According to our latest research, the global Affective Computing market size will reach USD 14480 million in 2031, growing at a CAGR of 42.2% over the analysis period.
Affective computing (also known as artificial emotional intelligence, or emotion AI) is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While the origins of the field may be traced as far back as to early philosophical inquiries into emotion (鈥渁ffect鈥 is, basically, a synonym for 鈥渆motion.鈥), the more modern branch of computer science originated with Rosalind Picard鈥檚 1995 paper on affective computing. A motivation for the research is the ability to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions. Affective computing technologies sense the emotional state of a user (via sensors, microphone, cameras and/or software logic) and respond by performing specific, predefined product/service features, such as changing a quiz or recommending a set of videos to fit the mood of the learner.
Global Affective Computing key players include IBM, Microsoft, Affectiva, Beyond Verbal, Kairos, etc. Global top five manufacturers hold a share about 70%. North America is the largest market, with a share about 35%, followed by Europe, with a share about 30 percent. In terms of product, Touchless is the largest segment, with a share about 70%. And in terms of application, the largest application is 麻豆原创 Research, followed by Media & Advertisement, Healthcare, Automotive, etc.
The Affective Computing market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
麻豆原创 segmentation
Affective Computing market is split by Type and by Application. For the period 2025-2031, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
麻豆原创 segment by Type, covers
Touch-Based
Touchless
麻豆原创 segment by Application, can be divided into
麻豆原创 Research
Healthcare
Media & Advertisement
Automotive
Others
麻豆原创 segment by players, this report covers
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
麻豆原创 segment by regions, regional analysis covers
North America
Europe
Asia-Pacific
South America
Middle East & Africa
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1 麻豆原创 Overview
1.1 Product Overview and Scope of Affective Computing
1.2 Classification of Affective Computing by Type
1.2.1 Overview: Global Affective Computing 麻豆原创 Size by Type: 2025 Versus 2031
1.2.2 Global Affective Computing Revenue 麻豆原创 Share by Type in 2031
1.2.3 Touch-Based
1.2.4 Touchless
1.3 Global Affective Computing 麻豆原创 by Application
1.3.1 Overview: Global Affective Computing 麻豆原创 Size by Application: 2025 Versus 2031
1.3.2 麻豆原创 Research
1.3.3 Healthcare
1.3.4 Media & Advertisement
1.3.5 Automotive
1.3.6 Others
1.4 Global Affective Computing 麻豆原创 Size & Forecast
1.5 麻豆原创 Drivers, Restraints and Trends
1.5.1 Affective Computing 麻豆原创 Drivers
1.5.2 Affective Computing 麻豆原创 Restraints
1.5.3 Affective Computing Trends Analysis
2 Company Profiles
2.1 IBM
2.1.1 IBM Details
2.1.2 IBM Major Business
2.1.3 IBM Affective Computing Product and Solutions
2.1.4 IBM Recent Developments and Future Plans
2.2 Microsoft
2.2.1 Microsoft Details
2.2.2 Microsoft Major Business
2.2.3 Microsoft Affective Computing Product and Solutions
2.2.4 Microsoft Recent Developments and Future Plans
2.3 Eyesight Technologies
2.3.1 Eyesight Technologies Details
2.3.2 Eyesight Technologies Major Business
2.3.3 Eyesight Technologies Affective Computing Product and Solutions
2.3.4 Eyesight Technologies Recent Developments and Future Plans
2.4 Affectiva
2.4.1 Affectiva Details
2.4.2 Affectiva Major Business
2.4.3 Affectiva Affective Computing Product and Solutions
2.4.4 Affectiva Recent Developments and Future Plans
2.5 NuraLogix
2.5.1 NuraLogix Details
2.5.2 NuraLogix Major Business
2.5.3 NuraLogix Affective Computing Product and Solutions
2.5.4 NuraLogix Recent Developments and Future Plans
2.6 gestigon GmbH
2.6.1 gestigon GmbH Details
2.6.2 gestigon GmbH Major Business
2.6.3 gestigon GmbH Affective Computing Product and Solutions
2.6.4 gestigon GmbH Recent Developments and Future Plans
2.7 Crowd Emotion
2.7.1 Crowd Emotion Details
2.7.2 Crowd Emotion Major Business
2.7.3 Crowd Emotion Affective Computing Product and Solutions
2.7.4 Crowd Emotion Recent Developments and Future Plans
2.8 Beyond Verbal
2.8.1 Beyond Verbal Details
2.8.2 Beyond Verbal Major Business
2.8.3 Beyond Verbal Affective Computing Product and Solutions
2.8.4 Beyond Verbal Recent Developments and Future Plans
2.9 nViso
2.9.1 nViso Details
2.9.2 nViso Major Business
2.9.3 nViso Affective Computing Product and Solutions
2.9.4 nViso Recent Developments and Future Plans
2.10 Cogito
2.10.1 Cogito Details
2.10.2 Cogito Major Business
2.10.3 Cogito Affective Computing Product and Solutions
2.10.4 Cogito Recent Developments and Future Plans
2.11 Kairos
2.11.1 Kairos Details
2.11.2 Kairos Major Business
2.11.3 Kairos Affective Computing Product and Solutions
2.11.4 Kairos Recent Developments and Future Plans
3 麻豆原创 Competition, by Players
3.1 Global Affective Computing Revenue and Share by Players (2025 & 2031)
3.2 Affective Computing Players Head Office, Products and Services Provided
3.3 Affective Computing Mergers & Acquisitions
3.4 Affective Computing New Entrants and Expansion Plans
4 Global Affective Computing Forecast by Region
4.1 Global Affective Computing 麻豆原创 Size by Region: 2025 VS 2031
4.2 Global Affective Computing 麻豆原创 Size by Region, (2025-2031)
4.3 North America
4.3.1 Key Companies of Affective Computing in North America
4.3.2 Current Situation and Forecast of Affective Computing in North America
4.3.3 North America Affective Computing 麻豆原创 Size and Prospect (2025-2031)
4.4 Europe
4.4.1 Key Companies of Affective Computing in Europe
4.4.2 Current Situation and Forecast of Affective Computing in Europe
4.4.3 Europe Affective Computing 麻豆原创 Size and Prospect (2025-2031)
4.5 Asia-Pacific
4.5.1 Key Companies of Affective Computing in Asia-Pacific
4.5.2 Current Situation and Forecast of Affective Computing in Asia-Pacific
4.5.3 Asia-Pacific Affective Computing 麻豆原创 Size and Prospect (2025-2031)
4.5.4 China
4.5.5 Japan
4.5.6 South Korea
4.6 South America
4.6.1 Key Companies of Affective Computing in South America
4.6.2 Current Situation and Forecast of Affective Computing in South America
4.6.3 South America Affective Computing 麻豆原创 Size and Prospect (2025-2031)
4.7 Middle East & Africa
4.7.1 Key Companies of Affective Computing in Middle East & Africa
4.7.2 Current Situation and Forecast of Affective Computing in Middle East & Africa
4.7.3 Middle East & Africa Affective Computing 麻豆原创 Size and Prospect (2025-2031)
5 麻豆原创 Size Segment by Type
5.1 Global Affective Computing 麻豆原创 Forecast by Type (2025-2031)
5.2 Global Affective Computing 麻豆原创 Share Forecast by Type (2025-2031)
6 麻豆原创 Size Segment by Application
6.1 Global Affective Computing 麻豆原创 Forecast by Application (2025-2031)
6.2 Global Affective Computing 麻豆原创 Share Forecast by Application (2025-2031)
7 Research Findings and Conclusion
8 Appendix
8.1 Methodology
8.2 Research Process and Data Source
8.3 Disclaimer
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
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*If Applicable.