Europe Virtual Humans Market

Europe Virtual Humans Market Size, Share & Trends Analysis Report By Type, By Industry Vertical (Gaming & Entertainment, BFSI, Education, Retail, Healthcare, Automotive, IT & Telecommunications), By Country and Growth Forecast, 2024 - 2031

Report Id: KBV-26604 Publication Date: January-2025 Number of Pages: 128
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Analysis of Market Size & Trends

The Europe Virtual Humans Market would witness market growth of 42.9% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe Virtual Humans Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $47,116.3 million by 2031. The UK market is exhibiting a CAGR of 41.7% during (2024 - 2031). Additionally, The France market would experience a CAGR of 44% during (2024 - 2031).

Europe Virtual Humans Market

In healthcare, virtual humans are used for consultations, patient engagement, and education. They can act as virtual health assistants, offering initial consultations based on medical data and helping patients understand their conditions and treatment options. Healthcare providers can scale their services by using virtual humans, delivering round-the-clock patient support without overburdening human staff. Virtual humans are also used in mental health services, acting as therapeutic avatars to help patients with cognitive behavioral therapy (CBT) and other psychological treatments.

Virtual humans are revolutionizing education by providing interactive learning experiences. These avatars can serve as tutors, teaching assistants, or mentors, offering personalized learning experiences based on individual students’ needs. Virtual humans are used for simulations in training environments, such as medical training, emergency response drills, and customer service training. Educational institutions and corporations can provide cost-effective and safe training opportunities by creating realistic scenarios where users interact with virtual humans.

According to Eurostat, 8% of EU enterprises adopted artificial intelligence technologies in 2023. This percentage jumps significantly to 30.4% among large EU enterprises, indicating a more pronounced adoption of AI in bigger organizations. The information and communication sector, in particular, leads to AI usage, reflecting the sector’s role as a pioneer in technological integration.

By leveraging AI, these enterprises can create more responsive and human-like virtual assistants that can handle complex queries, offer personalized recommendations, and maintain continuous interaction with users. This improves customer satisfaction and reduces operational costs associated with human staffing. The success and efficiency of virtual humans in this sector will likely inspire adoption in other industries, further driving market growth. Therefore, the rising adoption of AI technologies among European enterprises, particularly in the information and communication sector, is significantly boosting the growth of the market.

Free Valuable Insights: The Global Virtual Humans Market will Hit USD 735.50 Billion by 2031, at a CAGR of 43.4%

Based on Type, the market is segmented into Avatars (Interactive Digital Human Avatar and Non-Interactive Digital Human Avatar) and Autonomous Virtual Humans. Based on Industry Vertical, the market is segmented into Gaming & Entertainment, BFSI, Education, Retail, Healthcare, Automotive, IT & Telecommunications, and Other Industry Vertical. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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List of Key Companies Profiled

  • Epic Games, Inc.
  • Alibaba Cloud (Alibaba Group Holding Limited)
  • Unity Software Inc.
  • Meta Platforms, Inc.
  • Google LLC (Alphabet Inc.)
  • IBM Corporation
  • Microsoft Corporation
  • Amazon Web Services, Inc. (Amazon.com, Inc.)
  • Apple Inc.
  • NVIDIA Corporation

Europe Virtual Humans Market Report Segmentation

By Type

  • Avatars
  • Autonomous Virtual Humans

By Industry Vertical

  • Gaming & Entertainment
  • BFSI
  • Education
  • Retail
  • Healthcare
  • Automotive
  • IT & Telecommunications
  • Other Industry Vertical

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
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