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