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Global Affective Computing Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 01, 2026
Length 197 Pages
SKU # APRC20817154

Description

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 (“affect” is, basically, a synonym for “emotion.”), the more modern branch of computer science originated with Rosalind Picard’s 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 Market Research, followed by Media & Advertisement, Healthcare, Automotive, etc.

Report Includes



This report presents an overview of global market for Affective Computing, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Affective Computing, also provides the revenue of main regions and countries. Of the upcoming market potential for Affective Computing, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Affective Computing revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Affective Computing market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Affective Computing revenue, projected growth trends, production technology, application and end-user industry.

Affective Computing Segment by Company

IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos

Affective Computing Segment by Type

Touch-Based
Touchless

Affective Computing Segment by Application

Market Research
Healthcare
Media & Advertisement
Automotive
Others

Affective Computing Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Affective Computing market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Affective Computing and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Affective Computing.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, 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 the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Affective Computing in global and regional level. 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 4: Detailed analysis of Affective Computing company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Affective Computing revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

197 Pages
1 Market Overview
1.1 Product Definition
1.2 Affective Computing Market by Type
1.2.1 Global Affective Computing Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Touch-Based
1.2.3 Touchless
1.3 Affective Computing Market by Application
1.3.1 Global Affective Computing Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Market Research
1.3.3 Healthcare
1.3.4 Media & Advertisement
1.3.5 Automotive
1.3.6 Others
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Affective Computing Market Dynamics
2.1 Affective Computing Industry Trends
2.2 Affective Computing Industry Drivers
2.3 Affective Computing Industry Opportunities and Challenges
2.4 Affective Computing Industry Restraints
3 Global Growth Perspective
3.1 Global Affective Computing Market Perspective (2021-2032)
3.2 Global Affective Computing Growth Trends by Region
3.2.1 Global Affective Computing Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Affective Computing Market Size by Region (2021-2026)
3.2.3 Global Affective Computing Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Affective Computing Revenue by Players
4.1.1 Global Affective Computing Revenue by Players (2021-2026)
4.1.2 Global Affective Computing Revenue Market Share by Players (2021-2026)
4.1.3 Global Affective Computing Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Affective Computing Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Affective Computing Key Players Headquarters & Area Served
4.4 Global Affective Computing Players, Product Type & Application
4.5 Global Affective Computing Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Affective Computing Market CR5 and HHI
4.6.3 2025 Affective Computing Tier 1, Tier 2, and Tier 3
5 Affective Computing Market Size by Type
5.1 Global Affective Computing Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Affective Computing Revenue by Type (2021-2032)
5.3 Global Affective Computing Revenue Market Share by Type (2021-2032)
6 Affective Computing Market Size by Application
6.1 Global Affective Computing Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Affective Computing Revenue by Application (2021-2032)
6.3 Global Affective Computing Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 IBM
7.1.1 IBM Company Information
7.1.2 IBM Business Overview
7.1.3 IBM Affective Computing Revenue and Gross Margin (2021-2026)
7.1.4 IBM Affective Computing Product Portfolio
7.1.5 IBM Recent Developments
7.2 Microsoft
7.2.1 Microsoft Company Information
7.2.2 Microsoft Business Overview
7.2.3 Microsoft Affective Computing Revenue and Gross Margin (2021-2026)
7.2.4 Microsoft Affective Computing Product Portfolio
7.2.5 Microsoft Recent Developments
7.3 Eyesight Technologies
7.3.1 Eyesight Technologies Company Information
7.3.2 Eyesight Technologies Business Overview
7.3.3 Eyesight Technologies Affective Computing Revenue and Gross Margin (2021-2026)
7.3.4 Eyesight Technologies Affective Computing Product Portfolio
7.3.5 Eyesight Technologies Recent Developments
7.4 Affectiva
7.4.1 Affectiva Company Information
7.4.2 Affectiva Business Overview
7.4.3 Affectiva Affective Computing Revenue and Gross Margin (2021-2026)
7.4.4 Affectiva Affective Computing Product Portfolio
7.4.5 Affectiva Recent Developments
7.5 NuraLogix
7.5.1 NuraLogix Company Information
7.5.2 NuraLogix Business Overview
7.5.3 NuraLogix Affective Computing Revenue and Gross Margin (2021-2026)
7.5.4 NuraLogix Affective Computing Product Portfolio
7.5.5 NuraLogix Recent Developments
7.6 gestigon GmbH
7.6.1 gestigon GmbH Company Information
7.6.2 gestigon GmbH Business Overview
7.6.3 gestigon GmbH Affective Computing Revenue and Gross Margin (2021-2026)
7.6.4 gestigon GmbH Affective Computing Product Portfolio
7.6.5 gestigon GmbH Recent Developments
7.7 Crowd Emotion
7.7.1 Crowd Emotion Company Information
7.7.2 Crowd Emotion Business Overview
7.7.3 Crowd Emotion Affective Computing Revenue and Gross Margin (2021-2026)
7.7.4 Crowd Emotion Affective Computing Product Portfolio
7.7.5 Crowd Emotion Recent Developments
7.8 Beyond Verbal
7.8.1 Beyond Verbal Company Information
7.8.2 Beyond Verbal Business Overview
7.8.3 Beyond Verbal Affective Computing Revenue and Gross Margin (2021-2026)
7.8.4 Beyond Verbal Affective Computing Product Portfolio
7.8.5 Beyond Verbal Recent Developments
7.9 nViso
7.9.1 nViso Company Information
7.9.2 nViso Business Overview
7.9.3 nViso Affective Computing Revenue and Gross Margin (2021-2026)
7.9.4 nViso Affective Computing Product Portfolio
7.9.5 nViso Recent Developments
7.10 Cogito
7.10.1 Cogito Company Information
7.10.2 Cogito Business Overview
7.10.3 Cogito Affective Computing Revenue and Gross Margin (2021-2026)
7.10.4 Cogito Affective Computing Product Portfolio
7.10.5 Cogito Recent Developments
7.11 Kairos
7.11.1 Kairos Company Information
7.11.2 Kairos Business Overview
7.11.3 Kairos Affective Computing Revenue and Gross Margin (2021-2026)
7.11.4 Kairos Affective Computing Product Portfolio
7.11.5 Kairos Recent Developments
8 North America
8.1 North America Affective Computing Revenue (2021-2032)
8.2 North America Affective Computing Revenue by Type (2021-2032)
8.2.1 North America Affective Computing Revenue by Type (2021-2026)
8.2.2 North America Affective Computing Revenue by Type (2027-2032)
8.3 North America Affective Computing Revenue Share by Type (2021-2032)
8.4 North America Affective Computing Revenue by Application (2021-2032)
8.4.1 North America Affective Computing Revenue by Application (2021-2026)
8.4.2 North America Affective Computing Revenue by Application (2027-2032)
8.5 North America Affective Computing Revenue Share by Application (2021-2032)
8.6 North America Affective Computing Revenue by Country
8.6.1 North America Affective Computing Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Affective Computing Revenue by Country (2021-2026)
8.6.3 North America Affective Computing Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Affective Computing Revenue (2021-2032)
9.2 Europe Affective Computing Revenue by Type (2021-2032)
9.2.1 Europe Affective Computing Revenue by Type (2021-2026)
9.2.2 Europe Affective Computing Revenue by Type (2027-2032)
9.3 Europe Affective Computing Revenue Share by Type (2021-2032)
9.4 Europe Affective Computing Revenue by Application (2021-2032)
9.4.1 Europe Affective Computing Revenue by Application (2021-2026)
9.4.2 Europe Affective Computing Revenue by Application (2027-2032)
9.5 Europe Affective Computing Revenue Share by Application (2021-2032)
9.6 Europe Affective Computing Revenue by Country
9.6.1 Europe Affective Computing Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Affective Computing Revenue by Country (2021-2026)
9.6.3 Europe Affective Computing Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Affective Computing Revenue (2021-2032)
10.2 China Affective Computing Revenue by Type (2021-2032)
10.2.1 China Affective Computing Revenue by Type (2021-2026)
10.2.2 China Affective Computing Revenue by Type (2027-2032)
10.3 China Affective Computing Revenue Share by Type (2021-2032)
10.4 China Affective Computing Revenue by Application (2021-2032)
10.4.1 China Affective Computing Revenue by Application (2021-2026)
10.4.2 China Affective Computing Revenue by Application (2027-2032)
10.5 China Affective Computing Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Affective Computing Revenue (2021-2032)
11.2 Asia Affective Computing Revenue by Type (2021-2032)
11.2.1 Asia Affective Computing Revenue by Type (2021-2026)
11.2.2 Asia Affective Computing Revenue by Type (2027-2032)
11.3 Asia Affective Computing Revenue Share by Type (2021-2032)
11.4 Asia Affective Computing Revenue by Application (2021-2032)
11.4.1 Asia Affective Computing Revenue by Application (2021-2026)
11.4.2 Asia Affective Computing Revenue by Application (2027-2032)
11.5 Asia Affective Computing Revenue Share by Application (2021-2032)
11.6 Asia Affective Computing Revenue by Country
11.6.1 Asia Affective Computing Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Affective Computing Revenue by Country (2021-2026)
11.6.3 Asia Affective Computing Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Affective Computing Revenue (2021-2032)
12.2 SAMEA Affective Computing Revenue by Type (2021-2032)
12.2.1 SAMEA Affective Computing Revenue by Type (2021-2026)
12.2.2 SAMEA Affective Computing Revenue by Type (2027-2032)
12.3 SAMEA Affective Computing Revenue Share by Type (2021-2032)
12.4 SAMEA Affective Computing Revenue by Application (2021-2032)
12.4.1 SAMEA Affective Computing Revenue by Application (2021-2026)
12.4.2 SAMEA Affective Computing Revenue by Application (2027-2032)
12.5 SAMEA Affective Computing Revenue Share by Application (2021-2032)
12.6 SAMEA Affective Computing Revenue by Country
12.6.1 SAMEA Affective Computing Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Affective Computing Revenue by Country (2021-2026)
12.6.3 SAMEA Affective Computing Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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