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Virtual Humans - Global Strategic Business Report

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    Report

  • 142 Pages
  • May 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6086832
The global market for Virtual Humans was valued at US$68.2 Billion in 2024 and is projected to reach US$648.6 Billion by 2030, growing at a CAGR of 45.6% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Virtual Humans market.

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.

Report Scope

The report analyzes the Virtual Humans market, presented in terms of market value (US$ Thousand). The analysis covers the key segments and geographic regions outlined below.

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.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Avatars segment, which is expected to reach US$517.4 Billion by 2030 with a CAGR of a 49.0%. The Autonomous Virtual Humans segment is also set to grow at 35.8% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $17.9 Billion in 2024, and China, forecasted to grow at an impressive 42.9% CAGR to reach $94.1 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Virtual Humans Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Virtual Humans Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Virtual Humans Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as Aww Inc., Brud, DeepBrain AI, Didimo, Epic Games and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 34 companies featured in this Virtual Humans market report include:

  • 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 Analysis: Key Insights for 2025

Global tariff negotiations across 180+ countries are reshaping supply chains, costs, and competitiveness. This report reflects the latest developments as of April 2025 and incorporates forward-looking insights into the market outlook.

The analysts continuously track trade developments worldwide, drawing insights from leading global economists and over 200 industry and policy institutions, including think tanks, trade organizations, and national economic advisory bodies. This intelligence is integrated into forecasting models to provide timely, data-driven analysis of emerging risks and opportunities.

What's Included in This Edition:

  • Tariff-adjusted market forecasts by region and segment
  • Analysis of cost and supply chain implications by sourcing and trade exposure
  • Strategic insights into geographic shifts

Buyers receive a free July 2025 update with:

  • Finalized tariff impacts and new trade agreement effects
  • Updated projections reflecting global sourcing and cost shifts
  • Expanded country-specific coverage across the industry

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Impact of COVID-19 and a Looming Global Recession
  • Virtual Humans - Global Key Competitors Percentage Market Share in 2025 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Proliferation of AI Avatars in Customer Service Expands Addressable Market Opportunity
  • Advances in Generative AI Strengthen Business Case for Hyper-Realistic Virtual Humans
  • Increased Remote Work Environments Spur Demand for Digital Assistants
  • Rising Acceptance of Virtual Influencers Drives Adoption in Marketing Campaigns
  • Ethical and Regulatory Scrutiny Throws Spotlight on AI Identity Verification Challenges
  • Integration in Telemedicine Accelerates Demand in Digital Health Applications
  • Education Sector's Digital Transformation Spurs Growth of Virtual Tutors
  • VR and AR Synergies Strengthen Value Proposition for Interactive Virtual Humans
  • Growth of Metaverse Platforms Drives Demand for Personalized Virtual Avatars
  • Customization Capabilities Enhance User Engagement and Sustain Market Growth
  • Cross-Industry Applications Expand Use Cases Across BFSI, Retail, and Entertainment
  • AI-as-a-Service Platforms Propel Growth of Virtual Human Development Ecosystems
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Virtual Humans Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Virtual Humans by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 3: World 6-Year Perspective for Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
  • Table 4: World Recent Past, Current & Future Analysis for Avatars by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 5: World 6-Year Perspective for Avatars by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 6: World Recent Past, Current & Future Analysis for Autonomous Virtual Humans by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 7: World 6-Year Perspective for Autonomous Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Other Verticals by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 9: World 6-Year Perspective for Other Verticals by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 10: World Recent Past, Current & Future Analysis for Education by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 11: World 6-Year Perspective for Education by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 12: World Recent Past, Current & Future Analysis for Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 13: World 6-Year Perspective for Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 15: World 6-Year Perspective for Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 16: World Recent Past, Current & Future Analysis for Automotive by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 17: World 6-Year Perspective for Automotive by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 18: World Recent Past, Current & Future Analysis for IT & Telecommunications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 19: World 6-Year Perspective for IT & Telecommunications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 20: World Recent Past, Current & Future Analysis for Gaming & Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 21: World 6-Year Perspective for Gaming & Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 22: World Recent Past, Current & Future Analysis for BFSI by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 23: World 6-Year Perspective for BFSI by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • Table 24: USA Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 25: USA 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 26: USA Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 27: USA 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
CANADA
  • Table 28: Canada Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 29: Canada 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 30: Canada Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 31: Canada 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
JAPAN
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • Table 32: Japan Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 33: Japan 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 34: Japan Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 35: Japan 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
CHINA
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • Table 36: China Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 37: China 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 38: China Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 39: China 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
EUROPE
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • Table 40: Europe Recent Past, Current & Future Analysis for Virtual Humans by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 41: Europe 6-Year Perspective for Virtual Humans by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
  • Table 42: Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 43: Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 44: Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 45: Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
FRANCE
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • Table 46: France Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 47: France 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 48: France Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 49: France 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
GERMANY
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • Table 50: Germany Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 51: Germany 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 52: Germany Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 53: Germany 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
ITALY
  • Table 54: Italy Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 55: Italy 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 56: Italy Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 57: Italy 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
UNITED KINGDOM
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • Table 58: UK Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 59: UK 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 60: UK Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 61: UK 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
REST OF EUROPE
  • Table 62: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 63: Rest of Europe 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 64: Rest of Europe Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 65: Rest of Europe 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
ASIA-PACIFIC
  • Virtual Humans Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • Table 66: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 67: Asia-Pacific 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 68: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 69: Asia-Pacific 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
REST OF WORLD
  • Table 70: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Type - Avatars and Autonomous Virtual Humans - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 71: Rest of World 6-Year Perspective for Virtual Humans by Type - Percentage Breakdown of Value Sales for Avatars and Autonomous Virtual Humans for the Years 2025 & 2030
  • Table 72: Rest of World Recent Past, Current & Future Analysis for Virtual Humans by Vertical - Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 73: Rest of World 6-Year Perspective for Virtual Humans by Vertical - Percentage Breakdown of Value Sales for Other Verticals, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment and BFSI for the Years 2025 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 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

Table Information