Advances in real-time rendering, facial motion capture, and speech synthesis have significantly improved avatar realism and responsiveness. Generative AI and natural language processing allow avatars to understand user intent and engage in human-like conversation. Computer vision enables real-time eye tracking and expression mapping, enhancing interactivity during virtual sessions.
Graphics engines now support high-resolution textures and lifelike animations that scale across devices. Emotion recognition algorithms analyze voice tone, posture, and facial cues to enable empathetic responses. Integration with voice assistants and AR/VR environments allows avatars to appear in three-dimensional digital settings for deeper user immersion. Modular architecture and cloud-based avatar engines also enable scalable deployment across sectors without heavy infrastructure.
Where Are Digital Human Avatars Gaining Widespread Acceptance and Utility?
Detail and banking sectors use avatars as digital concierges and virtual advisors to simulate face-to-face customer support. In education, avatars act as virtual instructors or tutors for e-learning modules, especially in language training and special education. Governments and public agencies use avatars to simplify digital services access, especially for non-native speakers and users with disabilities.
The entertainment industry continues to expand avatar use for virtual influencers, livestream hosts, and character generation in video games. Corporate training programs integrate avatars in interactive learning environments. In real estate and tourism, avatars assist in virtual walkthroughs and guided digital tours. Increasing deployment in healthcare includes cognitive therapy and elder care applications, where avatars offer familiar, non-judgmental interactions.
What Factors Are Fueling Growth in the Digital Human Avatars Market?
Growth in the digital human avatars market is driven by several factors linked to real-time interaction needs, immersive user experience, and AI model maturity. Rising demand for personalized digital interfaces has led organizations to adopt avatars in customer engagement and digital onboarding systems. Advancements in GPU computing and generative modeling techniques have made avatar creation faster and more affordable.
Expansion of virtual retail, online education, and digital healthcare has opened up new use cases for interactive avatars. Growth in metaverse platforms and virtual workplaces has further accelerated integration of avatars as presence tools in collaborative digital spaces. Increasing use of hyper-realistic avatars for localization and multilingual support continues to shape market adoption. Emergence of ethical frameworks and data governance standards has also strengthened industry confidence in deploying avatars for regulated services.
SCOPE OF STUDY:
The report analyzes the Digital Human Avatars market in terms of units by the following Segments, and Geographic Regions/Countries:
Segments:
Product Type (Interactive Digital Human Avatar, Non-Interactive Digital Human Avatar); Deployment (Cloud-based Deployment, On-Premise Deployment); Application (Gaming Application, Retail Application, IT & Telecommunications Application, Education Application, Other Applications)
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) -
3DLOOK
AI Foundation
Animaze Inc. (ex-FaceRig)
Artie Inc.
Avatarify AI
CodeMiko (MikoVerse)
Didimo Inc.
Digital Domain Holdings Ltd.
Genies Inc.
Hour One AI
Inworld AI
Loom.ai (acquired by Roblox)
Metaphysic.ai
Pinscreen Inc.
Ready Player Me (Wolf3D)
Reallusion Inc.
Soul Machines Ltd.
Synthesia Ltd.
UneeQ Digital Humans
Zepeto (NAVER Z Corp.)
AI INTEGRATIONS
We're transforming market and competitive intelligence with validated expert content and AI tools.
Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.
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 increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.
TABLE OF CONTENTS
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Tariff Impact on Global Supply Chain Patterns
Digital Human Avatars - 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
Growth in Virtual Influencer Marketing Accelerates Adoption of Realistic Digital Avatars
AI-Powered Animation Engines Drive Real-Time Creation of Personalized Digital Personas
Surge in Metaverse Development Projects Expands Market for Interactive Human Avatars
Entertainment and Streaming Platforms Drive Demand for Emotionally Expressive Digital Characters
Adoption of Digital Avatars in Remote Training and Onboarding Strengthens Corporate Applications
Integration in Virtual Events and Webinars Propels Growth of Enterprise-Grade Avatar Solutions
Rising Use in Online Gaming and VR Platforms Throws Spotlight on Real-Time Rendering Capabilities
AI-Based Voice and Gesture Recognition Enhances Interactivity of Digital Human Interfaces
Healthcare and Mental Wellness Sectors Generate Demand for Empathetic Virtual Companions
Expansion of Customer Service Automation Drives Use of Avatars in Digital Front Offices
Rising Interest in Hyper-Personalization Spurs Use of AI Avatars in Retail and E-commerce
Improved Motion Capture Technologies Sustain High-Fidelity Animation of Digital Humans
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Digital Human Avatars Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Digital Human 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 3: World 6-Year Perspective for Digital Human Avatars 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 Interactive Digital Human Avatar 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 Interactive Digital Human Avatar 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 Non-Interactive Digital Human Avatar 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 Non-Interactive Digital Human Avatar 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 Cloud-based Deployment 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 Cloud-based Deployment 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 On-Premise Deployment 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 On-Premise Deployment 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 Gaming Application 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 Gaming Application 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 Retail Application 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 Retail Application 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 IT & Telecommunications Application 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 IT & Telecommunications Application 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 Education Application 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 Education Application 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 Other Applications 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 Other Applications 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
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 22: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 23: USA 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 24: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 26: USA Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 27: USA 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
CANADA
TABLE 28: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 30: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 31: Canada 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 32: Canada Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: Canada 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
JAPAN
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 34: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: Japan 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 36: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: Japan 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 38: Japan Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: Japan 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
CHINA
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 40: China Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: China 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 42: China Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: China 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 44: China Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: China 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
EUROPE
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 46: Europe Recent Past, Current & Future Analysis for Digital Human Avatars 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 47: Europe 6-Year Perspective for Digital Human Avatars by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 48: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: Europe 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 50: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Europe 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 52: Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: Europe 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
FRANCE
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 54: France Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: France 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 56: France Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: France 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 58: France Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: France 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
GERMANY
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 60: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Germany 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 62: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Germany 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 64: Germany Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: Germany 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
ITALY
TABLE 66: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: Italy 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 68: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: Italy 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 70: Italy Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: Italy 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
UNITED KINGDOM
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 72: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: UK 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 74: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: UK 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 76: UK Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 77: UK 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
REST OF EUROPE
TABLE 78: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 79: Rest of Europe 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 80: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: Rest of Europe 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 82: Rest of Europe Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 83: Rest of Europe 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
ASIA-PACIFIC
Digital Human Avatars Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 84: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 85: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 86: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 88: Asia-Pacific Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 89: Asia-Pacific 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030
REST OF WORLD
TABLE 90: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Product Type - Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 91: Rest of World 6-Year Perspective for Digital Human Avatars by Product Type - Percentage Breakdown of Value Sales for Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar for the Years 2025 & 2030
TABLE 92: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Deployment - Cloud-based Deployment and On-Premise Deployment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Rest of World 6-Year Perspective for Digital Human Avatars by Deployment - Percentage Breakdown of Value Sales for Cloud-based Deployment and On-Premise Deployment for the Years 2025 & 2030
TABLE 94: Rest of World Recent Past, Current & Future Analysis for Digital Human Avatars by Application - Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 95: Rest of World 6-Year Perspective for Digital Human Avatars by Application - Percentage Breakdown of Value Sales for Gaming Application, Retail Application, IT & Telecommunications Application, Education Application and Other Applications for the Years 2025 & 2030