バーチャルヒューマンの世界市場2021-2031:機会分析・産業予測

◆英語タイトル:Virtual Humans Market By Type (Avatars, Autonomous Virtual Humans), By Industry Vertical (BFSI, Education, Retail, Healthcare, Automotive, IT and Telecommunications, Gaming and Entertainment, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

Allied Market Researchが発行した調査報告書(ALD23MA076)◆商品コード:ALD23MA076
◆発行会社(リサーチ会社):Allied Market Research
◆発行日:2023年2月
◆ページ数:178
◆レポート形式:英語 / PDF
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❖ レポートの概要 ❖

アライドマーケットリサーチ社による当調査レポートでは、世界のバーチャルヒューマン市場規模が2022年から2031年にかけて年平均44.74%成長し、2021年の113億ドルから2031年には4402.9億ドルに達すると予測しています。当書は、バーチャルヒューマンの世界市場を調査対象とし、イントロダクション、エグゼクティブサマリー、市場概要、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・中東/アフリカ)分析、企業状況などの項目を掲載しています。なお、当市場の主要企業には、Epic Games, Inc.、iFLYTEK Corporation、Inworld AI、Datagen、Meta Platforms, Inc、Microsoft Corporation、Offbeat Media Group、soul machines、Ziva Dynamics (Unity)、Alibaba Group Holding Limitedなどが含まれております。
・イントロダクション
・エグゼクティブサマリー
・市場概要
・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
  - 金融業における市場規模
  - 教育産業における市場規模
 - 小売産業における市場規模
  - 医療産業における市場規模
  - 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・中東/アフリカのバーチャルヒューマン市場規模
・企業状況
・企業情報

The virtual humans market was valued at $11.3 billion in 2021 and is projected to reach $440.29 billion by 2031, registering a CAGR of 44.74% from 2022 to 2031.
Virtual humans are automated beings with the ability to communicate, comprehend, reason, and show emotion. They can interact with humans in regular language and have a three-dimensional physique.
Due to the rising need for virtual space in the metaverse via augmented reality (AR), virtual reality (VR), and machine learning, the market for virtual humans is anticipated to expand significantly over the course of the forecast period (ML). The market has grown as a result of the boom in e-commerce and digital retail, as well. The main issue limiting market growth, however, is the absence of technological constraints brought on by the expensive development of intelligent applications and declining labour demand. Contrarily, the rise in machine-to-human consumer connection in a variety of end-use industries and the adoption of intelligent and interactive educational solutions are anticipated to drive the growth of the virtual people market during the forecast period.
The global virtual humans market research is segmented into types, industry vertical, and regions. Based on types, the market is bifurcated into avatars and autonomous virtual humans. Based on the industry vertical the market is segmented into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, the virtual humans market trends are analyzed across North America (U.S. and Canada), Europe (Germany, Italy, France, Spain, UK, and the rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and Rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa). Key players operating in the market Alibaba Group Holding Limited, Datagen, Epic Games, Inc., iFLYTEK Corporation, Inworld AI, Meta Platforms, Inc., Microsoft Corporation, Offbeat Media Group, Soul Machines and Ziva Dynamics (Unity).

Key Benefits For Stakeholders
●This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual humans market analysis from 2021 to 2031 to identify the prevailing virtual humans market opportunities.
●The market research is offered along with information related to key drivers, restraints, and opportunities.
●Porter’s five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
●In-depth analysis of the virtual humans market segmentation assists to determine the prevailing market opportunities.
●Major countries in each region are mapped according to their revenue contribution to the global market.
●Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
●The report includes the analysis of the regional as well as global virtual humans market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Industry Vertical
● BFSI
● Education
● Retail
● Healthcare
● Automotive
● IT and Telecommunications
● Gaming and Entertainment
● Others

By Type
● Avatars
○ Avatars
○ Interactive Digital Human Avatar
○ Non-Interactive Digital Human Avatar
● Autonomous Virtual Humans

By Region
● North America
○ U.S.
○ Canada
● Europe
○ Germany
○ Italy
○ France
○ Spain
○ UK
○ Rest of Europe
● Asia-Pacific
○ China
○ India
○ Japan
○ South
○ Australia
○ Rest of Asia-Pacific
● LAMEA
○ Latin America
○ Middle East
○ Africa

● Key Market Players
○ Epic Games, Inc.
○ iFLYTEK Corporation
○ Inworld AI
○ Datagen
○ Meta Platforms, Inc
○ Microsoft Corporation
○ Offbeat Media Group
○ soul machines
○ Ziva Dynamics (Unity)
○ Alibaba Group Holding Limited

❖ レポートの目次 ❖

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Moderate bargaining power of suppliers
3.3.2. Moderate bargaining power of buyers
3.3.3. Moderate threat of substitutes
3.3.4. High threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growing demand for virtual space in the metaverse through AR, VR, and ML
3.4.1.2. Increasing demand for AI-based virtual humans in the healthcare sector
3.4.1.3. Rising awareness of creating virtual social-emotional support

3.4.2. Restraints
3.4.2.1. Technological limitations due to the expensive development of intelligent applications
3.4.2.2. Reducing labor demand

3.4.3. Opportunities
3.4.3.1. Surge in machine-to-human customer interaction in various end-use verticals
3.4.3.2. Adoption of smart and interactive educational solutions

3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: VIRTUAL HUMANS MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Avatars
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.2.4. Avatars Virtual Humans Market by Avatars
4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
4.2.4.2. Non-Interactive Digital Human Avatar Market size and forecast, by region
4.3. Autonomous Virtual Humans
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL
5.1. Overview
5.1.1. Market size and forecast
5.2. BFSI
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Education
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Retail
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Healthcare
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
5.6. Automotive
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market share analysis by country
5.7. IT and Telecommunications
5.7.1. Key market trends, growth factors and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market share analysis by country
5.8. Gaming and Entertainment
5.8.1. Key market trends, growth factors and opportunities
5.8.2. Market size and forecast, by region
5.8.3. Market share analysis by country
5.9. Others
5.9.1. Key market trends, growth factors and opportunities
5.9.2. Market size and forecast, by region
5.9.3. Market share analysis by country
CHAPTER 6: VIRTUAL HUMANS MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Type
6.2.2.1. North America Avatars Virtual Humans Market by Avatars
6.2.3. Market size and forecast, by Industry Vertical
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Type
6.2.4.1.3. Market size and forecast, by Industry Vertical
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Type
6.2.4.2.3. Market size and forecast, by Industry Vertical
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Type
6.3.2.1. Europe Avatars Virtual Humans Market by Avatars
6.3.3. Market size and forecast, by Industry Vertical
6.3.4. Market size and forecast, by country
6.3.4.1. Germany
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Type
6.3.4.1.3. Market size and forecast, by Industry Vertical
6.3.4.2. Italy
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Type
6.3.4.2.3. Market size and forecast, by Industry Vertical
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Type
6.3.4.3.3. Market size and forecast, by Industry Vertical
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Type
6.3.4.4.3. Market size and forecast, by Industry Vertical
6.3.4.5. UK
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Type
6.3.4.5.3. Market size and forecast, by Industry Vertical
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Type
6.3.4.6.3. Market size and forecast, by Industry Vertical
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Type
6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Avatars
6.4.3. Market size and forecast, by Industry Vertical
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Type
6.4.4.1.3. Market size and forecast, by Industry Vertical
6.4.4.2. India
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Type
6.4.4.2.3. Market size and forecast, by Industry Vertical
6.4.4.3. Japan
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Type
6.4.4.3.3. Market size and forecast, by Industry Vertical
6.4.4.4. South
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Type
6.4.4.4.3. Market size and forecast, by Industry Vertical
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Type
6.4.4.5.3. Market size and forecast, by Industry Vertical
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Type
6.4.4.6.3. Market size and forecast, by Industry Vertical
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Type
6.5.2.1. LAMEA Avatars Virtual Humans Market by Avatars
6.5.3. Market size and forecast, by Industry Vertical
6.5.4. Market size and forecast, by country
6.5.4.1. Latin America
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Type
6.5.4.1.3. Market size and forecast, by Industry Vertical
6.5.4.2. Middle East
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Type
6.5.4.2.3. Market size and forecast, by Industry Vertical
6.5.4.3. Africa
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Type
6.5.4.3.3. Market size and forecast, by Industry Vertical
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2021
CHAPTER 8: COMPANY PROFILES
8.1. Alibaba Group Holding Limited
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.1.4. Operating business segments
8.1.5. Product portfolio
8.1.6. Business performance
8.1.7. Key strategic moves and developments
8.2. Datagen
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.2.4. Operating business segments
8.2.5. Product portfolio
8.2.6. Key strategic moves and developments
8.3. Epic Games, Inc.
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.3.4. Product portfolio
8.3.5. Key strategic moves and developments
8.4. iFLYTEK Corporation
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.4.4. Operating business segments
8.4.5. Product portfolio
8.4.6. Key strategic moves and developments
8.5. Inworld AI
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.5.4. Operating business segments
8.5.5. Product portfolio
8.5.6. Key strategic moves and developments
8.6. Meta Platforms, Inc
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.6.4. Operating business segments
8.6.5. Product portfolio
8.6.6. Business performance
8.6.7. Key strategic moves and developments
8.7. Microsoft Corporation
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.7.4. Operating business segments
8.7.5. Product portfolio
8.7.6. Business performance
8.7.7. Key strategic moves and developments
8.8. Offbeat Media Group
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot
8.8.4. Product portfolio
8.8.5. Key strategic moves and developments
8.9. soul machines
8.9.1. Company overview
8.9.2. Key Executives
8.9.3. Company snapshot
8.9.4. Operating business segments
8.9.5. Product portfolio
8.9.6. Key strategic moves and developments
8.10. Ziva Dynamics (Unity)
8.10.1. Company overview
8.10.2. Key Executives
8.10.3. Company snapshot
8.10.4. Operating business segments
8.10.5. Product portfolio
8.10.6. Business performance
8.10.7. Key strategic moves and developments



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