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.
The global Affective Computing market was valued at US$ 835 million in 2023 and is anticipated to reach US$ 10580 million by 2030, witnessing a CAGR of 43.2% during the forecast period 2024-2030.
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.
This report aims to provide a comprehensive presentation of the global market for Affective Computing, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Affective Computing.
Report Scope
The Affective Computing market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Affective Computing market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Affective Computing companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
麻豆原创 Segmentation
By Company
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
Segment by Type
Touch-Based
Touchless
Segment by Application
麻豆原创 Research
Healthcare
Media & Advertisement
Automotive
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Affective Computing companies鈥 competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 麻豆原创 Analysis by Type
1.2.1 Global Affective Computing 麻豆原创 Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Touch-Based
1.2.3 Touchless
1.3 麻豆原创 by Application
1.3.1 Global Affective Computing 麻豆原创 Growth by Application: 2019 VS 2023 VS 2030
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 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Affective Computing 麻豆原创 Perspective (2019-2030)
2.2 Affective Computing Growth Trends by Region
2.2.1 Global Affective Computing 麻豆原创 Size by Region: 2019 VS 2023 VS 2030
2.2.2 Affective Computing Historic 麻豆原创 Size by Region (2019-2024)
2.2.3 Affective Computing Forecasted 麻豆原创 Size by Region (2025-2030)
2.3 Affective Computing 麻豆原创 Dynamics
2.3.1 Affective Computing Industry Trends
2.3.2 Affective Computing 麻豆原创 Drivers
2.3.3 Affective Computing 麻豆原创 Challenges
2.3.4 Affective Computing 麻豆原创 Restraints
3 Competition Landscape by Key Players
3.1 Global Top Affective Computing Players by Revenue
3.1.1 Global Top Affective Computing Players by Revenue (2019-2024)
3.1.2 Global Affective Computing Revenue 麻豆原创 Share by Players (2019-2024)
3.2 Global Affective Computing 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Affective Computing Revenue
3.4 Global Affective Computing 麻豆原创 Concentration Ratio
3.4.1 Global Affective Computing 麻豆原创 Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Affective Computing Revenue in 2023
3.5 Affective Computing Key Players Head office and Area Served
3.6 Key Players Affective Computing Product Solution and Service
3.7 Date of Enter into Affective Computing 麻豆原创
3.8 Mergers & Acquisitions, Expansion Plans
4 Affective Computing Breakdown Data by Type
4.1 Global Affective Computing Historic 麻豆原创 Size by Type (2019-2024)
4.2 Global Affective Computing Forecasted 麻豆原创 Size by Type (2025-2030)
5 Affective Computing Breakdown Data by Application
5.1 Global Affective Computing Historic 麻豆原创 Size by Application (2019-2024)
5.2 Global Affective Computing Forecasted 麻豆原创 Size by Application (2025-2030)
6 North America
6.1 North America Affective Computing 麻豆原创 Size (2019-2030)
6.2 North America Affective Computing 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Affective Computing 麻豆原创 Size by Country (2019-2024)
6.4 North America Affective Computing 麻豆原创 Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Affective Computing 麻豆原创 Size (2019-2030)
7.2 Europe Affective Computing 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Affective Computing 麻豆原创 Size by Country (2019-2024)
7.4 Europe Affective Computing 麻豆原创 Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Affective Computing 麻豆原创 Size (2019-2030)
8.2 Asia-Pacific Affective Computing 麻豆原创 Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Affective Computing 麻豆原创 Size by Region (2019-2024)
8.4 Asia-Pacific Affective Computing 麻豆原创 Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Affective Computing 麻豆原创 Size (2019-2030)
9.2 Latin America Affective Computing 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Affective Computing 麻豆原创 Size by Country (2019-2024)
9.4 Latin America Affective Computing 麻豆原创 Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Affective Computing 麻豆原创 Size (2019-2030)
10.2 Middle East & Africa Affective Computing 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Affective Computing 麻豆原创 Size by Country (2019-2024)
10.4 Middle East & Africa Affective Computing 麻豆原创 Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 IBM
11.1.1 IBM Company Detail
11.1.2 IBM Business Overview
11.1.3 IBM Affective Computing Introduction
11.1.4 IBM Revenue in Affective Computing Business (2019-2024)
11.1.5 IBM Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Detail
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Affective Computing Introduction
11.2.4 Microsoft Revenue in Affective Computing Business (2019-2024)
11.2.5 Microsoft Recent Development
11.3 Eyesight Technologies
11.3.1 Eyesight Technologies Company Detail
11.3.2 Eyesight Technologies Business Overview
11.3.3 Eyesight Technologies Affective Computing Introduction
11.3.4 Eyesight Technologies Revenue in Affective Computing Business (2019-2024)
11.3.5 Eyesight Technologies Recent Development
11.4 Affectiva
11.4.1 Affectiva Company Detail
11.4.2 Affectiva Business Overview
11.4.3 Affectiva Affective Computing Introduction
11.4.4 Affectiva Revenue in Affective Computing Business (2019-2024)
11.4.5 Affectiva Recent Development
11.5 NuraLogix
11.5.1 NuraLogix Company Detail
11.5.2 NuraLogix Business Overview
11.5.3 NuraLogix Affective Computing Introduction
11.5.4 NuraLogix Revenue in Affective Computing Business (2019-2024)
11.5.5 NuraLogix Recent Development
11.6 gestigon GmbH
11.6.1 gestigon GmbH Company Detail
11.6.2 gestigon GmbH Business Overview
11.6.3 gestigon GmbH Affective Computing Introduction
11.6.4 gestigon GmbH Revenue in Affective Computing Business (2019-2024)
11.6.5 gestigon GmbH Recent Development
11.7 Crowd Emotion
11.7.1 Crowd Emotion Company Detail
11.7.2 Crowd Emotion Business Overview
11.7.3 Crowd Emotion Affective Computing Introduction
11.7.4 Crowd Emotion Revenue in Affective Computing Business (2019-2024)
11.7.5 Crowd Emotion Recent Development
11.8 Beyond Verbal
11.8.1 Beyond Verbal Company Detail
11.8.2 Beyond Verbal Business Overview
11.8.3 Beyond Verbal Affective Computing Introduction
11.8.4 Beyond Verbal Revenue in Affective Computing Business (2019-2024)
11.8.5 Beyond Verbal Recent Development
11.9 nViso
11.9.1 nViso Company Detail
11.9.2 nViso Business Overview
11.9.3 nViso Affective Computing Introduction
11.9.4 nViso Revenue in Affective Computing Business (2019-2024)
11.9.5 nViso Recent Development
11.10 Cogito
11.10.1 Cogito Company Detail
11.10.2 Cogito Business Overview
11.10.3 Cogito Affective Computing Introduction
11.10.4 Cogito Revenue in Affective Computing Business (2019-2024)
11.10.5 Cogito Recent Development
11.11 Kairos
11.11.1 Kairos Company Detail
11.11.2 Kairos Business Overview
11.11.3 Kairos Affective Computing Introduction
11.11.4 Kairos Revenue in Affective Computing Business (2019-2024)
11.11.5 Kairos Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
听
听
*If Applicable.