Virtual Humans Market Size, Share, and Trends 2025 to 2034

The global virtual humans market size accounted for USD 5.12 billion in 2025 and is forecasted to hit around USD 14.83 billion by 2034, representing a CAGR of 12.54% from 2025 to 2034. The North America market size was estimated at USD 1.87 billion in 2024 and is expanding at a CAGR of 12.64% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

Last Updated : September 2025  |  Report Code : 6745  |  Category : ICT  |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology  

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Virtual Humans Market 

5.1. COVID-19 Landscape: Virtual Humans Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Virtual Humans Market, By Component

8.1. Virtual Humans Market, by Component

8.1.1. Software/Platform

8.1.1.1. Market Revenue and Forecast  

8.1.2. Services (Customization, Training, Managed Services)

8.1.2.1. Market Revenue and Forecast  

Chapter 9. Global Virtual Humans Market, By Technology

9.1. Virtual Humans Market, by Technology

9.1.1. Natural Language Processing (NLP)

9.1.1.1. Market Revenue and Forecast  

9.1.2. Computer Vision

9.1.2.1. Market Revenue and Forecast  

9.1.3. Machine Learning & Deep Learning

9.1.3.1. Market Revenue and Forecast  

9.1.4. 3D Graphics & Rendering

9.1.4.1. Market Revenue and Forecast  

9.1.5. Motion Capture & Animation

9.1.5.1. Market Revenue and Forecast  

9.1.6. Speech Synthesis & Voice Recognition

9.1.6.1. Market Revenue and Forecast  

9.1.7. Computer Vision & Generative AI Models

9.1.7.1. Market Revenue and Forecast  

Chapter 10. Global Virtual Humans Market, By Type

10.1. Virtual Humans Market, by Type

10.1.1. Interactive Virtual Humans (real-time conversational AI avatars)

10.1.1.1. Market Revenue and Forecast  

10.1.2. Non-Interactive Virtual Humans (pre-programmed, scripted)

10.1.2.1. Market Revenue and Forecast  

Chapter 11. Global Virtual Humans Market, By Application

11.1. Virtual Humans Market, by Application

11.1.1. Customer Support & Chatbots

11.1.1.1. Market Revenue and Forecast  

11.1.2. Virtual Influencers & Brand Ambassadors

11.1.2.1. Market Revenue and Forecast  

11.1.3. Healthcare Assistants (mental health, patient care)

11.1.3.1. Market Revenue and Forecast  

11.1.4. Education & Training (virtual tutors, skill training)

11.1.4.1. Market Revenue and Forecast  

11.1.5. Entertainment & Gaming (characters, streamers)

11.1.5.1. Market Revenue and Forecast  

11.1.5. Enterprise Collaboration & HR (virtual recruiters, trainers)

11.1.5.1. Market Revenue and Forecast  

11.1.5. Others (companionship, lifestyle assistants)

11.1.5.1. Market Revenue and Forecast  

11.1.5. Healthcare Assistants & Virtual Influencers

11.1.5.1. Market Revenue and Forecast  

Chapter 12. Global Virtual Humans Market, By End-Use Industry

12.1. Virtual Humans Market, by End-Use Industry

12.1.1. Media & Entertainment

12.1.1.1. Market Revenue and Forecast  

12.1.2. Retail & E-Commerce

12.1.2.1. Market Revenue and Forecast  

12.1.3. Healthcare & Life Sciences

12.1.3.1. Market Revenue and Forecast  

12.1.4. Education & EdTech

12.1.4.1. Market Revenue and Forecast  

12.1.5. IT & Telecom

12.1.5.1. Market Revenue and Forecast  

12.1.6. BFSI

12.1.6.1. Market Revenue and Forecast  

12.1.7. Gaming

12.1.7.1. Market Revenue and Forecast  

12.1.8. Others

12.1.8.1. Market Revenue and Forecast  

12.1.9. Healthcare & Education

12.1.9.1. Market Revenue and Forecast  

Chapter 13. Global Virtual Humans Market, By Deployment Mode

13.1. Virtual Humans Market, by Deployment Mode

13.1.1. Cloud-Based

13.1.1.1. Market Revenue and Forecast  

13.1.2. On-Premises

13.1.2.1. Market Revenue and Forecast  

Chapter 14. Global Virtual Humans Market, Regional Estimates and Trend Forecast

14.1. North America

14.1.1. Market Revenue and Forecast, by Component  

14.1.2. Market Revenue and Forecast, by Technology  

14.1.3. Market Revenue and Forecast, by Type  

14.1.4. Market Revenue and Forecast, by Application  

14.1.5. Market Revenue and Forecast, by End-Use Industry  

14.1.6. Market Revenue and Forecast, by Deployment Mode  

14.1.7. U.S.

14.1.7.1. Market Revenue and Forecast, by Component  

14.1.7.2. Market Revenue and Forecast, by Technology  

14.1.7.3. Market Revenue and Forecast, by Type  

14.1.7.4. Market Revenue and Forecast, by Application  

14.1.8. Market Revenue and Forecast, by End-Use Industry  

14.1.8.1. Market Revenue and Forecast, by Deployment Mode   

14.1.9. Rest of North America

14.1.9.1. Market Revenue and Forecast, by Component  

14.1.9.2. Market Revenue and Forecast, by Technology  

14.1.9.3. Market Revenue and Forecast, by Type  

14.1.9.4. Market Revenue and Forecast, by Application  

14.1.10. Market Revenue and Forecast, by End-Use Industry  

14.1.11. Market Revenue and Forecast, by Deployment Mode  

14.2. Europe

14.2.1. Market Revenue and Forecast, by Component  

14.2.2. Market Revenue and Forecast, by Technology  

14.2.3. Market Revenue and Forecast, by Type  

14.2.4. Market Revenue and Forecast, by Application   

14.2.5. Market Revenue and Forecast, by End-Use Industry  

14.2.6. Market Revenue and Forecast, by Deployment Mode  

14.2.8. UK

14.2.8.1. Market Revenue and Forecast, by Component  

14.2.8.2. Market Revenue and Forecast, by Technology  

14.2.8.3. Market Revenue and Forecast, by Type  

14.2.9. Market Revenue and Forecast, by Application   

14.2.10. Market Revenue and Forecast, by End-Use Industry  

14.2.10.1. Market Revenue and Forecast, by Deployment Mode   

14.2.11. Germany

14.2.11.1. Market Revenue and Forecast, by Component  

14.2.11.2. Market Revenue and Forecast, by Technology  

14.2.11.3. Market Revenue and Forecast, by Type  

14.2.12. Market Revenue and Forecast, by Application  

14.2.13. Market Revenue and Forecast, by End-Use Industry  

14.2.14. Market Revenue and Forecast, by Deployment Mode  

14.2.15. France

14.2.15.1. Market Revenue and Forecast, by Component  

14.2.15.2. Market Revenue and Forecast, by Technology  

14.2.15.3. Market Revenue and Forecast, by Type  

14.2.15.4. Market Revenue and Forecast, by Application  

14.2.16. Market Revenue and Forecast, by End-Use Industry  

14.2.16.1. Market Revenue and Forecast, by Deployment Mode  

14.2.17. Rest of Europe

14.2.17.1. Market Revenue and Forecast, by Component  

14.2.17.2. Market Revenue and Forecast, by Technology  

14.2.17.3. Market Revenue and Forecast, by Type  

14.2.17.4. Market Revenue and Forecast, by Application  

14.2.18. Market Revenue and Forecast, by End-Use Industry  

14.2.18.1. Market Revenue and Forecast, by Deployment Mode  

14.3. APAC

14.3.1. Market Revenue and Forecast, by Component  

14.3.2. Market Revenue and Forecast, by Technology  

14.3.3. Market Revenue and Forecast, by Type  

14.3.4. Market Revenue and Forecast, by Application  

14.3.5. Market Revenue and Forecast, by End-Use Industry  

14.3.6. Market Revenue and Forecast, by Deployment Mode  

14.3.7. India

14.3.7.1. Market Revenue and Forecast, by Component  

14.3.7.2. Market Revenue and Forecast, by Technology  

14.3.7.3. Market Revenue and Forecast, by Type  

14.3.7.4. Market Revenue and Forecast, by Application  

14.3.8. Market Revenue and Forecast, by End-Use Industry  

14.3.9. Market Revenue and Forecast, by Deployment Mode  

14.3.10. China

14.3.10.1. Market Revenue and Forecast, by Component  

14.3.10.2. Market Revenue and Forecast, by Technology  

14.3.10.3. Market Revenue and Forecast, by Type  

14.3.10.4. Market Revenue and Forecast, by Application  

14.3.11. Market Revenue and Forecast, by End-Use Industry  

14.3.11.1. Market Revenue and Forecast, by Deployment Mode  

14.3.12. Japan

14.3.12.1. Market Revenue and Forecast, by Component  

14.3.12.2. Market Revenue and Forecast, by Technology  

14.3.12.3. Market Revenue and Forecast, by Type  

14.3.12.4. Market Revenue and Forecast, by Application  

14.3.12.5. Market Revenue and Forecast, by End-Use Industry  

14.3.12.6. Market Revenue and Forecast, by Deployment Mode  

14.3.13. Rest of APAC

14.3.13.1. Market Revenue and Forecast, by Component  

14.3.13.2. Market Revenue and Forecast, by Technology  

14.3.13.3. Market Revenue and Forecast, by Type  

14.3.13.4. Market Revenue and Forecast, by Application  

14.3.13.5. Market Revenue and Forecast, by End-Use Industry  

14.3.13.6. Market Revenue and Forecast, by Deployment Mode  

14.4. MEA

14.4.1. Market Revenue and Forecast, by Component  

14.4.2. Market Revenue and Forecast, by Technology  

14.4.3. Market Revenue and Forecast, by Type  

14.4.4. Market Revenue and Forecast, by Application  

14.4.5. Market Revenue and Forecast, by End-Use Industry  

14.4.6. Market Revenue and Forecast, by Deployment Mode  

14.4.7. GCC

14.4.7.1. Market Revenue and Forecast, by Component  

14.4.7.2. Market Revenue and Forecast, by Technology  

14.4.7.3. Market Revenue and Forecast, by Type  

14.4.7.4. Market Revenue and Forecast, by Application  

14.4.8. Market Revenue and Forecast, by End-Use Industry  

14.4.9. Market Revenue and Forecast, by Deployment Mode  

14.4.10. North Africa

14.4.10.1. Market Revenue and Forecast, by Component  

14.4.10.2. Market Revenue and Forecast, by Technology  

14.4.10.3. Market Revenue and Forecast, by Type  

14.4.10.4. Market Revenue and Forecast, by Application  

14.4.11. Market Revenue and Forecast, by End-Use Industry  

14.4.12. Market Revenue and Forecast, by Deployment Mode  

14.4.13. South Africa

14.4.13.1. Market Revenue and Forecast, by Component  

14.4.13.2. Market Revenue and Forecast, by Technology  

14.4.13.3. Market Revenue and Forecast, by Type  

14.4.13.4. Market Revenue and Forecast, by Application  

14.4.13.5. Market Revenue and Forecast, by End-Use Industry  

14.4.13.6. Market Revenue and Forecast, by Deployment Mode  

14.4.14. Rest of MEA

14.4.14.1. Market Revenue and Forecast, by Component  

14.4.14.2. Market Revenue and Forecast, by Technology  

14.4.14.3. Market Revenue and Forecast, by Type  

14.4.14.4. Market Revenue and Forecast, by Application  

14.4.14.5. Market Revenue and Forecast, by End-Use Industry  

14.4.14.6. Market Revenue and Forecast, by Deployment Mode  

14.5. Latin America

14.5.1. Market Revenue and Forecast, by Component  

14.5.2. Market Revenue and Forecast, by Technology  

14.5.3. Market Revenue and Forecast, by Type  

14.5.4. Market Revenue and Forecast, by Application  

14.5.5. Market Revenue and Forecast, by End-Use Industry  

14.5.6. Market Revenue and Forecast, by Deployment Mode  

14.5.7. Brazil

14.5.7.1. Market Revenue and Forecast, by Component  

14.5.7.2. Market Revenue and Forecast, by Technology  

14.5.7.3. Market Revenue and Forecast, by Type  

14.5.7.4. Market Revenue and Forecast, by Application  

14.5.8. Market Revenue and Forecast, by End-Use Industry  

14.5.8.1. Market Revenue and Forecast, by Deployment Mode  

14.5.9. Rest of LATAM

14.5.9.1. Market Revenue and Forecast, by Component  

14.5.9.2. Market Revenue and Forecast, by Technology  

14.5.9.3. Market Revenue and Forecast, by Type  

14.5.9.4. Market Revenue and Forecast, by Application  

14.5.9.5. Market Revenue and Forecast, by End-Use Industry  

14.5.9.6. Market Revenue and Forecast, by Deployment Mode  

Chapter 15. Company Profiles

15.1. Striver

15.1.1. Company Overview

15.1.2. Product Offerings

15.1.3. Financial Performance

15.1.4. Recent Initiatives

15.2. PIXO VR

15.2.1. Company Overview

15.2.2. Product Offerings

15.2.3. Financial Performance

15.2.4. Recent Initiatives

15.3. Talespin

15.3.1. Company Overview

15.3.2. Product Offerings

15.3.3. Financial Performance

15.3.4. Recent Initiatives

15.4. Sacheer IMC

15.4.1. Company Overview

15.4.2. Product Offerings

15.4.3. Financial Performance

15.4.4. Recent Initiatives

15.5. SiglQ.AI

15.5.1. Company Overview

15.5.2. Product Offerings

15.5.3. Financial Performance

15.5.4. Recent Initiatives

15.6. Virtual humans

15.6.1. Company Overview

15.6.2. Product Offerings

15.6.3. Financial Performance

15.6.4. Recent Initiatives

15.7. Abbott

15.7.1. Company Overview

15.7.2. Product Offerings

15.7.3. Financial Performance

15.7.4. Recent Initiatives

15.8. Abbott

15.8.1. Company Overview

15.8.2. Product Offerings

15.8.3. Financial Performance

15.8.4. Recent Initiatives

15.9. Abbott

15.9.1. Company Overview

15.9.2. Product Offerings

15.9.3. Financial Performance

15.9.4. Recent Initiatives

15.10. Abbott

15.10.1. Company Overview

15.10.2. Product Offerings

15.10.3. Financial Performance

15.10.4. Recent Initiatives

Chapter 16. Research Methodology

16.1. Primary Research

16.2. Secondary Research

16.3. Assumptions

Chapter 17. Appendix

17.1. About Us

17.2. Glossary of Terms

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Frequently Asked Questions

The virtual humans market size is expected to increase from USD 4.55 billion in 2024 to USD 14.83 billion by 2034.

The virtual humans market is expected to grow at a compound annual growth rate (CAGR) of around 12.54% from 2025 to 2034.

The major players in the virtual humans market include Striver, PIXO VR, Talespin, Sacheer IMC, SiglQ.AI, and Virtual humans.

The driving factors of the virtual humans market are the increasing demand for engaging and realistic avatars across various industries.

North America region will lead the global virtual humans market during the forecast period 2025 to 2034.

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