Virtual Idol and VTubers Market 2024 – Market Size & Segments Analysis, Industry Trends, Manufacturers Analysis, Opportunities and Forecast 2032
Page: 215 | Report Code: ICTM240522 | Research Suite: Report (PDF) & Market Data (Excel)
Virtual idols are computer-generated singers or performers who exist only in the digital world. These characters are often created using advanced animation techniques, complete with unique personalities, voices, and visual designs. They appear in music videos, concerts, and various forms of digital media, captivating audiences with their captivating performances and synthesized voices. VTubers are referred to as Virtual YouTubers, are content creators who use virtual avatars to produce videos and livestreams on platforms like YouTube and Twitch.
These avatars serve as the online personas of the
creators, allowing them to interact with their audience while maintaining a
degree of anonymity. VTubers engage with viewers in real-time, responding to
comments, questions, and requests during their broadcasts. Virtual idols and
VTubers is a combination of technology and entertainment, captivating audiences
worldwide with their digital presence and engaging performances.
MARKET
OVERVIEW
The global market valuation of Virtual Idol and VTubers
Market was valued at approximately USD 1.8 Billion in 2023 and is projected to
reach USD 3 Billion in 2032 exhibiting a CAGR of 10.5 % during the forecast
period of 2024-2032. Virtual Idol and VTubers are dynamic and interactive form
of entertainment, engaging audiences globally with digital content creation and
online interaction, which makes it a sustainable and growing market.
GROWTH
DRIVERS
The market for virtual idols and VTubers will grow as the people become more familiar. Crypton Future Media, Hatsune Miku's publisher, raised $559,600 from 3,588 backers in a crowdfunding campaign, according to Animost. The widespread availability of high-speed internet and the proliferation of digital platforms like YouTube, Twitch, and virtual reality (VR) environments provide accessible channels for virtual idols and VTubers to reach a global audience, driving market towards growth.
Virtual idols and VTubers are becoming increasingly popular for advertising and marketing purposes, leading to a rise in demand for these services. In May 2021, the L’Oréal Group introduced Mr. Ou as the first virtual idol. This virtual idol is a 24-year-old Sino-French entrepreneur who works in the environmental and cosmetics industries. According to Mr. Ou, to This approach could potentially help the company reduce its marketing, endorsement, and consultancy costs.
Virtual idols and VTubers cater to a wide range of content preferences,
including gaming, music, vlogs, educational content, and virtual performances,
makes it appealing to diverse audience demographics and drives the market
expansion. The Vtubers makes money various revenue streams, including
advertising, merchandise sales, virtual gifts, sponsorships, and live
performances. This creates money-making opportunities which leads to more users
and driving the market towards growth.
MARKET
SEGMENTATION:
·
By Type – 2D VTubers and 3D
VTubers
·
By Application - live
streaming and performance, digital contents and derivative and others
·
By Region - North America,
Europe, Asia Pacific, the Middle East and Africa, and South America
Virtual
Idol and VTubers Market by Type Segment Review:
2D VTubers are digital avatars or characters represented in a two-dimensional (2D) format. These avatars typically have anime-inspired designs and are often hand-drawn or digitally created using 2D animation software. 2D VTubers appeal to audiences who enjoy the aesthetic and art style commonly associated with anime and manga. Their vibrant and colorful designs, along with expressive facial animations, create engaging and visually appealing content.
2D VTubers are commonly used for various forms of online content creation, including gaming livestreams, vlogs, music videos, and virtual performances. They often interact with viewers through facial expressions, gestures, and voiceovers, fostering audience engagement and connection. 3D VTubers are digital avatars or characters represented in a three-dimensional (3D) format.
These avatars are typically created using 3D modeling and
animation software, resulting in more realistic and immersive visual
presentations. Their three-dimensional designs allow for greater detail
movement, enhancing the overall reality of virtual interactions. 3D VTubers are
widely used across various digital platforms for gaming, entertainment,
education, and marketing purposes. They are commonly featured in gaming
livestreams, virtual concerts, product launches, and promotional events.
Virtual
Idol and VTubers Market by Application Segment Review:
VTubers use live streaming platforms to showcase a diverse range of content, including gameplay, music performances, storytelling, and social interactions. These sessions include gaming live streams, virtual concerts, talk shows, and Q&A sessions. Live streaming and performances allow VTubers to engage directly with their audience, responding to comments, questions, and reactions in real-time. This level of interactivity creates a sense of community and connection among viewers, enhancing their overall experience. It offers monetization opportunities for VTubers through features such as virtual gifts, sponsorships, and ad revenue.
Creators may leverage their engagement metrics and audience demographics to attract brand partnerships and monetize their content effectively. Digital Contents and Derivatives, on the other hand, are created and distributed by VTubers to connect with their fanbase through creative and personalized offerings. VTubers produce a wide range of digital content, including pre-recorded videos, music covers, animations, illustrations, and virtual goods featuring their avatars.
These digital assets are distributed across various online platforms to reach a
global audience. Fans support their favorite VTubers by purchasing merchandise,
digital downloads, and exclusive content, contributing to their ongoing success
and sustainability. Moreover, VTubers collaborate with brands and content
creators to produce co-branded digital content and merchandise, expanding their
reach and exposure to new audiences. These collaborations often involve
cross-promotion and marketing initiatives aimed at driving engagement and
sales.
Virtual
Idol and VTubers Market by Regional Analysis:
North America is a significant market due to the presence of
Silicon Valley, known for technological innovation and advancements. The
region’s strong ecosystem of tech companies and large online audience drives
the demand of the market. Europe market is expected to grow due to increasing
acceptance of the Virtual Idol. Asia Pacific is a significant market due to the
countries like Japan where virtual ideals have become a cultural phenomenon.
The regions strong need for anime and gaming drives the demand of the market.
Key
Challenges:
VTubers often rely on multiple revenue streams, including ad revenue, sponsorships, merchandise sales, and fan donations. The unpredictability of these income sources may make it challenging for VTubers to achieve consistent earnings, especially for the beginners. VTubers heavily rely on third-party platforms like YouTube for content distribution and audience engagement. The changes in platform policies, algorithms, or competition may disrupt VTubers' visibility, monetization options, and access to their fanbase.
VTubers may encounter legal challenges
related to copyright, licensing, and intellectual property rights when using
copyrighted material, including music, artwork, or character designs. Leading to demonetization, content takedowns,
or account suspension which is one of a primary challenge for the market. The
VTuber market is highly saturated, with a growing number of creators vying for
audience attention. Standing out among the competition requires VTubers to
differentiate themselves is a significant challenge for the market.
Competitive
Landscape:
In the highly competitive Virtual Idol and VTubers market,
companies are investing heavily in research and development to innovate and
improve the product and services. They are also collaborating, forming strategic
partnerships, or acquiring other companies to gain access to new market
segments, enhance distribution networks, and increase market share. Recent
developments hololive attracted approximately 220,000 viewers globally through
their virtual concert. Nijisanji, and VShojo have introduced English-speaking
VTubers and localized content to cater to international fan. Kizuna AI's
partnership with popular Japanese singer-songwriter Kana Nishino. VRChat
organizing VTuber meetups, fan gatherings, and virtual events.
Global
Key Players:
·
AnyColor (Nijisanji)
·
Cover (Hololive)
·
Bilibili
·
Virtual eSports Projects
·
774, Inc
·
Mikai
·
Vshojo
·
IQIYI
·
.Live (App Land, Inc)
·
Yuehua Entertainment
·
Neo-Porte
·
Phase-Connect
·
ALTERLY (WHIM Management)
·
Aogiri High School (viviON)
·
NoriPro
·
V&U
· Other players
Attributes |
Details |
Base Year |
2023 |
Trend Period |
2024 – 2032 |
Forecast Period |
2024 – 2032 |
Pages |
215 |
By Type |
2D VTubers and
3D VTubers |
By Application |
live streaming and
performance, digital contents and derivative and others |
By region |
North America, Europe,
Asia Pacific, the Middle East and Africa, and South America |
Company Profiles |
AnyColor (Nijisanji), Cover
(Hololive), Bilibili, Virtual eSports Projects, 774, Inc, Mikai, Vshojo, IQIYI,
Live (App Land, Inc), Yuehua Entertainment, Neo-Porte, Phase-Connect, ALTERLY
(WHIM Management), Aogiri High School (viviON), NoriPro, V&U, Other
players |
Edition |
1st edition |
Publication |
Feb 2024 |