The global digital human avatar market is expected to grow from USD 5.22 Billion in 2022 to USD 159.89 Billion by 2032, at a CAGR of 40.02% during the forecast period 2023-2032.
A digital avatar is an electronic image that represents a user and can be modified by them. The widespread use of digital human avatar endorsement has emerged in recent years. They serve as one's representation in various virtual contexts and are, in essence, human-like virtual creatures. They are made to interact with other digital avatars or actual people, and the fact that they resemble people greatly influences those relationships. Digital avatars can fundamentally alter their online connections since their human likeness and artificial intelligence make communication feel authentic. They are utilized in various situations because they can communicate using verbal and nonverbal cues. For example, they may direct humans through different processes and assist them in finding solutions online.
Recent Development
Market Dynamics:
Drivers
Increasing usage of digital human avatars: While A.I. is now commonplace, there was a period when the area was dismissed as a waste of time. Breakthroughs halted, and expectations were not reached after initial developments and excitement in the mid-late 1950s and 1960s. Digital human avatars can be applied to various applications across industries such as education, BSFI, healthcare, I.T. and telecommunication, automotive, gaming and entertainment and retail. Digital human avatar is used by businesses across industries in their goods and their internal operations. For example, digital avatars can streamline, simplify, and improve the overall supply chain operations of the organization. Business analytics, sales, marketing, advertising and security are just a few of the applications of digital human avatars. Banks and other financial organizations utilize digital human avatars to find pertinent data insights and to restrict fraudulent activities. Retailers use digital human avatars to evaluate and collect data to customize shopping experiences, optimize prices, build effective marketing campaigns, and thus gain consumer insights. Companies in this industry create synthetic humans, AI-based virtual personalities that behave and communicate like people online, such as virtual influencers and realistic or cartoonish avatars. These artificial people and avatars can be utilized for social media, gaming, in-store kiosks, and online and in-store customer support.
Restraints:
High cost: A considerable investment is required to install digital human avatar infrastructure. Additionally, such software requires regular periodic upgrades and preventive maintenance, both of which contribute to the overall cost of the business. Therefore, one of the significant reasons that may limit the market's growth throughout the projection period is the A. I's high initial investment and maintenance costs.
Opportunities:
Increasing investment in ML and A.I.: The businesses must contend with fierce industry competition. Many organizations are now strengthening their R&D foundation to concentrate more on product differentiation. Due to the growing need for A.I., businesses are now engaging in research and development to acquire as many ideas as possible that can boost their bottom line. Experts in machine learning are in high demand from companies wanting to create algorithms that will boost their productivity and growth. Businesses are making significant investments in creating and using cutting-edge technology and automation. Businesses are adopting automation and business intelligence to enhance their offerings and better understand how their firm functions. The results of many studies indicate that in the past 12 months, those AI/ML initiatives have trumped all other I.T. projects. During the forecast year, more studios and artists will use AI and ML to create brand-new experiences for consumers.
Increasing e-commerce market: Many media platforms now use social e-commerce platforms. Many platforms, including Instagram, serve as brand discovery engines. Users engage in various activities, including finding inspiration from individuals and products, asking friends for their opinions, shopping, and making purchases. Thus, digital avatars act as virtual assistant for the online shoppers. The USA has led the world in developing social commerce until now. One-third to one-half of all e-commerce transactions in the USA are conducted through social media sites like Instagram. Customers can discover companies through social content and uncover things they wouldn't ordinarily look for on an e-commerce platform when e-commerce is integrated into social media. The market is also anticipated to expand throughout the projected period due to the growing per capita income and the unrelenting growth of the retail and online business industries.
Challenges:
Incompatibility with current hardware systems: Recent advances in artificial intelligence face challenges from hardware constraints. Developing countries' current hardware systems are incompatible with advanced machine learning modules. Developers now have to work with diverse, fragmented hardware solutions that may only be optimal for some A.I. networks due to the intense competition in the digital human avatar market.
Competitive analysis:
Some notable digital human avatar market players are Datagen, Alibaba Group Holding Limited, Epic Games, Inc., Inworld A.I., iFLYTEK Corporation, Meta Platforms, Inc., Offbeat Media Group, Microsoft Corporation, Ziva Dynamics, Soul Machines, Didimo Inc., Microsoft Corporation, Wolf3D, Spatial Systems, etc.
Regional segmentation analysis:
The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. North America emerged as the most significant digital human avatar market, with a 38.55% market revenue share in 2022.
North American region will account for the largest market share with revenue growth. Nations such as U.S. and Canada have a tremendous demand for digital human avatars due to the rising growth of the e-commerce industry and an increasing number of venture investments. The high investment in the Asia-Pacific region is expected to register a high growth rate in the digital human avatar. Research and development of next-generation digital human avatars will lead to a substantial demand in the market. The rising demand for digital human avatars among the industries such as BFSI, retail, healthcare, I.T., gaming, media, etc., is the key driver for the market. Also, the growth of the e-commerce industry in countries such as China, India, Japan and South Korea is promoting the use of digital human avatars.
Product Type Segment Analysis
The product type segment is divided into interactive digital human avatars and non-interactive human avatars. The interactive digital human avatar segment dominated the market, with a share of around 54.19% in 2022. Interactive digital human avatars are used for sales, marketing, and service channels. The interactive digital humans offer an engaging, immersive and memorable method to communicate with customers.
Application Segment Analysis
The application segment is divided into architectural simulation, learning and training, ergonomic work environment, virtual conferencing and others. The architectural simulation segment dominated the market, with a share of around 31.07% in 2022. Architectural simulation offers in-depth perceptions of the functioning of a building, enabling designers to pinpoint architectural advantages and disadvantages in a virtual prototype.
End-user Segment Analysis
The end-user segment is divided into education, BSFI, healthcare, I.T. and telecommunication, automotive, gaming and entertainment, retail and others. The BFSI segment dominated the market, with a share of around 31.05% in 2022. The BFSI industry is increasingly deploying digital human avatars in different applications. The BFSI industry helps in enabling a multi-sensory approach, which improves the customer experience and eases the transaction process for them.
Digital Human Avatar Market Analysis and Forecast, Product Type
Digital Human Avatar Market Analysis and Forecast, Application
Digital Human Avatar Market Analysis and Forecast, End-users
Digital Human Avatar Market Analysis and Forecast, Region
Key Target Audience
Report Description:
Key Attributes:
Attribute | Description |
---|---|
Market Size | Revenue (USD Billion) |
Market size value in 2022 | USD 5.22 Billion |
Market size value in 2032 | USD 159.89 Billion |
CAGR (2023 to 2032) | 40.02% |
Historical data | 2019-2021 |
Base Year | 2022 |
Forecast | 2022-2030 |
Region | The regions examined for the market are Europe, Asia Pacific, North America, South America, and Middle East & Africa. |
Segments | The research segment is based on product type, application and end-users |
1. Introduction
1.1. Objectives of the Study
1.2. Market Definition
1.3. Research Scope
1.4. Currency
1.5. Key Target Audience
2. Research Methodology and Assumptions
3. Executive Summary
4. Premium Insights
4.1. Porter’s Five Forces Analysis
4.2. Value Chain Analysis
4.3. Top Investment Pockets
4.3.1. Market Attractiveness Analysis By Product Type
4.3.2. Market Attractiveness Analysis By Application
4.3.3. Market Attractiveness Analysis By End-users
4.3.4. Market Attractiveness Analysis By Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. Increasing usage of digital human avatar in end-users
5.3. Restraints
5.3.1. High cost of deployment
5.4. Opportunities
5.4.1. Increasing investment in e-commerce sector
5.4.2. Advancement in technology
5.5. Challenges
5.5.1. Data privacy concerns
6. Global Digital Human Avatar Market Analysis and Forecast, By Product Type
6.1. Segment Overview
6.2. Interactive Digital Human Avatar
6.3. Non-Interactive Digital Human Avatar
7. Global Digital Human Avatar Market Analysis and Forecast, By Application
7.1. Segment Overview
7.2. Architectural Simulation
7.3. Learning and Training
7.4. Ergonomic Work Environment
7.5. Virtual Conferencing
7.6. Others
8. Global Digital Human Avatar Market Analysis and Forecast, By End-users
8.1. Segment Overview
8.2. Education
8.3. BSFI
8.4. Healthcare
8.5. IT and Telecommunication
8.6. Automotive
8.7. Gaming and Entertainment
8.8. Retail
8.9. Others
9. Global Digital Human Avatar Market Analysis and Forecast, By Regional Analysis
9.1. Segment Overview
9.2. North America
9.2.1. U.S.
9.2.2. Canada
9.2.3. Mexico
9.3. Europe
9.3.1. Germany
9.3.2. France
9.3.3. U.K.
9.3.4. Italy
9.3.5. Spain
9.4. Asia-Pacific
9.4.1. Japan
9.4.2. China
9.4.3. India
9.5. South America
9.5.1. Brazil
9.6. Middle East and Africa
9.6.1. UAE
9.6.2. South Africa
10. Global Digital Human Avatar Market-Competitive Landscape
10.1. Overview
10.2. Market Share of Key Players in Global Digital Human Avatar Market
10.2.1. Global Company Market Share
10.2.2. North America Company Market Share
10.2.3. Europe Company Market Share
10.2.4. APAC Company Market Share
10.3. Competitive Situations and Trends
10.3.1. Product Launches and Developments
10.3.2. Partnerships, Collaborations, and Agreements
10.3.3. Mergers & Acquisitions
10.3.4. Expansions
11. Company Profiles
11.1. Datagen
11.1.1. Business Overview
11.1.2. Company Snapshot
11.1.3. Company Market Share Analysis
11.1.4. Company Product Portfolio
11.1.5. Recent Developments
11.1.6. SWOT Analysis
11.2. Alibaba Group Holding Limited
11.2.1. Business Overview
11.2.2. Company Snapshot
11.2.3. Company Market Share Analysis
11.2.4. Company Product Portfolio
11.2.5. Recent Developments
11.2.6. SWOT Analysis
11.3. Epic Games, Inc.
11.3.1. Business Overview
11.3.2. Company Snapshot
11.3.3. Company Market Share Analysis
11.3.4. Company Product Portfolio
11.3.5. Recent Developments
11.3.6. SWOT Analysis
11.4. Inworld AI
11.4.1. Business Overview
11.4.2. Company Snapshot
11.4.3. Company Market Share Analysis
11.4.4. Company Product Portfolio
11.4.5. Recent Developments
11.4.6. SWOT Analysis
11.5. iFLYTEK Corporation
11.5.1. Business Overview
11.5.2. Company Snapshot
11.5.3. Company Market Share Analysis
11.5.4. Company Product Portfolio
11.5.5. Recent Developments
11.5.6. SWOT Analysis
11.6. Meta Platforms, Inc.
11.6.1. Business Overview
11.6.2. Company Snapshot
11.6.3. Company Market Share Analysis
11.6.4. Company Product Portfolio
11.6.5. Recent Developments
11.6.6. SWOT Analysis
11.7. Offbeat Media Group
11.7.1. Business Overview
11.7.2. Company Snapshot
11.7.3. Company Market Share Analysis
11.7.4. Company Product Portfolio
11.7.5. Recent Developments
11.7.6. SWOT Analysis
11.8. Microsoft Corporation
11.8.1. Business Overview
11.8.2. Company Snapshot
11.8.3. Company Market Share Analysis
11.8.4. Company Product Portfolio
11.8.5. Recent Developments
11.8.6. SWOT Analysis
11.9. Ziva Dynamics
11.9.1. Business Overview
11.9.2. Company Snapshot
11.9.3. Company Market Share Analysis
11.9.4. Company Product Portfolio
11.9.5. Recent Developments
11.9.6. SWOT Analysis
11.10. Soul Machines
11.10.1. Business Overview
11.10.2. Company Snapshot
11.10.3. Company Market Share Analysis
11.10.4. Company Product Portfolio
11.10.5. Recent Developments
11.10.6. SWOT Analysis
11.11. Didimo Inc.
11.11.1. Business Overview
11.11.2. Company Snapshot
11.11.3. Company Market Share Analysis
11.11.4. Company Product Portfolio
11.11.5. Recent Developments
11.11.6. SWOT Analysis
11.12. Microsoft Corporation
11.12.1. Business Overview
11.12.2. Company Snapshot
11.12.3. Company Market Share Analysis
11.12.4. Company Product Portfolio
11.12.5. Recent Developments
11.12.6. SWOT Analysis
11.13. Wolf3D
11.13.1. Business Overview
11.13.2. Company Snapshot
11.13.3. Company Market Share Analysis
11.13.4. Company Product Portfolio
11.13.5. Recent Developments
11.13.6. SWOT Analysis
11.14. Spatial Systems
11.14.1. Business Overview
11.14.2. Company Snapshot
11.14.3. Company Market Share Analysis
11.14.4. Company Product Portfolio
11.14.5. Recent Developments
11.14.6. SWOT Analysis
List of Table
1. Global Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
2. Global Interactive Digital Human Avatar, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
3. Global Non-Interactive Digital Human Avatar, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
4. Global Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
5. Global Architectural Simulation, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
6. Global Learning and Training, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
7. Global Ergonomic Work Environment, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
8. Global Virtual Conferencing, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
9. Global Others, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
10. Global Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
11. Global Education, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
12. Global BSFI, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
13. Global Healthcare, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
14. Global IT and Telecommunication, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
15. Global Automotive, Human Avatar Market, By Region, 2019-2032 (USD Billion)
16. Global Gaming and Entertainment, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
17. Global Retail, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
18. Global Others, Digital Human Avatar Market, By Region, 2019-2032 (USD Billion)
19. North America Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
20. North America Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
21. North America Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
22. U.S. Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
23. U.S. Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
24. U.S. Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
25. Canada Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
26. Canada Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
27. Canada Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
28. Mexico Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
29. Mexico Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
30. Mexico Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
31. Europe Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
32. Europe Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
33. Europe Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
34. Germany Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
35. Germany Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
36. Germany Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
37. France Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
38. France Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
39. France Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
40. U.K. Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
41. U.K. Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
42. U.K. Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
43. Italy Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
44. Italy Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
45. Italy Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
46. Spain Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
47. Spain Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
48. Spain Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
49. Asia Pacific Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
50. Asia Pacific Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
51. Asia Pacific Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
52. Japan Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
53. Japan Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
54. Japan Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
55. China Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
56. China Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
57. China Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
58. India Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
59. India Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
60. India Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
61. South America Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
62. South America Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
63. South America Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
64. Brazil Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
65. Brazil Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
66. Brazil Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
67. Middle East and Africa Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
68. Middle East and Africa Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
69. Middle East and Africa Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
70. UAE Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
71. UAE Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
72. UAE Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
73. South Africa Digital Human Avatar Market, By Product Type, 2019-2032 (USD Billion)
74. South Africa Digital Human Avatar Market, By Application, 2019-2032 (USD Billion)
75. South Africa Digital Human Avatar Market, By End-users, 2019-2032 (USD Billion)
List of Figures
1. Global Digital Human Avatar Market Segmentation
2. Global Digital Human Avatar Market: Research Methodology
3. Market Size Estimation Methodology: Bottom-Up Approach
4. Market Size Estimation Methodology: Top-Down Approach
5. Data Triangulation
6. Porter’s Five Forces Analysis
7. Value Chain Analysis
8. Global Digital Human Avatar Market Attractiveness Analysis By Product Type
9. Global Digital Human Avatar Market Attractiveness Analysis By Application
10. Global Digital Human Avatar Market Attractiveness Analysis By End-users
11. Global Digital Human Avatar Market Attractiveness Analysis By Region
12. Global Digital Human Avatar Market: Dynamics
13. Global Digital Human Avatar Market Share By Product Type (2023 & 2032)
14. Global Digital Human Avatar Market Share By Application (2023 & 2032)
15. Global Digital Human Avatar Market Share By End-users (2023 & 2032)
16. Global Digital Human Avatar Market Share By Regions (2023 & 2032)
17. Global Digital Human Avatar Market Share By Company (2022)
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