Digital Human Avatar Comprehensive Study by Type (Interactive Digital Human Avatar, Non-Interactive Digital Human Avatar), Application (Learning and training, Ergonomic work environments, Architectural simulation, Computer games, Virtual-Conferencing, Virtual psychotherapies, Others), Industry Verticals (BFSI, Education, Retail, Healthcare, Automotive, IT & Telecommunications, Gaming & Entertainment, Others) Players and Region - Global Market Outlook to 2028

Digital Human Avatar Market by XX Submarkets | Forecast Years 2023-2028 | CAGR: 47.01%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
What is Digital Human Avatar?
In the forecasted period, increasing efforts by customer-centric firms to provide more emotionally engaging and immersive experiences to customers, a growing focus among companies on providing 24/7 serviceability to customers, and the growing media & entertainment industry will all help to boost the global Digital Human Avatar market. AI avatars, also known as digital avatars, are human-like bots built using AI technology in order to promote human contact. Digital avatars can speak with people using Natural Language Processing (NLP) techniques, in addition to having a humanoid look. NLP algorithms, picture recognition tools, VR/AR, and 3D animation technologies are all utilized in the creation of an AI avatar. Following the creation of an AI avatar, it learns from both its creators and end-users. A digital avatar learns through the algorithms and rules specified by its creators, but it also learns from its interactions with users.

AttributesDetails
Study Period2018-2028
Base Year2022
Largest MarketNorth America
UnitValue (USD Million)
Key Companies ProfiledUneeQ (United States), Microsoft Corporation (United States), Didimo Inc. (Portugal), Wolf3D (Poland), HOUR ONE AI (Israel), Spatial Systems, Inc. (United States), CARV3D (India), DeepBrain AI (South Korea), Soul Machines (New Zealand) and Synthesia Ltd. (United Kingdom)
CAGR47.01%


The study covers a detailed analysis segmented by key business segments i.e. by type (Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar) , by application (learning and training, ergonomic work environments, Architectural simulation, Computer games, Virtual-Conferencing, Virtual psychotherapies and Others) and major geographies. Research Analyst at AMA predicts that United States Players will contribute to the maximum growth of Global Digital Human Avatar market throughout the predicted period.

The competition is expected to become even more intense in the years to come due to the entry of several new players in the market. To help clients improve their revenue shares in the market, this research study provides an in-depth analysis of the market’s competitive landscape and offers information on the products offered by various leading companies. Additionally, this Digital Human Avatar market report suggests strategies that Players can follow and highlights key areas they should focus on, in order to take maximum benefits of growth opportunities.

The report offers several leading Players, some of them are UneeQ (United States), Microsoft Corporation (United States), Didimo Inc. (Portugal), Wolf3D (Poland), HOUR ONE AI (Israel), Spatial Systems, Inc. (United States), CARV3D (India), DeepBrain AI (South Korea), Soul Machines (New Zealand) and Synthesia Ltd. (United Kingdom).

Market Overview:
On 23rd March 2022, Soul Machines has been approved for a patent pertaining to its Digital DNA blending technology and asserts its leadership in the autonomous animation of avatars in 2D and 3D virtual spaces. The Digital DNA™ blending technology allows creating of highly photorealistic animations of digital people that empathetically interact with customers in a meaningful way, increasing brand affinity, customer engagement, and loyalty.

Mergers and acquisitions, expansions, investments, new service launches, and collaborations are among the companies' favoured techniques for exploring the market. Synthesia's AI Avatar technology, which allows users to build fully voiced photorealistic avatars with a simple text request, has received a USD 50 million investment from Kleiner Perkins and GV (Formerly Google Ventures). Synthesia can be utilised to make business movies for training, promotion, and other purposes using these avatars. Nvidia, the graphics card titan, just introduced Omniverse Avatar, their entry into the AI Avatars industry. Photorealistic avatars like Project Maxine and 3D cartoon avatars like ToyMe are part of the Omniverse Avatar project.

Influencing Trend:
Realistic gaming is driving up demand in the gaming industry. and High Demand for Interactive Digital Human Avatars Due to the Growing Popularity of AI Avatars in Mobile Communication

Market Growth Drivers:
Increasing attempts by customer-centric businesses to give customers an emotionally engaging experience and The rise in the number of call centers

Challenges:
Technological Complections and Lack of Awareness underdeveloped countries

Restraints:
High cost associated with digital human avatar

Opportunities:
A virtual Artificial Intelligence (AI) avatar is equipped with a wealth of data that, when analyzed using pre-programmed algorithms, allows it to address any dispute or query that a consumer may have. and High Adoption due to The power and accuracy of generative AI

Key highlights of the Global Digital Human Avatar market Study:
• CAGR of the market during the forecast period 2022-2028
• In-depth information on growth factors that will accelerate the Digital Human Avatar market in next few years.
• Detailed Insights on futuristic trends and changing consumer behavior
• Forecast of the Global Digital Human Avatar market size and its contribution to the parent market by type, application and by country.
• A broad view of customer demand
• Uncover market’s competitive landscape and in-depth information on various Players
• Comprehensive information about factors that will challenge the growth of Digital Human Avatar Players

Transformation and Important Triggers:
Business transformation has taken hold across the broad corporate landscape due to the confluence of several important triggers, including:
• A tipping point in globalization
• A major slowdown in Western economies
• Significant shifts in technology and cost structure
• The challenges of regulatory compliance
• New forms of competition developing

Research Methodology:

The top-down and bottom-up approaches are used to estimate and validate the size of the Global Digital Human Avatar market.
In order to reach an exhaustive list of functional and relevant players, various industry classification standards are closely followed such as NAICS, ICB, and SIC to penetrate deep into important geographies by players, and a thorough validation test is conducted to reach the most relevant players for survey in Digital Human Avatar market.
In order to make a priority list sorting is done based on revenue generated based on the latest reporting, using paid databases such as Factiva, Bloomberg, etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment> by targeting key target audience that includes Digital Human Avatar Developers, Private Research Organization, Government Research Organizations, Consultancies, Regulatory Bodies and Others.
This helps us to gather the data for the players’ revenue, operating cycle and expense, profit along with product or service growth, etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that include Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, Annual reports, press releases, etc.

Report Objectives / Segmentation Covered

By Type
  • Interactive Digital Human Avatar
  • Non-Interactive Digital Human Avatar
By Application
  • learning and training
  • ergonomic work environments
  • Architectural simulation
  • Computer games
  • Virtual-Conferencing
  • Virtual psychotherapies
  • Others
By Industry Verticals
  • BFSI
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT & Telecommunications
  • Gaming & Entertainment
  • Others

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing attempts by customer-centric businesses to give customers an emotionally engaging experience
      • 3.2.2. The rise in the number of call centers
    • 3.3. Market Challenges
      • 3.3.1. Technological Complections
      • 3.3.2. Lack of Awareness underdeveloped countries
    • 3.4. Market Trends
      • 3.4.1. Realistic gaming is driving up demand in the gaming industry.
      • 3.4.2. High Demand for Interactive Digital Human Avatars Due to the Growing Popularity of AI Avatars in Mobile Communication
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Digital Human Avatar, by Type, Application, Industry Verticals and Region (value and price ) (2017-2022)
    • 5.1. Introduction
    • 5.2. Global Digital Human Avatar (Value)
      • 5.2.1. Global Digital Human Avatar by: Type (Value)
        • 5.2.1.1. Interactive Digital Human Avatar
        • 5.2.1.2. Non-Interactive Digital Human Avatar
      • 5.2.2. Global Digital Human Avatar by: Application (Value)
        • 5.2.2.1. Learning and training
        • 5.2.2.2. Ergonomic work environments
        • 5.2.2.3. Architectural simulation
        • 5.2.2.4. Computer games
        • 5.2.2.5. Virtual-Conferencing
        • 5.2.2.6. Virtual psychotherapies
        • 5.2.2.7. Others
      • 5.2.3. Global Digital Human Avatar by: Industry Verticals (Value)
        • 5.2.3.1. BFSI
        • 5.2.3.2. Education
        • 5.2.3.3. Retail
        • 5.2.3.4. Healthcare
        • 5.2.3.5. Automotive
        • 5.2.3.6. IT & Telecommunications
        • 5.2.3.7. Gaming & Entertainment
        • 5.2.3.8. Others
      • 5.2.4. Global Digital Human Avatar Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global Digital Human Avatar (Price)
      • 5.3.1. Global Digital Human Avatar by: Type (Price)
  • 6. Digital Human Avatar: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2022)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. UneeQ (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Microsoft Corporation (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Didimo Inc. (Portugal)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Wolf3D (Poland)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. HOUR ONE AI (Israel)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Spatial Systems, Inc. (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. CARV3D (India)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. DeepBrain AI (South Korea)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Soul Machines (New Zealand)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Synthesia Ltd. (United Kingdom)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Digital Human Avatar Sale, by Type, Application, Industry Verticals and Region (value and price ) (2023-2028)
    • 7.1. Introduction
    • 7.2. Global Digital Human Avatar (Value)
      • 7.2.1. Global Digital Human Avatar by: Type (Value)
        • 7.2.1.1. Interactive Digital Human Avatar
        • 7.2.1.2. Non-Interactive Digital Human Avatar
      • 7.2.2. Global Digital Human Avatar by: Application (Value)
        • 7.2.2.1. Learning and training
        • 7.2.2.2. Ergonomic work environments
        • 7.2.2.3. Architectural simulation
        • 7.2.2.4. Computer games
        • 7.2.2.5. Virtual-Conferencing
        • 7.2.2.6. Virtual psychotherapies
        • 7.2.2.7. Others
      • 7.2.3. Global Digital Human Avatar by: Industry Verticals (Value)
        • 7.2.3.1. BFSI
        • 7.2.3.2. Education
        • 7.2.3.3. Retail
        • 7.2.3.4. Healthcare
        • 7.2.3.5. Automotive
        • 7.2.3.6. IT & Telecommunications
        • 7.2.3.7. Gaming & Entertainment
        • 7.2.3.8. Others
      • 7.2.4. Global Digital Human Avatar Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global Digital Human Avatar (Price)
      • 7.3.1. Global Digital Human Avatar by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Digital Human Avatar: by Type(USD Million)
  • Table 2. Digital Human Avatar Interactive Digital Human Avatar , by Region USD Million (2017-2022)
  • Table 3. Digital Human Avatar Non-Interactive Digital Human Avatar , by Region USD Million (2017-2022)
  • Table 4. Digital Human Avatar: by Application(USD Million)
  • Table 5. Digital Human Avatar Learning and training , by Region USD Million (2017-2022)
  • Table 6. Digital Human Avatar Ergonomic work environments , by Region USD Million (2017-2022)
  • Table 7. Digital Human Avatar Architectural simulation , by Region USD Million (2017-2022)
  • Table 8. Digital Human Avatar Computer games , by Region USD Million (2017-2022)
  • Table 9. Digital Human Avatar Virtual-Conferencing , by Region USD Million (2017-2022)
  • Table 10. Digital Human Avatar Virtual psychotherapies , by Region USD Million (2017-2022)
  • Table 11. Digital Human Avatar Others , by Region USD Million (2017-2022)
  • Table 12. Digital Human Avatar: by Industry Verticals(USD Million)
  • Table 13. Digital Human Avatar BFSI , by Region USD Million (2017-2022)
  • Table 14. Digital Human Avatar Education , by Region USD Million (2017-2022)
  • Table 15. Digital Human Avatar Retail , by Region USD Million (2017-2022)
  • Table 16. Digital Human Avatar Healthcare , by Region USD Million (2017-2022)
  • Table 17. Digital Human Avatar Automotive , by Region USD Million (2017-2022)
  • Table 18. Digital Human Avatar IT & Telecommunications , by Region USD Million (2017-2022)
  • Table 19. Digital Human Avatar Gaming & Entertainment , by Region USD Million (2017-2022)
  • Table 20. Digital Human Avatar Others , by Region USD Million (2017-2022)
  • Table 21. South America Digital Human Avatar, by Country USD Million (2017-2022)
  • Table 22. South America Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 23. South America Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 24. South America Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 25. Brazil Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 26. Brazil Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 27. Brazil Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 28. Argentina Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 29. Argentina Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 30. Argentina Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 31. Rest of South America Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 32. Rest of South America Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 33. Rest of South America Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 34. Asia Pacific Digital Human Avatar, by Country USD Million (2017-2022)
  • Table 35. Asia Pacific Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 36. Asia Pacific Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 37. Asia Pacific Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 38. China Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 39. China Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 40. China Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 41. Japan Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 42. Japan Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 43. Japan Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 44. India Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 45. India Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 46. India Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 47. South Korea Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 48. South Korea Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 49. South Korea Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 50. Taiwan Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 51. Taiwan Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 52. Taiwan Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 53. Australia Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 54. Australia Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 55. Australia Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 56. Rest of Asia-Pacific Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 57. Rest of Asia-Pacific Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 58. Rest of Asia-Pacific Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 59. Europe Digital Human Avatar, by Country USD Million (2017-2022)
  • Table 60. Europe Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 61. Europe Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 62. Europe Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 63. Germany Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 64. Germany Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 65. Germany Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 66. France Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 67. France Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 68. France Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 69. Italy Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 70. Italy Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 71. Italy Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 72. United Kingdom Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 73. United Kingdom Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 74. United Kingdom Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 75. Netherlands Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 76. Netherlands Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 77. Netherlands Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 78. Rest of Europe Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 79. Rest of Europe Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 80. Rest of Europe Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 81. MEA Digital Human Avatar, by Country USD Million (2017-2022)
  • Table 82. MEA Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 83. MEA Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 84. MEA Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 85. Middle East Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 86. Middle East Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 87. Middle East Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 88. Africa Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 89. Africa Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 90. Africa Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 91. North America Digital Human Avatar, by Country USD Million (2017-2022)
  • Table 92. North America Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 93. North America Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 94. North America Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 95. United States Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 96. United States Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 97. United States Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 98. Canada Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 99. Canada Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 100. Canada Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 101. Mexico Digital Human Avatar, by Type USD Million (2017-2022)
  • Table 102. Mexico Digital Human Avatar, by Application USD Million (2017-2022)
  • Table 103. Mexico Digital Human Avatar, by Industry Verticals USD Million (2017-2022)
  • Table 104. Digital Human Avatar: by Type(USD/Units)
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Company Basic Information, Sales Area and Its Competitors
  • Table 112. Company Basic Information, Sales Area and Its Competitors
  • Table 113. Company Basic Information, Sales Area and Its Competitors
  • Table 114. Company Basic Information, Sales Area and Its Competitors
  • Table 115. Digital Human Avatar: by Type(USD Million)
  • Table 116. Digital Human Avatar Interactive Digital Human Avatar , by Region USD Million (2023-2028)
  • Table 117. Digital Human Avatar Non-Interactive Digital Human Avatar , by Region USD Million (2023-2028)
  • Table 118. Digital Human Avatar: by Application(USD Million)
  • Table 119. Digital Human Avatar Learning and training , by Region USD Million (2023-2028)
  • Table 120. Digital Human Avatar Ergonomic work environments , by Region USD Million (2023-2028)
  • Table 121. Digital Human Avatar Architectural simulation , by Region USD Million (2023-2028)
  • Table 122. Digital Human Avatar Computer games , by Region USD Million (2023-2028)
  • Table 123. Digital Human Avatar Virtual-Conferencing , by Region USD Million (2023-2028)
  • Table 124. Digital Human Avatar Virtual psychotherapies , by Region USD Million (2023-2028)
  • Table 125. Digital Human Avatar Others , by Region USD Million (2023-2028)
  • Table 126. Digital Human Avatar: by Industry Verticals(USD Million)
  • Table 127. Digital Human Avatar BFSI , by Region USD Million (2023-2028)
  • Table 128. Digital Human Avatar Education , by Region USD Million (2023-2028)
  • Table 129. Digital Human Avatar Retail , by Region USD Million (2023-2028)
  • Table 130. Digital Human Avatar Healthcare , by Region USD Million (2023-2028)
  • Table 131. Digital Human Avatar Automotive , by Region USD Million (2023-2028)
  • Table 132. Digital Human Avatar IT & Telecommunications , by Region USD Million (2023-2028)
  • Table 133. Digital Human Avatar Gaming & Entertainment , by Region USD Million (2023-2028)
  • Table 134. Digital Human Avatar Others , by Region USD Million (2023-2028)
  • Table 135. South America Digital Human Avatar, by Country USD Million (2023-2028)
  • Table 136. South America Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 137. South America Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 138. South America Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 139. Brazil Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 140. Brazil Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 141. Brazil Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 142. Argentina Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 143. Argentina Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 144. Argentina Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 145. Rest of South America Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 146. Rest of South America Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 147. Rest of South America Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 148. Asia Pacific Digital Human Avatar, by Country USD Million (2023-2028)
  • Table 149. Asia Pacific Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 150. Asia Pacific Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 151. Asia Pacific Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 152. China Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 153. China Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 154. China Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 155. Japan Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 156. Japan Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 157. Japan Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 158. India Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 159. India Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 160. India Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 161. South Korea Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 162. South Korea Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 163. South Korea Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 164. Taiwan Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 165. Taiwan Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 166. Taiwan Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 167. Australia Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 168. Australia Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 169. Australia Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 170. Rest of Asia-Pacific Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 171. Rest of Asia-Pacific Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 172. Rest of Asia-Pacific Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 173. Europe Digital Human Avatar, by Country USD Million (2023-2028)
  • Table 174. Europe Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 175. Europe Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 176. Europe Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 177. Germany Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 178. Germany Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 179. Germany Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 180. France Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 181. France Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 182. France Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 183. Italy Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 184. Italy Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 185. Italy Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 186. United Kingdom Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 187. United Kingdom Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 188. United Kingdom Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 189. Netherlands Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 190. Netherlands Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 191. Netherlands Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 192. Rest of Europe Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 193. Rest of Europe Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 194. Rest of Europe Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 195. MEA Digital Human Avatar, by Country USD Million (2023-2028)
  • Table 196. MEA Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 197. MEA Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 198. MEA Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 199. Middle East Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 200. Middle East Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 201. Middle East Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 202. Africa Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 203. Africa Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 204. Africa Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 205. North America Digital Human Avatar, by Country USD Million (2023-2028)
  • Table 206. North America Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 207. North America Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 208. North America Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 209. United States Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 210. United States Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 211. United States Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 212. Canada Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 213. Canada Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 214. Canada Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 215. Mexico Digital Human Avatar, by Type USD Million (2023-2028)
  • Table 216. Mexico Digital Human Avatar, by Application USD Million (2023-2028)
  • Table 217. Mexico Digital Human Avatar, by Industry Verticals USD Million (2023-2028)
  • Table 218. Digital Human Avatar: by Type(USD/Units)
  • Table 219. Research Programs/Design for This Report
  • Table 220. Key Data Information from Secondary Sources
  • Table 221. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Digital Human Avatar: by Type USD Million (2017-2022)
  • Figure 5. Global Digital Human Avatar: by Application USD Million (2017-2022)
  • Figure 6. Global Digital Human Avatar: by Industry Verticals USD Million (2017-2022)
  • Figure 7. South America Digital Human Avatar Share (%), by Country
  • Figure 8. Asia Pacific Digital Human Avatar Share (%), by Country
  • Figure 9. Europe Digital Human Avatar Share (%), by Country
  • Figure 10. MEA Digital Human Avatar Share (%), by Country
  • Figure 11. North America Digital Human Avatar Share (%), by Country
  • Figure 12. Global Digital Human Avatar: by Type USD/Units (2017-2022)
  • Figure 13. Global Digital Human Avatar share by Players 2022 (%)
  • Figure 14. Global Digital Human Avatar share by Players (Top 3) 2022(%)
  • Figure 15. Global Digital Human Avatar share by Players (Top 5) 2022(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. UneeQ (United States) Revenue, Net Income and Gross profit
  • Figure 18. UneeQ (United States) Revenue: by Geography 2022
  • Figure 19. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 20. Microsoft Corporation (United States) Revenue: by Geography 2022
  • Figure 21. Didimo Inc. (Portugal) Revenue, Net Income and Gross profit
  • Figure 22. Didimo Inc. (Portugal) Revenue: by Geography 2022
  • Figure 23. Wolf3D (Poland) Revenue, Net Income and Gross profit
  • Figure 24. Wolf3D (Poland) Revenue: by Geography 2022
  • Figure 25. HOUR ONE AI (Israel) Revenue, Net Income and Gross profit
  • Figure 26. HOUR ONE AI (Israel) Revenue: by Geography 2022
  • Figure 27. Spatial Systems, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 28. Spatial Systems, Inc. (United States) Revenue: by Geography 2022
  • Figure 29. CARV3D (India) Revenue, Net Income and Gross profit
  • Figure 30. CARV3D (India) Revenue: by Geography 2022
  • Figure 31. DeepBrain AI (South Korea) Revenue, Net Income and Gross profit
  • Figure 32. DeepBrain AI (South Korea) Revenue: by Geography 2022
  • Figure 33. Soul Machines (New Zealand) Revenue, Net Income and Gross profit
  • Figure 34. Soul Machines (New Zealand) Revenue: by Geography 2022
  • Figure 35. Synthesia Ltd. (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 36. Synthesia Ltd. (United Kingdom) Revenue: by Geography 2022
  • Figure 37. Global Digital Human Avatar: by Type USD Million (2023-2028)
  • Figure 38. Global Digital Human Avatar: by Application USD Million (2023-2028)
  • Figure 39. Global Digital Human Avatar: by Industry Verticals USD Million (2023-2028)
  • Figure 40. South America Digital Human Avatar Share (%), by Country
  • Figure 41. Asia Pacific Digital Human Avatar Share (%), by Country
  • Figure 42. Europe Digital Human Avatar Share (%), by Country
  • Figure 43. MEA Digital Human Avatar Share (%), by Country
  • Figure 44. North America Digital Human Avatar Share (%), by Country
  • Figure 45. Global Digital Human Avatar: by Type USD/Units (2023-2028)
List of companies from research coverage that are profiled in the study
  • UneeQ (United States)
  • Microsoft Corporation (United States)
  • Didimo Inc. (Portugal)
  • Wolf3D (Poland)
  • HOUR ONE AI (Israel)
  • Spatial Systems, Inc. (United States)
  • CARV3D (India)
  • DeepBrain AI (South Korea)
  • Soul Machines (New Zealand)
  • Synthesia Ltd. (United Kingdom)
Select User Access Type

Key Highlights of Report


May 2023 209 Pages 61 Tables Base Year: 2022 Coverage: 15+ Companies; 18 Countries

Request Sample Pages

Budget constraints? Get in touch with us for special pricing


Check Discount Now

Talk to Our Experts

Want to Customize Study?


"We employ Market statistics, Industry benchmarking, Patent analysis, and Technological Insights to derive requirements and provide customize scope of work."

Make an Enquiry Now

Frequently Asked Questions (FAQ):

Digital Human Avatar Market is heading robustly to achieve a new growth cycle.
The Concentration Rate of Global Digital Human Avatar market is dominated by United States Players and may generate healthy valuation by 2028.
  • Increasing attempts by customer-centric businesses to give customers an emotionally engaging experience
  • The rise in the number of call centers
Interactive Digital Human Avatar dominated the Digital Human Avatar market. This is attributable to growing trend of "Realistic gaming is driving up demand in the gaming industry. "

Know More About Global Digital Human Avatar Market Report?