PUBLISHER: The Business Research Company | PRODUCT CODE: 1983547
PUBLISHER: The Business Research Company | PRODUCT CODE: 1983547
A virtual human, also known as a digital human, is a computer-generated character that simulates human-like appearance, behavior, and interaction. These virtual entities can be used in various applications, such as virtual assistants, customer service bots, video games, virtual reality (VR) environments, and social media or entertainment.
The main types of virtual humans are avatars and autonomous virtual humans. Avatars are digital representations of users, used in virtual environments and online platforms to create a visual persona. These avatars find applications across various sectors, including gaming and entertainment, simulation and training, virtual reality (VR) and augmented reality (AR), customer service and virtual assistants, marketing and advertising, and others, and cater to diverse industries such as banking, financial services and insurance (BFSI), education, retail, healthcare, automotive, aerospace, and military, information technology and telecommunications, and others.
Tariffs have impacted the virtual humans market by increasing the cost of importing high-performance graphics processing units (GPUs), servers, and AI computing hardware used to create realistic avatars and autonomous virtual humans. Segments such as gaming, VR/AR platforms, and AI-powered virtual assistants are most affected, particularly in regions like North America, Europe, and Asia-Pacific that rely heavily on imported technology. The increased costs can slow development and deployment of virtual human solutions, affecting companies in entertainment, education, and marketing sectors. On the positive side, tariffs have encouraged investment in domestic hardware manufacturing and AI development, fostering innovation and potentially reducing reliance on foreign imports. Companies are also exploring local sourcing and hybrid infrastructure solutions to manage costs while maintaining performance and visual realism.
The virtual humans market research report is one of a series of new reports from The Business Research Company that provides virtual humans market statistics, including virtual humans industry global market size, regional shares, competitors with a virtual humans market share, detailed virtual humans market segments, market trends and opportunities, and any further data you may need to thrive in the virtual humans industry. This virtual humans market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The virtual humans market size has grown exponentially in recent years. It will grow from $51.94 billion in 2025 to $77.25 billion in 2026 at a compound annual growth rate (CAGR) of 48.7%. The growth in the historic period can be attributed to advancements in computer graphics, growth of virtual reality and augmented reality platforms, adoption of digital assistants, increasing demand for immersive gaming experiences, development of AI algorithms for human-like interaction.
The virtual humans market size is expected to see exponential growth in the next few years. It will grow to $374.91 billion in 2030 at a compound annual growth rate (CAGR) of 48.4%. The growth in the forecast period can be attributed to integration with AI and machine learning, rising use in customer service and virtual assistance, expansion of virtual influencers in marketing, adoption in education and training simulations, growth in healthcare virtual human applications. Major trends in the forecast period include AI-powered virtual assistants, socially interactive virtual humans, virtual influencers and brand ambassadors, realistic 2d and 3D avatars, integration with gaming and vr/ar platforms.
The accelerated development of the metaverse is expected to support the growth of the virtual humans market in the coming years. The metaverse represents a shared virtual environment created through the convergence of digitally enhanced physical reality and persistent virtual spaces. Its expansion is supported by increasing interest in digital experiences, remote collaboration, social interaction, emerging economic opportunities, and evolving cultural trends. Virtual humans, including digital avatars and AI-driven entities, play a vital role within the metaverse by representing users and enabling interactive, personalized experiences. These virtual beings significantly enhance user engagement and immersion across digital environments. For example, in March 2024, according to the UK Intellectual Property Office, a UK-based government authority, the metaverse user base is projected to reach 1.4 billion users, with the market expected to attain a value of $490.4 billion by 2030. Therefore, metaverse expansion is strengthening the virtual humans market.
Leading companies operating in the virtual humans market are focusing on developing technologically innovative solutions such as AI-driven virtual human technologies through collaborations to enhance human-computer interaction, create more realistic avatars, and expand applications across industries. AI-driven virtual human technologies are advanced systems that use artificial intelligence to create digital human representations capable of interacting with people in realistic and intelligent ways. For example, in June 2024, Nvidia Corporation, a US-based software company, partnered with Aww Inc., a Japan-based virtual human company, to advance AI-driven virtual human technology, with a specific focus on their virtual influencer, imma. The updated version enables real-time interactions supported by NVIDIA's Audio2Face technology, which delivers realistic facial animations and accurate lip synchronization. AI imma is designed to automate the creation of character-based large language models, streamlining the production and deployment of virtual humans for business applications and marking a significant advancement in AI-driven virtual human engagement.
In March 2023, Unity Software Inc., a US-based video game software development company, acquired Ziva Dynamics Inc. for an undisclosed amount. Through this acquisition, Unity Software aims to democratize access to advanced character creation tools by integrating Ziva's simulation and deformation technologies into its platform, improving the quality and efficiency of digital character creation for games, films, and real-time 3D applications. Ziva Dynamics Inc. is a Canada-based developer of character creation software designed to enhance human interaction in virtual environments.
Major companies operating in the virtual humans market are Google LLC, Samsung Electronics Co. Ltd., Microsoft Corporation, Alibaba Group Holding Limited, Meta Platforms Inc., NVIDIA Corporation, iFLYTEK Co. Ltd., Unity Software Inc., Epic Games Inc., Xsens Technologies B.V., Reallusion Inc., Soul Machines Limited, AltspaceVR Inc., Cubic Motion Limited, Datagen Technologies Ltd., Inworld AI Inc., 3Lateral d.o.o., Faceware Technologies Inc., Offbeat Media Group LLC, Quantum Capture Inc., UneeQ Limited, VNTANA Inc.
North America was the largest region in the virtual humans market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the virtual humans market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the virtual humans market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual humans market includes revenues earned by entities by providing 3D avatars, AI-powered chatbots, virtual assistants, digital humans for simulations, voice synthesis systems, and interactive virtual reality (VR) characters. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Virtual Humans Market Global Report 2026 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses virtual humans market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for virtual humans ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The virtual humans market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
Added Benefits available all on all list-price licence purchases, to be claimed at time of purchase. Customisations within report scope and limited to 20% of content and consultant support time limited to 8 hours.