
The global Affective Computing market size was US$ 87030 million in 2024 and is forecast to a readjusted size of US$ 367870 million by 2031 with a CAGR of 23.2% during the forecast period 2025-2031.
Affective computing refers to the technology-driven process of recognizing, processing, and simulating human emotions. The goal is to enable computer systems to perceive, understand, and respond to human emotions, thereby enhancing human-computer interactions. Affective computing combines artificial intelligence (AI), machine learning, computer vision, speech recognition, and natural language processing to improve communication between humans and machines across a wide range of applications, including healthcare, customer service, smart devices, marketing, and entertainment.
The main products in affective computing include emotion recognition systems, emotion analysis tools, and emotion-driven intelligent assistants. Emotion recognition systems typically use facial expressions, voice, posture, or physiological signals to analyze an individual’s emotional state. For example, Affectiva and RealEyes offer facial expression and emotion analytics solutions, while Cogito focuses on speech emotion recognition to help businesses improve customer service. Additionally, affective computing is used to develop more empathetic AI assistants, such as Siri and Google Assistant, which can respond in a personalized manner based on the user’s emotional state.
With the rapid development of artificial intelligence, affective computing is becoming an essential part of various industries. The main drivers of the market include the increasing demand for more natural and human-like human-computer interactions, especially in customer service, healthcare, and smart devices. In particular, in the customer support sector, affective computing can enhance the customer experience by offering emotion-driven services and providing personalized responses, thus increasing customer satisfaction and loyalty. In healthcare, affective computing can help diagnose emotional disorders and assist psychological treatments by analyzing patients’ emotional reactions.
Furthermore, the applications of affective computing in autonomous driving, virtual reality (VR), and smart homes are opening up substantial growth opportunities. In autonomous vehicles, affective computing can monitor drivers' emotional states, offer safety reminders, and adjust the in-car environment for greater comfort. The combination of VR and affective computing also presents new opportunities for immersive emotional experiences.
However, affective computing faces several risks and challenges. First, accuracy remains a technical bottleneck, particularly in cross-cultural settings or among individuals with different emotional expression patterns. Emotion recognition may lead to errors in such contexts. Second, privacy concerns are significant, especially when dealing with the collection and analysis of emotional and physiological data. Protecting personal data security is a major challenge. Additionally, the market is concentrated, with a few companies like Affectiva, iMotions, and Cogito dominating the space, which could limit the pace of innovation.
In terms of downstream demand trends, businesses are increasingly reliant on affective computing technologies, especially for emotion analysis, personalized recommendations, and consumer behavior insights. As smart devices become more prevalent and the focus on mental health grows, affective computing is expected to experience broader adoption in the coming years.
The global Affective Computing market is strategically segmented by company, region (country), by Type, and by Application. This report empowers stakeholders to capitalize on emerging opportunities, optimize product strategies, and outperform competitors through data-driven insights on revenue and forecasts across regions, by Type, and by Application for 2020-2031.
Market Segmentation
By Company:
Apple, Inc.
Microsoft Corporation
IBM
Qualcomm
Atos
Palantir Technologies
Affectiva
CrowdEmotion
Beyond Verbal
AR Affective Computing (Kairos AR)
iMotions
Cogito
RealEyes
Nviso
EmoReact
Uniphore
gestigon GmbH
Slyce
Hume AI
Emotion Research Lab
Affecter
Cipia Vision Ltd
NuraLogix
By Type: (Dominant Segment vs High-Margin Innovation)
Touch-based System
Touchless-based System
By Application: (Core Demand Driver vs Emerging Opportunity)
e-Commerce and Marketing
Healthcare
Entertainment and Gaming
Automotive
Customer Service
Others
By Region
Macro-Regional Analysis: Market Size & Growth Forecasts
- North America
- Europe
- Asia-Pacific
- South America
- Middle East & Africa
Micro-Local Market Deep Dive: Strategic Insights
- Competitive Landscape: Player dominance vs. disruptors (e.g., Apple, Inc. in Europe)
- Emerging Product Trends: Touch-based System adoption vs. Touchless-based System premiumization
- Demand-Side Dynamics: e-Commerce and Marketing growth in China vs. Healthcare potential in North America
- Localized Consumer Needs: Regulatory hurdles in EU vs. price sensitivity in India
Focus Markets:
North America
Europe
China
India
Chapter Outline
Chapter 1: Report scope, executive summary, and market evolution scenarios (short/mid/long term).
Chapter 2: Quantitative analysis of Affective Computing market size and growth potential at global, regional, and country levels.
Chapter 3: Competitive benchmarking of manufacturers (revenue, market share, M&A, R&D focus).
Chapter 4: Type-based segmentation analysis – Uncovering blue ocean markets (e.g., Touchless-based System in China).
Chapter 5: Application-based segmentation analysis – High-growth downstream opportunities (e.g., Healthcare in India).
Chapter 6: Regional revenue breakdown by company, type, application and customer.
Chapter 7: Key manufacturer profiles – Financials, product portfolios, and strategic developments.
Chapter 8: Market dynamics – Drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 9: Actionable conclusions and strategic recommendations.
Why This Report?
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Affective Computing value chain, addressing:
- Market entry risks/opportunities by region
- Product mix optimization based on local practices
- Competitor tactics in fragmented vs. consolidated markets
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market by Type
1.2.1 Global Market Size Growth by Type: 2020 VS 2024 VS 2031
1.2.2 Touch-based System
1.2.3 Touchless-based System
1.3 Market by Application
1.3.1 Global Market Share by Application: 2020 VS 2024 VS 2031
1.3.2 e-Commerce and Marketing
1.3.3 Healthcare
1.3.4 Entertainment and Gaming
1.3.5 Automotive
1.3.6 Customer Service
1.3.7 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Affective Computing Market Perspective (2020-2031)
2.2 Global Market Size by Region: 2020 VS 2024 VS 2031
2.3 Global Affective Computing Revenue Market Share by Region (2020-2025)
2.4 Global Affective Computing Revenue Forecast by Region (2026-2031)
2.5 Major Region and Emerging Market Analysis
2.5.1 North America Affective Computing Market Size and Prospective (2020-2031)
2.5.2 Europe Affective Computing Market Size and Prospective (2020-2031)
2.5.3 China Affective Computing Market Size and Prospective (2020-2031)
2.5.4 India Affective Computing Market Size and Prospective (2020-2031)
3 Breakdown Data by Type
3.1 Global Affective Computing Historic Market Size by Type (2020-2025)
3.2 Global Affective Computing Forecasted Market Size by Type (2026-2031)
3.3 Different Types Affective Computing Representative Players
4 Breakdown Data by Application
4.1 Global Affective Computing Historic Market Size by Application (2020-2025)
4.2 Global Affective Computing Forecasted Market Size by Application (2026-2031)
4.3 New Sources of Growth in Affective Computing Application
5 Competition Landscape by Players
5.1 Global Top Players by Revenue
5.1.1 Global Top Affective Computing Players by Revenue (2020-2025)
5.1.2 Global Affective Computing Revenue Market Share by Players (2020-2025)
5.2 Global Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
5.3 Players Covered: Ranking by Affective Computing Revenue
5.4 Global Affective Computing Market Concentration Analysis
5.4.1 Global Affective Computing Market Concentration Ratio (CR5 and HHI)
5.4.2 Global Top 10 and Top 5 Companies by Affective Computing Revenue in 2024
5.5 Global Key Players of Affective Computing Head office and Area Served
5.6 Global Key Players of Affective Computing, Product and Application
5.7 Global Key Players of Affective Computing, Date of Enter into This Industry
5.8 Mergers & Acquisitions, Expansion Plans
6 Region Analysis
6.1 North America Market: Players, Segments and Downstream
6.1.1 North America Affective Computing Revenue by Company (2020-2025)
6.1.2 North America Market Size by Type
6.1.2.1 North America Affective Computing Market Size by Type (2020-2025)
6.1.2.2 North America Affective Computing Market Share by Type (2020-2025)
6.1.3 North America Market Size by Application
6.1.3.1 North America Affective Computing Market Size by Application (2020-2025)
6.1.3.2 North America Affective Computing Market Share by Application (2020-2025)
6.1.4 North America Market Trend and Opportunities
6.2 Europe Market: Players, Segments and Downstream
6.2.1 Europe Affective Computing Revenue by Company (2020-2025)
6.2.2 Europe Market Size by Type
6.2.2.1 Europe Affective Computing Market Size by Type (2020-2025)
6.2.2.2 Europe Affective Computing Market Share by Type (2020-2025)
6.2.3 Europe Market Size by Application
6.2.3.1 Europe Affective Computing Market Size by Application (2020-2025)
6.2.3.2 Europe Affective Computing Market Share by Application (2020-2025)
6.2.4 Europe Market Trend and Opportunities
6.3 China Market: Players, Segments and Downstream
6.3.1 China Affective Computing Revenue by Company (2020-2025)
6.3.2 China Market Size by Type
6.3.2.1 China Affective Computing Market Size by Type (2020-2025)
6.3.2.2 China Affective Computing Market Share by Type (2020-2025)
6.3.3 China Market Size by Application
6.3.3.1 China Affective Computing Market Size by Application (2020-2025)
6.3.3.2 China Affective Computing Market Share by Application (2020-2025)
6.3.4 China Market Trend and Opportunities
6.4 India Market: Players, Segments and Downstream
6.4.1 India Affective Computing Revenue by Company (2020-2025)
6.4.2 India Market Size by Type
6.4.2.1 India Affective Computing Market Size by Type (2020-2025)
6.4.2.2 India Affective Computing Market Share by Type (2020-2025)
6.4.3 India Market Size by Application
6.4.3.1 India Affective Computing Market Size by Application (2020-2025)
6.4.3.2 India Affective Computing Market Share by Application (2020-2025)
6.4.4 India Market Trend and Opportunities
7 Key Players Profiles
7.1 Apple, Inc.
7.1.1 Apple, Inc. Company Details
7.1.2 Apple, Inc. Business Overview
7.1.3 Apple, Inc. Affective Computing Introduction
7.1.4 Apple, Inc. Revenue in Affective Computing Business (2020-2025)
7.1.5 Apple, Inc. Recent Development
7.2 Microsoft Corporation
7.2.1 Microsoft Corporation Company Details
7.2.2 Microsoft Corporation Business Overview
7.2.3 Microsoft Corporation Affective Computing Introduction
7.2.4 Microsoft Corporation Revenue in Affective Computing Business (2020-2025)
7.2.5 Microsoft Corporation Recent Development
7.3 IBM
7.3.1 IBM Company Details
7.3.2 IBM Business Overview
7.3.3 IBM Affective Computing Introduction
7.3.4 IBM Revenue in Affective Computing Business (2020-2025)
7.3.5 IBM Recent Development
7.4 Qualcomm
7.4.1 Qualcomm Company Details
7.4.2 Qualcomm Business Overview
7.4.3 Qualcomm Affective Computing Introduction
7.4.4 Qualcomm Revenue in Affective Computing Business (2020-2025)
7.4.5 Qualcomm Recent Development
7.5 Atos
7.5.1 Atos Company Details
7.5.2 Atos Business Overview
7.5.3 Atos Affective Computing Introduction
7.5.4 Atos Revenue in Affective Computing Business (2020-2025)
7.5.5 Atos Recent Development
7.6 Palantir Technologies
7.6.1 Palantir Technologies Company Details
7.6.2 Palantir Technologies Business Overview
7.6.3 Palantir Technologies Affective Computing Introduction
7.6.4 Palantir Technologies Revenue in Affective Computing Business (2020-2025)
7.6.5 Palantir Technologies Recent Development
7.7 Affectiva
7.7.1 Affectiva Company Details
7.7.2 Affectiva Business Overview
7.7.3 Affectiva Affective Computing Introduction
7.7.4 Affectiva Revenue in Affective Computing Business (2020-2025)
7.7.5 Affectiva Recent Development
7.8 CrowdEmotion
7.8.1 CrowdEmotion Company Details
7.8.2 CrowdEmotion Business Overview
7.8.3 CrowdEmotion Affective Computing Introduction
7.8.4 CrowdEmotion Revenue in Affective Computing Business (2020-2025)
7.8.5 CrowdEmotion Recent Development
7.9 Beyond Verbal
7.9.1 Beyond Verbal Company Details
7.9.2 Beyond Verbal Business Overview
7.9.3 Beyond Verbal Affective Computing Introduction
7.9.4 Beyond Verbal Revenue in Affective Computing Business (2020-2025)
7.9.5 Beyond Verbal Recent Development
7.10 AR Affective Computing (Kairos AR)
7.10.1 AR Affective Computing (Kairos AR) Company Details
7.10.2 AR Affective Computing (Kairos AR) Business Overview
7.10.3 AR Affective Computing (Kairos AR) Affective Computing Introduction
7.10.4 AR Affective Computing (Kairos AR) Revenue in Affective Computing Business (2020-2025)
7.10.5 AR Affective Computing (Kairos AR) Recent Development
7.11 iMotions
7.11.1 iMotions Company Details
7.11.2 iMotions Business Overview
7.11.3 iMotions Affective Computing Introduction
7.11.4 iMotions Revenue in Affective Computing Business (2020-2025)
7.11.5 iMotions Recent Development
7.12 Cogito
7.12.1 Cogito Company Details
7.12.2 Cogito Business Overview
7.12.3 Cogito Affective Computing Introduction
7.12.4 Cogito Revenue in Affective Computing Business (2020-2025)
7.12.5 Cogito Recent Development
7.13 RealEyes
7.13.1 RealEyes Company Details
7.13.2 RealEyes Business Overview
7.13.3 RealEyes Affective Computing Introduction
7.13.4 RealEyes Revenue in Affective Computing Business (2020-2025)
7.13.5 RealEyes Recent Development
7.14 Nviso
7.14.1 Nviso Company Details
7.14.2 Nviso Business Overview
7.14.3 Nviso Affective Computing Introduction
7.14.4 Nviso Revenue in Affective Computing Business (2020-2025)
7.14.5 Nviso Recent Development
7.15 EmoReact
7.15.1 EmoReact Company Details
7.15.2 EmoReact Business Overview
7.15.3 EmoReact Affective Computing Introduction
7.15.4 EmoReact Revenue in Affective Computing Business (2020-2025)
7.15.5 EmoReact Recent Development
7.16 Uniphore
7.16.1 Uniphore Company Details
7.16.2 Uniphore Business Overview
7.16.3 Uniphore Affective Computing Introduction
7.16.4 Uniphore Revenue in Affective Computing Business (2020-2025)
7.16.5 Uniphore Recent Development
7.17 gestigon GmbH
7.17.1 gestigon GmbH Company Details
7.17.2 gestigon GmbH Business Overview
7.17.3 gestigon GmbH Affective Computing Introduction
7.17.4 gestigon GmbH Revenue in Affective Computing Business (2020-2025)
7.17.5 gestigon GmbH Recent Development
7.18 Slyce
7.18.1 Slyce Company Details
7.18.2 Slyce Business Overview
7.18.3 Slyce Affective Computing Introduction
7.18.4 Slyce Revenue in Affective Computing Business (2020-2025)
7.18.5 Slyce Recent Development
7.19 Hume AI
7.19.1 Hume AI Company Details
7.19.2 Hume AI Business Overview
7.19.3 Hume AI Affective Computing Introduction
7.19.4 Hume AI Revenue in Affective Computing Business (2020-2025)
7.19.5 Hume AI Recent Development
7.20 Emotion Research Lab
7.20.1 Emotion Research Lab Company Details
7.20.2 Emotion Research Lab Business Overview
7.20.3 Emotion Research Lab Affective Computing Introduction
7.20.4 Emotion Research Lab Revenue in Affective Computing Business (2020-2025)
7.20.5 Emotion Research Lab Recent Development
7.21 Affecter
7.21.1 Affecter Company Details
7.21.2 Affecter Business Overview
7.21.3 Affecter Affective Computing Introduction
7.21.4 Affecter Revenue in Affective Computing Business (2020-2025)
7.21.5 Affecter Recent Development
7.22 Cipia Vision Ltd
7.22.1 Cipia Vision Ltd Company Details
7.22.2 Cipia Vision Ltd Business Overview
7.22.3 Cipia Vision Ltd Affective Computing Introduction
7.22.4 Cipia Vision Ltd Revenue in Affective Computing Business (2020-2025)
7.22.5 Cipia Vision Ltd Recent Development
7.23 NuraLogix
7.23.1 NuraLogix Company Details
7.23.2 NuraLogix Business Overview
7.23.3 NuraLogix Affective Computing Introduction
7.23.4 NuraLogix Revenue in Affective Computing Business (2020-2025)
7.23.5 NuraLogix Recent Development
8 Affective Computing Market Dynamics
8.1 Affective Computing Industry Trends
8.2 Affective Computing Market Drivers
8.3 Affective Computing Market Challenges
8.4 Affective Computing Market Restraints
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
Apple, Inc.
Microsoft Corporation
IBM
Qualcomm
Atos
Palantir Technologies
Affectiva
CrowdEmotion
Beyond Verbal
AR Affective Computing (Kairos AR)
iMotions
Cogito
RealEyes
Nviso
EmoReact
Uniphore
gestigon GmbH
Slyce
Hume AI
Emotion Research Lab
Affecter
Cipia Vision Ltd
NuraLogix
Ěý
Ěý
*If Applicable.
