Digital Avatar Market (By Product: Interactive Digital Avatar, Non-interactive Digital Avatar; By Category; By Industry Vertical) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

The global digital avatar market was estimated at USD 14.36 billion in 2022 and it is expected to surpass around USD 682.6 billion by 2032, poised to grow at a CAGR of 47.13% from 2023 to 2032. The digital avatar market in the United States was accounted for USD 5.2 billion in 2022.

Digital Avatar Market Size 2023 to 2032

Key Pointers

  • The market for digital avatar in the Asia Pacific region is projected to grow at the highest rate of 51.33% during the forecast period
  • The North American region accounted for a significant market share of around 46% in 2022 
  • The interactive digital avatar segment is projected to expand at a CAGR of 49.05% over the forecast period
  • The retail & e-commerce segment accounted for a significant share of around 21% in 2022 in the digital avatar market. Furthermore, it is expected to advance at significant CAGR of 46.22% from 2023 to 2032.
  • The virtual influencer segment accounted for a significant market share of 26% in 2022. 
  • The virtual agents & assistants segment is projected to expand at a CAGR of 44.43% from 2023 to 2032.

Report Scope of the Digital Avatar Market

Report Coverage Details
Revenue Share of North America in 2022 46%
CAGR of Asia Pacific from 2023 to 2032 51.33% 
Revenue Forecast by 2032 USD 682.6 billion
Growth Rate from 2023 to 2032 CAGR of 47.13%
Base Year 2022
Forecast Period 2023 to 2032
Market Analysis (Terms Used) Value (US$ Million/Billion) or (Volume/Units)
Companies Covered Epic Games, Inc.; Pinscreen Inc.; Soul Machines; NEON (SAMSUNG); AI Foundation; Microsoft Corporation; NVIDIA Corporation; UneeQ; Didimo, Inc.; Spatial Systems, Inc.; DeepBrain AI; Wolf3D

 

The rising demand for authentic and personalized characters for online interactions by companies from various industries drives the growth of the market. Digital avatars help companies to create engaging and intelligent interactions with customers. Companies in the market for digital avatars offer various customization options. The digital avatar reflects styles and personalities. For instance, in April 2023, Perfect Corp. integrated the AI Magic Avatar feature into the brand’s YouCam Perfect app

The feature has empowered users to generate more than a hundred personalized digital avatars, allowing them to express themselves across various digital categories. Such digital avatars have become key aspects of digital personas and communications. Technological developments are further projected to play an important role in the overall growth of the market. The incorporation of augmented reality (AR) offers an immersive digital avatar experience. Avatars with AI and AR are increasingly being deployed in customer-facing scenarios, including retail and sales office environments.

For instance, in April 2023, Spheroid Universe, an extended reality metaverse company, launched artificial intelligence (AI) avatars that inhabit the world through AR. Businesses can incorporate digital avatars into various operations, including sales, advertising, consumer interactions, general customer, and more. Further, AI avatars can be integrated with voice synthesis and voice recognition to enhance human interactions and communications.

Product Insights

The interactive digital avatar segment is projected to expand at a CAGR of 49.05% over the forecast period. The growth is attributed to the rising product adoption in customer service, entertainment, healthcare, and education sectors for various purposes, as they provide more engaging experiences. Furthermore, digital avatars are increasingly being used in animated films and video games to offer personalized experiences. The ability to provide a human-like natural experience is projected to offer lucrative growth opportunities in the market for digital avatars.

A non-interactive digital avatar is not capable of interacting with humans. These digital avatars are implemented in various industry verticals, such as films, video games, and virtual reality experiences. Companies are using non-interactive digital avatars to perform the role of welcome hosts on their websites to describe the products or services and introduce the company. However, ineffectiveness in giving assurance to customers and limited functionalities are expected to hamper the segment's growth over the forecast period.

Industry Vertical Insights

The retail & e-commerce segment accounted for a significant share of around 21% in 2022 in the digital avatar market. Furthermore, it is expected to advance at significant CAGR of 46.22% from 2023 to 2032. E-commerce chatbots are helping the sector to benefit substantially from the power of messaging to drive revenue, enhance consumer experience, and reduce costs by offering 24/7 services.

Furthermore, they help to offer a consistent experience across multiple distribution channels and facilitate better communication. Chatbots are increasingly being deployed in the retail & e-commerce industry for product recommendations to enable personalized service. They assist customers in keeping track of their order status, shipping and billing information, and much more.

The education & training segment is anticipated to grow substantially in the market over the forecast period. Digital avatars are increasingly being implemented in the education and training sector to provide a personalized learning experience. Technological developments enable virtual agents to understand learning preferences, needs, and styles to provide additional resources and personalized recommendations. The increasing adoption of digital avatars for e-learning platforms, online courses, and training programs is projected to offer significant growth opportunities for the market segment.

Category Insights

The virtual influencer segment accounted for a significant market share of 26% in 2022. Virtual influencers enable brands to produce unattainable content with humans, allowing a higher degree of creative freedom which helps to target the correct set of customers. Furthermore, numerous fashion brands collaborate with virtual influencers to create new, unique experiences and attract younger audiences. The ability to generate higher engagement and improved social media reach is projected to fuel further growth of virtual influencers over the forecast period. 

Digital Avatar Market Share, By Category, 2022 (%)

The virtual agents & assistants segment is projected to expand at a CAGR of 44.43% from 2023 to 2032. The assistant is a conversational software that allows brands to respond to customers by using AI, reducing the response time. Companies implement virtual agents on their websites to provide 24/7 assistance and support to enhance customer satisfaction. They can handle multiple customer queries, improving the response time and reducing operational costs. Additional features such as personalization, data collection, and analysis will offer growth opportunities for this segment through 2032.

Regional Insights

The market for digital avatar in the Asia Pacific region is projected to grow at the highest rate of 51.33% during the forecast period. The rising number of smartphone and internet users is driving regional growth. Digital avatar allows people to interact with others on social media platforms without revealing their identity. Furthermore, continuous technological advancements have enabled marketers to create and offer virtual avatars at affordable rates. A steady rise in online gaming and social media users to interact and express themselves is anticipated to fuel further market growth in the region.

The North American region accounted for a significant market share of around 46% in 2022 and is expected to continue its dominance throughout the forecast period. The growing popularity of AR and VR allows users to interact with digital environments in a more realistic and immersive manner. Regional consumers prefer customized digital avatars to reflect their interests and personalities. Furthermore, considering the demand, regional companies also focus on offering customization in digital avatars through in-app purchases and other virtual goods through social media, virtual reality, and gaming.

Digital Avatar Market Segmentations:

By Product 

  • Interactive Digital avatar
  • Non-Interactive Digital avatar

By Category 

  • Virtual Agents & Assistants
  • Virtual Influencers
  • Others

By Industry Vertical 

  • BFSI
  • Retail & E-commerce
  • Healthcare
  • Gaming & Entertainment
  • Education & Training
  • Automotive
  • IT & Telecom
  • Others

By Regional 

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Latin America
    • Mexico
    • Brazil
  • Middle East & Africa
    • Saudi Arabia
    • UAE

Frequently Asked Questions

The global digital avatar market size was reached at USD 14.36 billion in 2022 and it is projected to hit around USD 682.6 billion by 2032.

The global digital avatar market is growing at a compound annual growth rate (CAGR) of 47.13% from 2023 to 2032.

The North America region has accounted for the largest digital avatar market share in 2022.

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 Product Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Digital Avatar Market 

5.1. COVID-19 Landscape: Digital Avatar 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

Chapter 6. Market Dynamics Analysis and Trends

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 Digital Avatar Market, By Product

8.1. Digital Avatar Market, by Product, 2023-2032

8.1.1 Interactive Digital avatar

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Non-Interactive Digital avatar

8.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Digital Avatar Market, By Category

9.1. Digital Avatar Market, by Category, 2023-2032

9.1.1. Virtual Agents & Assistants

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Virtual Influencers

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Others

9.1.3.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Digital Avatar Market, By Industry Vertical 

10.1. Digital Avatar Market, by Industry Vertical, 2023-2032

10.1.1. BFSI

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Retail & E-commerce

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Healthcare

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Gaming & Entertainment

10.1.4.1. Market Revenue and Forecast (2020-2032)

10.1.5. Education & Training

10.1.5.1. Market Revenue and Forecast (2020-2032)

10.1.6. Automotive

10.1.6.1. Market Revenue and Forecast (2020-2032)

10.1.7. IT & Telecom

10.1.7.1. Market Revenue and Forecast (2020-2032)

10.1.8. Others

10.1.8.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global Digital Avatar Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Product (2020-2032)

11.1.2. Market Revenue and Forecast, by Category (2020-2032)

11.1.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Product (2020-2032)

11.2.2. Market Revenue and Forecast, by Category (2020-2032)

11.2.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Product (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Category (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Product (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Category (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Product (2020-2032)

11.3.2. Market Revenue and Forecast, by Category (2020-2032)

11.3.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Product (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Category (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Product (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Category (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Product (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Category (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Product (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Category (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Product (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Category (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Product (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Category (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Industry Vertical (2020-2032)

Chapter 12. Company Profiles

12.1. Epic Games, Inc.

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Pinscreen Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Soul Machines

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. NEON (SAMSUNG).

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. AI Foundation

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Microsoft Corporation

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. NVIDIA Corporation.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. UneeQ; Didimo, Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Spatial Systems, Inc.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. DeepBrain AI

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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