Global Digital Human Market
Размер рынка в млрд долларов США
CAGR :
%
USD
31.50 Billion
USD
625.82 Billion
2024
2032
| 2025 –2032 | |
| USD 31.50 Billion | |
| USD 625.82 Billion | |
|
|
|
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Global Digital Human Market, By Type (Interactive Digital Human, Non-Interactive Digital Human), End User (Personal Use, Education and Training, Healthcare, Retail, Hopsitality, Media and Entertainment, Others) - Industry Trends and Forecast to 2031.
Digital Human Market Analysis and Size
The global digital human market is expected to grow at a significant rate in the coming years, as more industries and sectors adopt the use of realistic and interactive digital representations of humans. Digital humans are artificial entities that mimic the appearance, behavior, and communication of real humans, using technologies such as computer graphics, artificial intelligence, and natural language processing. They can be used for various purposes, such as entertainment, education, health care, social interaction, and customer service.
Global Digital Human Market was valued at USD 21.68 billion in 2023 and is expected to reach USD 430.71 billion by 2031, registering a CAGR of 45.30% during the forecast period of 2024-2031. “Interactive digital human” segment accounts the highest market share as it provides personalized and engaging experiences for customers, employees, students, and other users. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.
Report Scope and Market Segmentation
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Report Metric |
Details |
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Forecast Period |
2024-2031 |
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Base Year |
2023 |
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Historic Years |
2022 (Customizable 2016-2021) |
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Quantitative Units |
Revenue in USD billion, Pricing in USD |
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Segments Covered |
Type (Interactive Digital Human and Non-Interactive Digital Human), End User (Personal Use, Education and Training, Healthcare, Retail, Hopsitality, Media and Entertainment, Others) |
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Countries Covered |
U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of the Middle East and Africa |
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Market Players Covered |
Soul Machines (New Zealand), Digital Domain (U.S.), UneeQ (New Zealand), Microsoft (U.S.), Hour One (U.S.), Samsung Electronics Co., Ltd. (South Korea), Reallusion Inc. (U.S.), Meta Platforms, Inc. (U.S.), Xsens Technologies B.V. (Netherlands), Daz Production Inc. (U.S.) |
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Market Opportunities |
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Market Definition
A digital human is a computer-generated representation of a human being that can interact with real people in a realistic and natural way. Digital humans can be created for various purposes, such as entertainment, education, health care, social media, and customer service. Digital humans can have different levels of realism, from stylized to photorealistic, and different modes of communication, from text to speech to gestures. Digital humans can also have different degrees of autonomy, from scripted to adaptive to intelligent.
Global Digital Human Market Dynamics
Driver
- Increasing Need for Enhancing Customer Experience
The global digital human market is projected to grow rapidly in the coming years, as more businesses and organizations recognize the value of enhancing their customer experience with realistic and interactive virtual agents. Digital humans can provide personalized, empathetic and consistent service across various channels and domains, improving customer satisfaction, loyalty and retention. Moreover, digital humans can reduce operational costs, increase efficiency and scalability, and create new opportunities for innovation and differentiation. Therefore, the increasing need for better customer experience is expected to drive the growth of global digital human market.
Opportunity
- Technological Advancements such as AI
One of the factors that could drive the demand for digital humans in various sectors is the rapid development of artificial intelligence (AI) technologies. AI enables digital humans to interact with real humans in a natural and realistic way, as well as to perform complex tasks that require cognitive and emotional skills. AI also allows digital humans to learn from data and feedback, and to improve their performance over time. Therefore, AI is expected to create new opportunities for the growth of the global digital human market in the near future.
Restraint/ Challenge
- High Research and Development Cost
One of the major factors that may hinder the expansion of the global digital human market is the high cost of research and development. Developing realistic and interactive digital humans requires advanced technologies and expertise, which entail significant investments. The high cost of research and development may limit the accessibility and affordability of digital human solutions, especially for small and medium enterprises.
This market, report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the global cloud security market, contact data bridge market research for an analyst brief, our team will help you take an informed market decision to achieve market growth.
Recent Development
- In July 2023, UneeQ, a leading provider of digital human technology, is thrilled to announce the launch of its groundbreaking SDK. This software development kit (SDK) vastly accelerates how brands deploy AI-powered digital human experiences into digital environments – not least of all in augmented and virtual reality applications, including Apple's cutting-edge Vision Pro
Global Digital Human Market Scope
The market is segmented on the basis of type and end user. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Type
- Interactive Digital Human
- Non-Interactive Digital Human
End user
- Personal Use
- Education and Training
- Healthcare
- Retail
- Hopsitality
- Media and Entertainment
- Others
Global Digital Human MarketRegion Analysis/Insights
The market is segmented on the basis of type, end user as referenced above.
The countries covered in the global digital human market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific in the Asia-Pacific , Saudi Arabia, U.A.E., Israel, Egypt, South Africa, Rest of Middle East and Africa as a part of Middle East and Africa, Brazil, Argentina and Rest of South America as part of South America.
North America consumes the most digital human related services and dominate and fastest growing region in the market, followed by Asia-Pacific and Europe. Increasing investments in research and development in countries such as U.S. and Canada is acting as major driver of the growth of digital human demand in North America region.
The country section of the global digital human market report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points such as consumption volumes, production sites and volumes, import export analysis, price trend analysis, cost of raw materials, down-stream and upstream value chain analysis are some of the major pointers used to forecast the market scenario for individual countries. Also, presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Global Digital Human Market Share Analysis
The global digital human market is analyzed, and market size information is provided by country, type and end user. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to the global digital human market.
Some of the major players operating in the global digital human market are:
- Soul Machines (New Zealand)
- Digital Domain (U.S.)
- UneeQ (New Zealand)
- Microsoft (U.S.)
- Hour One (U.S.)
- Samsung Electronics Co., Ltd. (South Korea)
- Reallusion Inc. (U.S.)
- Meta Platforms, Inc. (U.S.)
- Xsens Technologies B.V. (Netherlands)
- Daz Production Inc. (U.S.)
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Содержание
1. INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 OVERVIEW OF GLOBAL DIGITAL HUMAN MARKET
1.4 CURRENCY AND PRICING
1.5 LIMITATION
1.6 MARKETS COVERED
2. MARKET SEGMENTATION
2.1 KEY TAKEAWAYS
2.2 ARRIVING AT THE GLOBAL DIGITAL HUMAN MARKET
2.2.1 VENDOR POSITIONING GRID
2.2.2 TECHNOLOGY LIFE LINE CURVE
2.2.3 MARKET GUIDE
2.2.4 MULTIVARIATE MODELLING
2.2.5 TOP TO BOTTOM ANALYSIS
2.2.6 STANDARDS OF MEASUREMENT
2.2.7 VENDOR SHARE ANALYSIS
2.2.8 DATA POINTS FROM KEY PRIMARY INTERVIEWS
2.2.9 DATA POINTS FROM KEY SECONDARY DATABASES
2.3 GLOBAL DIGITAL HUMAN MARKET: RESEARCH SNAPSHOT
2.4 ASSUMPTIONS
3. MARKET OVERVIEW
3.1 DRIVERS
3.2 RESTRAINTS
3.3 OPPORTUNITIES
3.4 CHALLENGES
4. EXECUTIVE SUMMARY
5. PREMIUM INSIGHTS
5.1 PORTER’S FIVE FORCES ANALYSIS
5.2 REGULATORY STANDARDS
5.3 TECHNOLOGICAL TRENDS
5.4 VALUE CHAIN ANALYSIS
5.5 COMPANY COMPARITIVE ANALYSIS
5.6 PATENT ANALYSIS
5.7 USE CASES
6. GLOBAL DIGITAL HUMAN MARKET, BY PRODUCT TYPE
6.1 OVERVIEW
6.2 INTERACTIVE DIGITAL HUMAN AVATAR
6.3 NON-INTERACTIVE DIGITAL HUMAN AVATAR
7. GLOBAL DIGITAL HUMAN MARKET, BY TECHNOLOGY
7.1 OVERVIEW
7.2 ARTIFICIAL INTELLIGENCE (AI)
7.3 NATURAL LANGUAGE PROCESSING
7.4 3D SCANNING
7.5 3D MODELLING
7.6 NATURAL LANGUAGE GENERATION
8. GLOBAL DIGITAL HUMAN MARKET, BY APPLICATION
8.1 OVERVIEW
8.2 VIRTUAL AGENTS
8.3 VIRTUAL CHARACTERS
8.4 VIRTUAL INFLUENCERS
8.5 VIRTUAL ASSISTANTS
8.6 VIRTUAL COMPANIONS
9. GLOBAL DIGITAL HUMAN MARKET, BY END USER
9.1 OVERVIEW
9.2 BANKING, FINANCIAL SERVICES AND INSURANCE (BFSI)
9.2.1 BY TYPE
9.2.1.1. FINANCIAL ADVISOR
9.2.1.2. VIRTUAL BANKING ASSISTANT
9.2.2 BY PRODUCT TYPE
9.2.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.2.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.3 IT AND TELECOMMUNICATION
9.3.1 BY TYPE
9.3.1.1. VIRTUAL TECHNICAL SUPPORT
9.3.1.2. CUSTOMER SERVICE ASSISTANT
9.3.2 BY PRODUCT TYPE
9.3.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.3.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.4 RETAIL
9.4.1 BY TYPE
9.4.1.1. VIRTUAL SHOPPING ASSISTANT
9.4.1.2. PRODUCT DEMONSTRATION
9.4.2 BY PRODUCT TYPE
9.4.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.4.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.5 HEALTH
9.5.1 BY TYPE
9.5.1.1. VIRTUAL COACHES
9.5.1.2. TRAINING SIMULATION
9.5.2 BY PRODUCT TYPE
9.5.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.5.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.6 AUTOMOTIVE
9.6.1 BY TYPE
9.6.1.1. VEHICLE SAFETY SIMULATION
9.6.1.2. VIRTUAL SHOWROOM ASSISTANT
9.6.1.3. TRAINING
9.6.1.4. VEHICLE INTERFACES
9.6.1.5. AUTONOMOUS VEHICLE TESTING
9.6.1.6. DRIVER MONITORING SIMULATION
9.6.1.7. HUMAN FACTOR ANALYSIS
9.6.2 BY PRODUCT TYPE
9.6.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.6.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.7 ENTERTAINMENT
9.7.1 BY TYPE
9.7.1.1. VIRTUAL REALITY
9.7.1.2. INTERATIVE STORY TELLING
9.7.1.3. MOVIES AND TV SHOWS
9.7.1.4. MUSIC VIDEOS
9.7.1.5. LIVE PERFORMANCES
9.7.1.6. OTHERS
9.7.2 BY PRODUCT TYPE
9.7.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.7.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.8 ADVERTISEMENT
9.8.1 BY TYPE
9.8.1.1. COMMERCIALS
9.8.1.2. PRODUCT LAUNCHES
9.8.1.3. BRAND ENDROSEMENTS
9.8.1.4. SOCIAL MEDIA CAMPAIGN
9.8.1.5. INFLUENCER MARKETING
9.8.2 BY PRODUCT TYPE
9.8.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.8.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.9 GAMING
9.9.1 BY TYPE
9.9.1.1. PLAYABLE CHARACTERS
9.9.1.2. NON-PLAYABLE CHARACTERS (NPC)
9.9.2 BY PRODUCT TYPE
9.9.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.9.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.10 EDUCATION
9.10.1 BY TYPE
9.10.1.1. VIRTUAL TUTOR
9.10.1.2. LANGUAGE INSTRUCTION
9.10.2 BY PRODUCT TYPE
9.10.2.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.10.2.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.11 TRANSPORTATION
9.11.1 BY PRODUCT TYPE
9.11.1.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.11.1.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.12 HOSPITALITY
9.12.1 BY PRODUCT TYPE
9.12.1.1. INTERACTIVE DIGITAL HUMAN AVATAR
9.12.1.2. NON-INTERACTIVE DIGITAL HUMAN AVATAR
9.13 OTHERS
10. GLOBAL DIGITAL HUMAN MARKET, BY REGION
10.1 GLOBAL DIGITAL HUMAN MARKET, (ALL SEGMENTATION PROVIDED ABOVE IS REPRESENTED IN THIS CHAPTER BY COUNTRY)
10.1.1 NORTH AMERICA
10.1.1.1. U.S.
10.1.1.2. CANADA
10.1.1.3. MEXICO
10.1.2 EUROPE
10.1.2.1. GERMANY
10.1.2.2. FRANCE
10.1.2.3. U.K.
10.1.2.4. ITALY
10.1.2.5. SPAIN
10.1.2.6. RUSSIA
10.1.2.7. TURKEY
10.1.2.8. BELGIUM
10.1.2.9. NETHERLANDS
10.1.2.10. SWITZERLAND
10.1.2.11. SWEDEN
10.1.2.12. DENMARK
10.1.2.13. POLAND
10.1.2.14. REST OF EUROPE
10.1.3 ASIA PACIFIC
10.1.3.1. JAPAN
10.1.3.2. CHINA
10.1.3.3. SOUTH KOREA
10.1.3.4. INDIA
10.1.3.5. AUSTRALIA AND NEW ZEALAND
10.1.3.6. SINGAPORE
10.1.3.7. THAILAND
10.1.3.8. MALAYSIA
10.1.3.9. INDONESIA
10.1.3.10. PHILIPPINES
10.1.3.11. TAIWAN
10.1.3.12. VIETNAM
10.1.3.13. REST OF ASIA PACIFIC
10.1.4 SOUTH AMERICA
10.1.4.1. BRAZIL
10.1.4.2. ARGENTINA
10.1.4.3. REST OF SOUTH AMERICA
10.1.5 MIDDLE EAST AND AFRICA
10.1.5.1. SOUTH AFRICA
10.1.5.2. EGYPT
10.1.5.3. SAUDI ARABIA
10.1.5.4. U.A.E
10.1.5.5. ISRAEL
10.1.5.6. KUWAIT
10.1.5.7. QATAR
10.1.5.8. REST OF MIDDLE EAST AND AFRICA
10.1.6 KEY PRIMARY INSIGHTS: BY MAJOR COUNTRIES
11. GLOBAL DIGITAL HUMAN MARKET, COMPANY LANDSCAPE
11.1 COMPANY SHARE ANALYSIS: GLOBAL
11.2 COMPANY SHARE ANALYSIS: NORTH AMERICA
11.3 COMPANY SHARE ANALYSIS: EUROPE
11.4 COMPANY SHARE ANALYSIS: ASIA-PACIFIC
11.5 MERGERS & ACQUISITIONS
11.6 NEW PRODUCT DEVELOPMENT & APPROVALS
11.7 EXPANSIONS
11.8 REGULATORY CHANGES
11.9 PARTNERSHIP AND OTHER STRATEGIC DEVELOPMENTS
12. GLOBAL DIGITAL HUMAN MARKET, SWOT ANALYSIS
13. GLOBAL DIGITAL HUMAN MARKET, COMPANY PROFILE
13.1 UNREAL ENGINE (EPIC GAMES, INC.)
13.1.1 COMPANY SNAPSHOT
13.1.2 REVENUE ANALYSIS
13.1.3 PRODUCT PORTFOLIO
13.1.4 RECENT DEVELOPMENTS
13.2 UNEEQ
13.2.1 COMPANY SNAPSHOT
13.2.2 REVENUE ANALYSIS
13.2.3 PRODUCT PORTFOLIO
13.2.4 RECENT DEVELOPMENTS
13.3 SYNTHESIA LIMITED
13.3.1 COMPANY SNAPSHOT
13.3.2 REVENUE ANALYSIS
13.3.3 PRODUCT PORTFOLIO
13.3.4 RECENT DEVELOPMENTS
13.4 DIDIMO INC.
13.4.1 COMPANY SNAPSHOT
13.4.2 REVENUE ANALYSIS
13.4.3 PRODUCT PORTFOLIO
13.4.4 RECENT DEVELOPMENTS
13.5 IFLYTEK CORPORATION
13.5.1 COMPANY SNAPSHOT
13.5.2 REVENUE ANALYSIS
13.5.3 PRODUCT PORTFOLIO
13.5.4 RECENT DEVELOPMENTS
13.6 UNITY TECHNOLOGIES
13.6.1 COMPANY SNAPSHOT
13.6.2 REVENUE ANALYSIS
13.6.3 PRODUCT PORTFOLIO
13.6.4 RECENT DEVELOPMENTS
13.7 MICROSOFT
13.7.1 COMPANY SNAPSHOT
13.7.2 REVENUE ANALYSIS
13.7.3 PRODUCT PORTFOLIO
13.7.4 RECENT DEVELOPMENTS
13.8 NVIDIA CORPORATION
13.8.1 COMPANY SNAPSHOT
13.8.2 REVENUE ANALYSIS
13.8.3 PRODUCT PORTFOLIO
13.8.4 RECENT DEVELOPMENTS
13.9 HOUR ONE
13.9.1 COMPANY SNAPSHOT
13.9.2 REVENUE ANALYSIS
13.9.3 PRODUCT PORTFOLIO
13.9.4 RECENT DEVELOPMENTS
13.10 INWORLD AI
13.10.1 COMPANY SNAPSHOT
13.10.2 REVENUE ANALYSIS
13.10.3 PRODUCT PORTFOLIO
13.10.4 RECENT DEVELOPMENTS
13.11 DEEPBRAIN AI.
13.11.1 COMPANY SNAPSHOT
13.11.2 REVENUE ANALYSIS
13.11.3 PRODUCT PORTFOLIO
13.11.4 RECENT DEVELOPMENTS
13.12 SOUL MACHINES
13.12.1 COMPANY SNAPSHOT
13.12.2 REVENUE ANALYSIS
13.12.3 PRODUCT PORTFOLIO
13.12.4 RECENT DEVELOPMENTS
13.13 TENCENT CLOUD
13.13.1 COMPANY SNAPSHOT
13.13.2 REVENUE ANALYSIS
13.13.3 PRODUCT PORTFOLIO
13.13.4 RECENT DEVELOPMENTS
13.14 BORN DIGITAL
13.14.1 COMPANY SNAPSHOT
13.14.2 REVENUE ANALYSIS
13.14.3 PRODUCT PORTFOLIO
13.14.4 RECENT DEVELOPMENTS
13.15 WEHUMANS
13.15.1 COMPANY SNAPSHOT
13.15.2 REVENUE ANALYSIS
13.15.3 PRODUCT PORTFOLIO
13.15.4 RECENT DEVELOPMENTS
13.16 D-ID
13.16.1 COMPANY SNAPSHOT
13.16.2 REVENUE ANALYSIS
13.16.3 PRODUCT PORTFOLIO
13.16.4 RECENT DEVELOPMENTS
13.17 DYXNET
13.17.1 COMPANY SNAPSHOT
13.17.2 REVENUE ANALYSIS
13.17.3 PRODUCT PORTFOLIO
13.17.4 RECENT DEVELOPMENTS
13.18 NTT DATA
13.18.1 COMPANY SNAPSHOT
13.18.2 REVENUE ANALYSIS
13.18.3 PRODUCT PORTFOLIO
13.18.4 RECENT DEVELOPMENTS
13.19 UNITH
13.19.1 COMPANY SNAPSHOT
13.19.2 REVENUE ANALYSIS
13.19.3 PRODUCT PORTFOLIO
13.19.4 RECENT DEVELOPMENTS
13.20 ONE QUEXT
13.20.1 COMPANY SNAPSHOT
13.20.2 REVENUE ANALYSIS
13.20.3 PRODUCT PORTFOLIO
13.20.4 RECENT DEVELOPMENTS
NOTE: THE COMPANIES PROFILED IS NOT EXHAUSTIVE LIST AND IS AS PER OUR PREVIOUS CLIENT REQUIREMENT. WE PROFILE MORE THAN 100 COMPANIES IN OUR STUDY AND HENCE THE LIST OF COMPANIES CAN BE MODIFIED OR REPLACED ON REQUEST
14. RELATED REPORTS
15. QUESTIONNAIRE
16. ABOUT DATA BRIDGE MARKET RESEARCH
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