◆英語タイトル:Global Virtual Humans Market Size study & Forecast, by Type (Avatars, Autonomous Virtual Humans) by Industry Vertical (BFSI, Education, Retail, Healthcare, Automotive, IT and Telecommunications, Gaming & Entertainment, Others), and Regional Analysis, 2022-2029
|
| ◆商品コード:BZW23MA077
◆発行会社(リサーチ会社):Bizwit Research & Consulting
◆発行日:2023年4月1日
◆ページ数:約200
◆レポート形式:英語 / PDF ◆納品方法:Eメール(受注後3営業日)
◆調査対象地域:アメリカ、カナダ、イギリス、ドイツ、フランス、スペイン、イタリア、中国、インド、日本、オーストラリア、韓国、ブラジル、メキシコ、中東
◆産業分野:IT
|
◆販売価格オプション
(消費税別)
※
販売価格オプションの説明はこちらで、
ご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※レポート納品後、納品日+5日以内に請求書を発行・送付致します。(請求書発行日より2ヶ月以内の銀行振込条件、カード払いに変更可)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
❖ レポートの概要 ❖ビズウィットリサーチ社の本調査レポートでは、2021年に113億ドルであった世界のバーチャルヒューマン市場規模が、2022年〜2029年の間に年平均44.7%で拡大すると推測しています。本レポートは、バーチャルヒューマンの世界市場について徹底的に調査を行い、エグゼクティブサマリー、市場定義・範囲、市場動向、産業分析、リスク分析(新型コロナウイルス感染症の影響)、種類別(アバター、自律型バーチャルヒューマン)分析、産業別(金融、教育、小売、医療、その他)分析、地域別(北米、ヨーロッパ、アジア太平洋、中南米、その他地域)分析、競争分析、調査プロセスなど、以下の構成でまとめています。また、本書は、Alibaba Group Holding Limited、Datagen、Epic Games, Inc.、iFLYTEK Corporation、Inworld AI、Meta Platforms, Inc、Microsoft Corporation、Offbeat Media Group、soul machines、Ziva Dynamicsなどの企業情報を含んでいます。
・エグゼクティブサマリー
・市場定義・範囲
・市場動向
・産業分析
・リスク分析(新型コロナウイルス感染症の影響)
・世界のバーチャルヒューマン市場規模:種類別
- アバターの市場規模
- 自律型バーチャルヒューマンの市場規模
・世界のバーチャルヒューマン市場規模:産業別
- 金融における市場規模
- 教育における市場規模
- 小売における市場規模
- 医療における市場規模
- その他産業における市場規模
・世界のバーチャルヒューマン市場規模:地域別
- 北米のバーチャルヒューマン市場規模
- ヨーロッパのバーチャルヒューマン市場規模
- アジア太平洋のバーチャルヒューマン市場規模
- 中南米のバーチャルヒューマン市場規模
- その他地域のバーチャルヒューマン市場規模
・競争分析
・調査プロセス |
Global Virtual Humans Market is valued at approximately USD 11.3 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 44.7% over the forecast period 2022-2029. Virtual Humans are AI-based technology that looks, likesimilar to humans. Virtual humans are Artificial Intelligent characters that are trained in a specific area of study. They can talk, respond, and communicate with learners just likethe same as human beings. With the help of Virtual Humans, it is now possible to go beyond text- or video-based lessons. Virtual humans totally immerse themselves in real-life situations while grasping knowledge and learning communication. Virtual humans are advanced technology with all the solutions to learners’ problems in specific content. They resemble human beings but do not look exactly likeas humans. Virtual humans are lifelike-appearing AI actors who perform interactive simulations, text-to-video conversions, instructional materials, and other applications. They carry out jobs just as humans would and successfully fulfill fulfil the goal for which they were created. Increasing popularity and demand for virtual humans and the emergence & development of Metaverse technology, increasing technological advancements and innovations, and the increase in digitalization are the factors driving the growth of the market.
According to the Research Department, Virtual Influencer Miquela Sousa (@lilmiquela), who worked for brands such as Dior and Calvin Klein had around 3 million followers on Instagram and 3.6 million on TikTok in august 2022. Zepeto, a 3D avatar social application, was downloaded by 13.13 million people worldwide in the fourth quarter of 2021, up 32.5% from the 9.9 million downloads in the quarter of 2020. Additionally, the metaverse, which is thought to be the next evolution of the internet, is where the real world and the virtual world collide. Avatars—digital representations of people—can now engage with each other in a variety of contexts. Major companies like such as Meta and Microsoft are constantly investing in Metaverse technology. The increasing popularity and demand for virtual humans and the emergence & development of Metaverse technology are the major factors driving the growth of the market. Another important factor driving the market increase is increasing digitalization. Furthermore, the Increasing adoption of smart technologies and a decrease in human errors through advanced intelligence in virtual humans are the factors creating major market opportunities in the forecast period. However, the expensive development of Virtual Humans stifles market growth throughout the forecast period of 2022-2029.
The key regions considered for the Global Virtual Humans Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. Asia Pacific dominated the market in terms of revenue, owing to the increasing focus on the digital upgradation of markets, Increasing technological innovations in countries such as China, India, and Japan, and the region’s increasing demand for virtual humans in sectors such as entertainment, education, retail, and finance. Digital avatars have been created using a variety of artificial intelligence-powered technologies in nations such as China, India, and South Korea, including natural language understanding, voice interaction, and intelligent recommendation. North America is expected to grow with the highest CAGR during the forecast period, owing to factors such as rising advanced technologies, the Presence of key market players, and increasing demand for Virtual Humans in the region.
Major market player included in this report are:
Alibaba Group Holding Limited
Datagen
Epic Games, Inc.
iFLYTEK Corporation
Inworld AI
Meta Platforms, Inc
Microsoft Corporation
Offbeat Media Group
soul machines
Ziva Dynamics
Recent Developments in the Market:
In February 2022, Alibaba Group introduced a virtual influencer for the Olympic Winter Games Beijing 2022. An advanced digital persona developed by Alibaba is built on cloud technology and brings cloud-based innovation opportunities closer to customers.
In April 2021, New and existing investors have recently provided Epic Games with $1 billion in funding as they continue their aggressive, unparalleled campaign to rule the Metaverse.
Global Virtual Humans Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Type, Industry Vertical, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Type offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Type:
Avatars
Autonomous Virtual Humans
By Industry Vertical:
BFSI
Education,
Retail
Healthcare
Automotive
IT and Telecommunications
Gaming & Entertainment
Others
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Virtual Humans Market, by Region, 2019-2029 (USD Billion)
1.2.2. Virtual Humans Market, by Type, 2019-2029 (USD Billion)
1.2.3. Virtual Humans Market, by Industry Vertical, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Virtual Humans Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Virtual Humans Market Dynamics
3.1. Virtual Humans Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increasing demand for virtual humans in various sectors
3.1.1.2. Emerging and Developing Metaverse Technology
3.1.2. Market Challenges
3.1.2.1. High cost of Virtual Human
3.1.3. Market Opportunities
3.1.3.1. Increasing adoption of smart technologies
3.1.3.2. Decrease in the human errors
Chapter 4. Global Virtual Humans Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Investment Adoption Model
4.5. Analyst Recommendation & Conclusion
4.6. Top investment opportunity
4.7. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Virtual Humans Market, by Type
6.1. Market Snapshot
6.2. Global Virtual Humans Market by Type, Performance – Potential Analysis
6.3. Global Virtual Humans Market Estimates & Forecasts by Type 2019-2029 (USD Billion)
6.4. Virtual Humans Market, Sub Segment Analysis
6.4.1. Avatars
6.4.2. Autonomous Virtual Humans
Chapter 7. Global Virtual Humans Market, by Industry Vertical
7.1. Market Snapshot
7.2. Global Virtual Humans Market by Industry Vertical, Performance – Potential Analysis
7.3. Global Virtual Humans Market Estimates & Forecasts by Industry Vertical 2019-2029 (USD Billion)
7.4. Virtual Humans Market, Sub Segment Analysis
7.4.1. BFSI
7.4.2. Education,
7.4.2.7.4.3. Retail
7.4.3.7.4.4. Healthcare
7.4.4.7.4.5. Automotive
7.4.5.7.4.6. IT and Telecommunications
7.4.6.7.4.7. Gaming & Entertainment
7.4.7.7.4.8. Others
Chapter 8. Global Virtual Humans Market, Regional Analysis
8.1. Virtual Humans Market, Regional Market Snapshot
8.2. North America Virtual Humans Market
8.2.1. U.S. Virtual Humans Market
8.2.1.1. Type breakdown estimates & forecasts, 2019-2029
8.2.1.2. Industry Vertical breakdown estimates & forecasts, 2019-2029
8.2.2. Canada Virtual Humans Market
8.3. Europe Virtual Humans Market Snapshot
8.3.1. U.K. Virtual Humans Market
8.3.2. Germany Virtual Humans Market
8.3.3. France Virtual Humans Market
8.3.4. Spain Virtual Humans Market
8.3.5. Italy Virtual Humans Market
8.3.6. Rest of Europe Virtual Humans Market
8.4. Asia-Pacific Virtual Humans Market Snapshot
8.4.1. China Virtual Humans Market
8.4.2. India Virtual Humans Market
8.4.3. Japan Virtual Humans Market
8.4.4. Australia Virtual Humans Market
8.4.5. South Korea Virtual Humans Market
8.4.6. Rest of Asia Pacific Virtual Humans Market
8.5. Latin America Virtual Humans Market Snapshot
8.5.1. Brazil Virtual Humans Market
8.5.2. Mexico Virtual Humans Market
8.6. Rest of The World Virtual Humans Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Alibaba Group Holding Limited
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Datagen
9.2.3. Epic Games, Inc.
9.2.4. iFLYTEK Corporation
9.2.5. Inworld AI
9.2.6. Meta Platforms, Inc
9.2.7. Microsoft Corporation
9.2.8. Offbeat Media Group
9.2.9. soul machines
9.2.10. Ziva Dynamics
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption
❖ 免責事項 ❖http://www.globalresearch.jp/disclaimer