バーチャルヒューマンのグローバル市場(2021~2031):アバター、自律型バーチャルヒューマン

■ 英語タイトル:Virtual Humans Market By Type (Avatars, Autonomous Virtual Humans), By Industry Vertical (BFSI, Education, Retail, Healthcare, Automotive, IT and Telecommunications, Gaming and Entertainment, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

調査会社Allied Market Research社が発行したリサーチレポート(データ管理コード:ALD23MA076)■ 発行会社/調査会社:Allied Market Research
■ 商品コード:ALD23MA076
■ 発行日:2023年2月
■ 調査対象地域:グローバル
■ 産業分野:IT・通信
■ ページ数:178
■ レポート言語:英語
■ レポート形式:PDF
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★グローバルリサーチ資料[バーチャルヒューマンのグローバル市場(2021~2031):アバター、自律型バーチャルヒューマン]についてメールでお問い合わせはこちら
*** レポート概要(サマリー)***

Allied Market Research社発行の最新調査レポートでは、世界のバーチャルヒューマン市場規模が2022年から2031年にかけて年平均44.74%成長し、2021年の113億ドルから2031年には4402.9億ドルに達すると予測しています。当レポートは、バーチャルヒューマンの世界市場を調査対象とし、イントロダクション、エグゼクティブサマリー、市場概要、種類別(アバター、自律型バーチャルヒューマン)分析、産業別(金融、教育、小売、医療、その他)分析、地域別(北米、ヨーロッパ、アジア太平洋、中南米・中東/アフリカ)分析、企業状況など、多面的な分析結果をまとめたものです。なお、企業情報として、Epic Games, Inc.、iFLYTEK Corporation、Inworld AI、Datagen、Meta Platforms, Inc、Microsoft Corporation、Offbeat Media Group、soul machines、Ziva Dynamics (Unity)、Alibaba Group Holding Limitedなどが含まれております。
・イントロダクション
・エグゼクティブサマリー
・市場概要
・世界のバーチャルヒューマン市場規模:種類別
  - アバターの市場規模
  - 自律型バーチャルヒューマンの市場規模
・世界のバーチャルヒューマン市場規模:産業別
  - 金融業における市場規模
  - 教育産業における市場規模
 - 小売産業における市場規模
  - 医療産業における市場規模
  - その他産業における市場規模
・世界のバーチャルヒューマン市場規模:地域別
  - 北米のバーチャルヒューマン市場規模
  - ヨーロッパのバーチャルヒューマン市場規模
  - アジア太平洋のバーチャルヒューマン市場規模
  - 中南米・中東/アフリカのバーチャルヒューマン市場規模
・企業状況
・企業情報

The virtual humans market was valued at $11.3 billion in 2021 and is projected to reach $440.29 billion by 2031, registering a CAGR of 44.74% from 2022 to 2031.
Virtual humans are automated beings with the ability to communicate, comprehend, reason, and show emotion. They can interact with humans in regular language and have a three-dimensional physique.
Due to the rising need for virtual space in the metaverse via augmented reality (AR), virtual reality (VR), and machine learning, the market for virtual humans is anticipated to expand significantly over the course of the forecast period (ML). The market has grown as a result of the boom in e-commerce and digital retail, as well. The main issue limiting market growth, however, is the absence of technological constraints brought on by the expensive development of intelligent applications and declining labour demand. Contrarily, the rise in machine-to-human consumer connection in a variety of end-use industries and the adoption of intelligent and interactive educational solutions are anticipated to drive the growth of the virtual people market during the forecast period.
The global virtual humans market research is segmented into types, industry vertical, and regions. Based on types, the market is bifurcated into avatars and autonomous virtual humans. Based on the industry vertical the market is segmented into BFSI, education, retail, healthcare, automotive, IT & telecommunications, gaming & entertainment and others. Region-wise, the virtual humans market trends are analyzed across North America (U.S. and Canada), Europe (Germany, Italy, France, Spain, UK, and the rest of Europe), Asia-Pacific (China, Japan, India, Australia, South Korea, and Rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa). Key players operating in the market Alibaba Group Holding Limited, Datagen, Epic Games, Inc., iFLYTEK Corporation, Inworld AI, Meta Platforms, Inc., Microsoft Corporation, Offbeat Media Group, Soul Machines and Ziva Dynamics (Unity).

Key Benefits For Stakeholders
●This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the virtual humans market analysis from 2021 to 2031 to identify the prevailing virtual humans market opportunities.
●The market research is offered along with information related to key drivers, restraints, and opportunities.
●Porter’s five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
●In-depth analysis of the virtual humans market segmentation assists to determine the prevailing market opportunities.
●Major countries in each region are mapped according to their revenue contribution to the global market.
●Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
●The report includes the analysis of the regional as well as global virtual humans market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Industry Vertical
● BFSI
● Education
● Retail
● Healthcare
● Automotive
● IT and Telecommunications
● Gaming and Entertainment
● Others

By Type
● Avatars
○ Avatars
○ Interactive Digital Human Avatar
○ Non-Interactive Digital Human Avatar
● Autonomous Virtual Humans

By Region
● North America
○ U.S.
○ Canada
● Europe
○ Germany
○ Italy
○ France
○ Spain
○ UK
○ Rest of Europe
● Asia-Pacific
○ China
○ India
○ Japan
○ South
○ Australia
○ Rest of Asia-Pacific
● LAMEA
○ Latin America
○ Middle East
○ Africa

● Key Market Players
○ Epic Games, Inc.
○ iFLYTEK Corporation
○ Inworld AI
○ Datagen
○ Meta Platforms, Inc
○ Microsoft Corporation
○ Offbeat Media Group
○ soul machines
○ Ziva Dynamics (Unity)
○ Alibaba Group Holding Limited

世界の市場調査レポート販売サイト(H&Iグローバルリサーチ株式会社運営)
*** レポート目次(コンテンツ)***

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

LIST OF TABLES
TABLE 01. GLOBAL VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 02. VIRTUAL HUMANS MARKET FOR AVATARS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 03. GLOBAL AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 04. VIRTUAL HUMANS MARKET FOR INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 05. VIRTUAL HUMANS MARKET FOR NON-INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 06. VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 07. GLOBAL VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 08. VIRTUAL HUMANS MARKET FOR BFSI, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 09. VIRTUAL HUMANS MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 10. VIRTUAL HUMANS MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 11. VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 12. VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 13. VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 14. VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 15. VIRTUAL HUMANS MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 16. VIRTUAL HUMANS MARKET, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 17. NORTH AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 18. NORTH AMERICA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 19. NORTH AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 20. NORTH AMERICA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 21. U.S. VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 22. U.S. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 23. CANADA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 24. CANADA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 25. EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 26. EUROPE AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 27. EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 28. EUROPE VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 29. GERMANY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 30. GERMANY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 31. ITALY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 32. ITALY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 33. FRANCE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 34. FRANCE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 35. SPAIN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 36. SPAIN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 37. UK VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 38. UK VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 39. REST OF EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 40. REST OF EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 41. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 42. ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 43. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 44. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 45. CHINA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 46. CHINA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 47. INDIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 48. INDIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 49. JAPAN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 50. JAPAN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 51. SOUTH VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 52. SOUTH VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 53. AUSTRALIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 54. AUSTRALIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 55. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 56. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 57. LAMEA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 58. LAMEA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 59. LAMEA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 60. LAMEA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 61. LATIN AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 62. LATIN AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 63. MIDDLE EAST VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 64. MIDDLE EAST VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 65. AFRICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 66. AFRICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 67. ALIBABA GROUP HOLDING LIMITED: KEY EXECUTIVES
TABLE 68. ALIBABA GROUP HOLDING LIMITED: COMPANY SNAPSHOT
TABLE 69. ALIBABA GROUP HOLDING LIMITED: SERVICE SEGMENTS
TABLE 70. ALIBABA GROUP HOLDING LIMITED: PRODUCT PORTFOLIO
TABLE 71. ALIBABA GROUP HOLDING LIMITED: KEY STRATERGIES
TABLE 72. DATAGEN: KEY EXECUTIVES
TABLE 73. DATAGEN: COMPANY SNAPSHOT
TABLE 74. DATAGEN: SERVICE SEGMENTS
TABLE 75. DATAGEN: PRODUCT PORTFOLIO
TABLE 76. DATAGEN: KEY STRATERGIES
TABLE 77. EPIC GAMES, INC.: KEY EXECUTIVES
TABLE 78. EPIC GAMES, INC.: COMPANY SNAPSHOT
TABLE 79. EPIC GAMES, INC.: PRODUCT PORTFOLIO
TABLE 80. EPIC GAMES, INC.: KEY STRATERGIES
TABLE 81. IFLYTEK CORPORATION: KEY EXECUTIVES
TABLE 82. IFLYTEK CORPORATION: COMPANY SNAPSHOT
TABLE 83. IFLYTEK CORPORATION: SERVICE SEGMENTS
TABLE 84. IFLYTEK CORPORATION: PRODUCT PORTFOLIO
TABLE 85. IFLYTEK CORPORATION: KEY STRATERGIES
TABLE 86. INWORLD AI: KEY EXECUTIVES
TABLE 87. INWORLD AI: COMPANY SNAPSHOT
TABLE 88. INWORLD AI: SERVICE SEGMENTS
TABLE 89. INWORLD AI: PRODUCT PORTFOLIO
TABLE 90. INWORLD AI: KEY STRATERGIES
TABLE 91. META PLATFORMS, INC: KEY EXECUTIVES
TABLE 92. META PLATFORMS, INC: COMPANY SNAPSHOT
TABLE 93. META PLATFORMS, INC: SERVICE SEGMENTS
TABLE 94. META PLATFORMS, INC: PRODUCT PORTFOLIO
TABLE 95. META PLATFORMS, INC: KEY STRATERGIES
TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 98. MICROSOFT CORPORATION: SERVICE SEGMENTS
TABLE 99. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 100. MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 101. OFFBEAT MEDIA GROUP: KEY EXECUTIVES
TABLE 102. OFFBEAT MEDIA GROUP: COMPANY SNAPSHOT
TABLE 103. OFFBEAT MEDIA GROUP: PRODUCT PORTFOLIO
TABLE 104. OFFBEAT MEDIA GROUP: KEY STRATERGIES
TABLE 105. SOUL MACHINES: KEY EXECUTIVES
TABLE 106. SOUL MACHINES: COMPANY SNAPSHOT
TABLE 107. SOUL MACHINES: SERVICE SEGMENTS
TABLE 108. SOUL MACHINES: PRODUCT PORTFOLIO
TABLE 109. SOUL MACHINES: KEY STRATERGIES
TABLE 110. ZIVA DYNAMICS (UNITY): KEY EXECUTIVES
TABLE 111. ZIVA DYNAMICS (UNITY): COMPANY SNAPSHOT
TABLE 112. ZIVA DYNAMICS (UNITY): SERVICE SEGMENTS
TABLE 113. ZIVA DYNAMICS (UNITY): PRODUCT PORTFOLIO
TABLE 114. ZIVA DYNAMICS (UNITY): KEY STRATERGIES

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