封面
市場調查報告書
商品編碼
1570958

數位化身市場:現況分析與預測(2024-2032)

Digital Human Avatar Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 138 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

數位化身市場預計將呈現約 40.6%的成長率。這可能是由於與雲端服務供應商和其他技術公司的策略聯盟,以增強產品供應和市場覆蓋範圍。例如,2022年 11月,Ogilvy宣布開設 Reality,這是一個數位體驗 "實驗室" ,致力於探索和開發 AR、VR 和 NFT 等技術的新應用。該公司將致力於三個主要領域:擴增實境(AR)、包括品牌頭像和虛擬人物在內的 "合成體驗" ,以及包括 NFT 設計和 web3 應用程式在內的 "去中心化體驗" 。透過這項聲明,Ogilvy成為第二家大力投資創建虛擬品牌形象的網路機構。

根據產品類型,市場分為互動式數位人體化身和非互動式數位人體化身。在數位真人市場中,互動數位真人類別預計將佔據最大的市場佔有率。這些化身在人工智慧、機器學習和自然語言處理的支持下,非常適合客戶參與、健康、教育和娛樂。透過這種方式,化身豐富了人類體驗,最佳化了流程,並為組織提供了多功能工具。對此類虛擬體驗、改進的人工智慧和虛擬實境技術的需求都將有助於增加此類化身的使用,進而推動全球整體市場的成長。

根據部署,市場分為基於雲端的和本地的。其中,基於雲端的類別預計將佔據最大的市場佔有率。雲端基礎設施有助於儲存和管理開發人工智慧和機器學習技術以實現逼真的互動式化身所需的大量資料。此外,它還可以幫助開發人員和企業使用先進的工具和服務創建數位化身解決方案,而無需在硬體上進行大量資本投資,促進市場上新的有用解決方案的創建。不僅提升了顧客體驗,也方便了虛擬形像在娛樂、購物、學習等各個生活領域的落地。

依產業劃分,市場分為遊戲、零售、IT/通訊、教育等。其中,遊戲品類透過增強真實感知和遊戲操控體驗,預計將佔據市場最大佔有率。對更真實、更有吸引力的遊戲環境的需求推動開發人員融入真實的數位化人物,以提高玩家在視訊遊戲中的識別和沈浸感。圖形和動畫的進步,尤其是人工智慧的進步,使得模仿人類行為和外表的化身為遊戲增添趣味成為可能。此外,隨著多用戶遊戲和虛擬實境遊戲的激增,對獨特且社交的客製化身的需求不斷增加,創造了一個吸引對化身技術投資的市場。

為了提高對數位化身市場導入的了解,市場根據北美 (美國、加拿大、北美其他地區) 、歐洲 (德國、法國、英國、西班牙、義大利、歐洲其他地區) 、亞太地區 (中國、日本、印度、亞太其他地區) 和世界其他國家的全球布局進行分析。其中,北美地區在預測期內將以最快的年複合成長率成長。北美數位化身市場是指創建能夠滿足各種角色和目的的數位化身的技術和解決方案,例如客戶關係服務、遊戲、虛擬實境和社交介面。對使用者體驗個人化日益成長的興趣、人工智慧/機器學習的市場發展以及虛擬助理和體驗技術深度的趨勢等因素推動了這一市場的發展。此外,隨著人們上網時間顯著增加,COVID-19 也為市場創造了新的機會。因此,開發更有效的虛擬通訊變得非常重要,市場需求也隨之增加。隨著越來越多的跨行業組織使用數位人形化身來提高消費者滿意度和最佳化流程,北美地區有望在未來幾年內快速成長。

市場上營運的一些主要公司包括Alibaba Cloud、UneeQ、HOUR ONE AI、iFLYTEK Corporation、Meta Platforms, Inc、Microsoft Corporation、Soul Machines、Ziva Dynamics、AI Foundation、NVIDIA Corporation等。

目錄

第1章 市場介紹

  • 市場定義
  • 主要目的
  • 利害關係人
  • 限制

第2章 研究方法或前提

  • 調查過程
  • 調查方法
  • 受訪者簡介

第3章 執行摘要

  • 行業概況
  • 依細分市場進行預測
    • 市場成長強度
  • 區域展望

第4章 市場動態

  • 促進因素
  • 機會
  • 抑制因素
  • 趨勢
  • PESTEL 分析
  • 需求方分析
  • 供給面分析
    • 併購
    • 投資場景
    • 產業洞察:主要新創公司及其獨特策略

第5章 價格分析

  • 區域價格分析
  • 影響價格的因素

第6章 2022-2032年全球數位化身市場收入

第7章 市場洞察:依產品類型

  • 互動式數位化身
  • 非互動式數位化身

第8章 市場洞察:依佈署

  • 雲端
  • 本地

第9章 市場洞察:依行業

  • 遊戲
  • 零售
  • IT/通信
  • 教育
  • 其他

第10章 市場洞察:依地區

  • 北美
    • 美國
    • 加拿大
    • 其他北美地區
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 世界其他地區

第11章 價值鏈分析

  • 邊際分析
  • 進入市場的公司名單

第12章 競爭態勢

  • 競爭儀表板
  • 競爭市場定位分析
  • 波特五力分析

第13章 公司簡介

  • Alibaba Cloud
  • UneeQ
  • HOUR ONE AI
  • iFLYTEK Corporation
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Soul Machines
  • Ziva Dynamics
  • AI Foundation
  • NVIDIA Corporation

第14章 首字母縮寫與先決條件

第15章 附錄

簡介目錄
Product Code: UMTI213005

The global digital human avatar market comprises the application of human-like digital avatars powered by artificial intelligence in industries like entertainment, health care, education, and customer relations. These avatars whose focus is to be able to communicate and capture users in some ways are employed more in personal assistant interfaces, sales and marketing icons, and perceptions and simulations. The growth of this market is influenced by Artificial Intelligence and Machine learning technology, the necessity for the optimization of the user experience and customer interaction as well as by the implementation of avatars to metaverse concepts. Moreover, the rising use of digital transformation solutions in several industries also propels the market's growth.

The digital human avatar market is set to exhibit a growth rate of about 40.6%. This is due to strategic alliances with cloud service providers and other tech firms that can enhance product offerings and market reach. For instance, in November 2022, Ogilvy announced the opening of Reality, a "lab" for digital experiences devoted to exploring and developing new uses for technologies like AR, VR, and NFT. The firm will concentrate on three main areas: augmented Reality (AR), "synthetic experiences," which include brand avatars and virtual people, and "decentralized experiences," which include NFT design and web3 applications. With this statement, Ogilvy becomes the second network agency to invest significantly in creating virtual brand avatars.

Based on the product type, the market is bifurcated into interactive digital human avatar and non-interactive digital human avatar. The interactive digital human avatar category is expected to have the largest market share of the digital human avatar market. These avatars, supported by artificial intelligence, machine learning, and natural language processing make them a perfect choice for customer engagement, the health sector, the education sector, and the entertainment field. As such, they enrich the human experience, optimize processes, and offer versatile tools for organizations. The need for such virtual experiences, improved AI, and VR technologies together contribute to the increased usage of such avatars that in turn fuel the market growth across the globe.

Based on the deployment, the market is bifurcated into cloud-based and on-premises. Among these, the cloud-based category is expected to have the largest share of the market. Cloud infrastructure helps in storage and management of voluminous data that are necessary in the development of artificial intelligence and machine learning techniques for realistic and interactive avatars. Moreover, it helps developers and businesses to use advanced tools and services to create digital avatar solutions and doesn't require substantial capital investments in hardware, which accelerates the creation of new useful solutions on the market. It does not only improve customers' experience but also fuels the implementation of avatars in various spheres of life such as entertainment, purchasing, and studying.

Based on the verticals, the market is segmented into gaming, retail, it & telecommunications, education, and others. Among these, the gaming category is expected to have the largest market share of the market by enhancing realistic perception and game control experiences. The demand for more realistic and engaging gaming environments is driving developers to incorporate realistic Digital Human Avatars that improve player identification and immersion in video games. Advances in graphics, and animation especially in artificial intelligence make it possible to use avatars that imitate human actions and looks to enhance the game. Also, the proliferation of multiuser and virtual reality games has resulted in the increased demand for customized avatars to stay unique and socialize, and so make the marketplace more inviting to invest in avatars' technologies.

For a better understanding of the market adoption of digital human avatar, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Among these, the North American region will grow at the fastest CAGR during the forecast period. The North American Digital Human Avatar Market refers to technology and solutions that involve the creation of a digital human avatar capable of performing different roles and purposes such as customer relation services, gaming, virtual reality, and social interfacing. This market is fueled by factors like the rising interest in better personalization of user experience, the development of AI/ML, and the trends for virtual helpers and depth of experience technologies. Furthermore, COVID-19 created new opportunities in the market because people spend significantly more time online; therefore, it has become essential to develop more effective virtual communications, which increased the market's demand. As more and more organizations across industries use digital human avatars to increase consumer satisfaction and optimize processes, is expected to grow rapidly in North America in the coming years.

Some of the major players operating in the market include Alibaba Cloud; UneeQ; HOUR ONE AI; iFLYTEK Corporation; Meta Platforms, Inc.; Microsoft Corporation; Soul Machines; Ziva Dynamics; AI Foundation; and NVIDIA Corporation

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Global Digital Human Avatar Market
  • 2.2. Research Methodology of the Global Digital Human Avatar Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Investment Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL DIGITAL HUMAN AVATAR MARKET REVENUE (USD BN), 2022-2032F

7.MARKET INSIGHTS BY PRODUCT TYPE

  • 7.1. Interactive Digital Human Avatar
  • 7.2. Non-Interactive Digital Human Avatar

8.MARKET INSIGHTS BY DEPLOYMENT

  • 8.1. Cloud-based
  • 8.2. On-premises

9.MARKET INSIGHTS BY VERTICAL

  • 9.1. Gaming
  • 9.2. Retail
  • 9.3. IT & Telecommunications
  • 9.4. Education
  • 9.5. Others

10.MARKET INSIGHTS BY REGION

  • 10.1. North America
    • 10.1.1. U.S.
    • 10.1.2. Canada
    • 10.1.3. Rest of North America
  • 10.2. Europe
    • 10.2.1. Germany
    • 10.2.2. U.K.
    • 10.2.3. France
    • 10.2.4. Italy
    • 10.2.5. Spain
    • 10.2.6. Rest of Europe
  • 10.3. Asia-Pacific
    • 10.3.1. China
    • 10.3.2. Japan
    • 10.3.3. India
    • 10.3.4. Rest of Asia-Pacific
  • 10.4. Rest of World

11.VALUE CHAIN ANALYSIS

  • 11.1. Marginal Analysis
  • 11.2. List of Market Participants

12.COMPETITIVE LANDSCAPE

  • 12.1. Competition Dashboard
  • 12.2. Competitor Market Positioning Analysis
  • 12.3. Porter Five Forces Analysis

13.COMPANY PROFILED

  • 13.1. Alibaba Cloud
    • 13.1.1. Company Overview
    • 13.1.2. Key Financials
    • 13.1.3. SWOT Analysis
    • 13.1.4. Product Portfolio
    • 13.1.5. Recent Developments
  • 13.2. UneeQ
  • 13.3. HOUR ONE AI
  • 13.4. iFLYTEK Corporation
  • 13.5. Meta Platforms, Inc.
  • 13.6. Microsoft Corporation
  • 13.7. Soul Machines
  • 13.8. Ziva Dynamics
  • 13.9. AI Foundation
  • 13.10. NVIDIA Corporation

14.ACRONYMS & ASSUMPTION

15.ANNEXURE