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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1638036

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1638036

Global Virtual Influencer Market Size study, by Type, Offering, End-use, and Regional Forecasts 2022-2032

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The Global Virtual Influencer Market was valued at approximately USD 4.3 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 40.8% over the forecast period 2024-2032. Virtual influencers represent a cutting-edge marketing phenomenon that combines artificial intelligence, computer-generated imagery, and sophisticated algorithms to create digital personas capable of influencing consumer behavior. These digital entities are transforming traditional advertising by offering brands unparalleled flexibility, creative freedom, and cost-effectiveness. With a rapidly growing digital economy and increasing preference for immersive consumer engagement, virtual influencers have emerged as a strategic tool to foster brand awareness and loyalty.

The adoption of virtual influencers is driven by their ability to transcend the limitations of human influencers, offering unique, consistent, and scalable marketing solutions. Unlike traditional influencers, virtual influencers can operate around the clock, adhere strictly to brand messaging, and engage with audiences in diverse markets simultaneously. Technological advancements in AI, CGI, and 3D modeling are further refining the realism and emotional relatability of these digital personas, enhancing their appeal across various demographics. For instance, in sectors like fashion and lifestyle, human avatars are utilized to create immersive brand narratives, while non-human avatars provide an element of uniqueness and differentiation in competitive markets.

Moreover, the cost advantages associated with virtual influencers are a significant factor contributing to their rising popularity. By eliminating logistical expenses like travel, accommodation, and wardrobe, brands can achieve impactful results while optimizing their marketing budgets. In addition, the availability of data-driven insights and advanced analytics tools enable brands to measure the performance of virtual influencer campaigns accurately, ensuring a high return on investment.

The Asia Pacific region is poised to exhibit the fastest growth during the forecast period, driven by the region's strong affinity for digital innovation and extensive use of social media platforms. Countries such as China and Japan are leading the way with unique applications of virtual influencers in sectors like gaming, retail, and entertainment. Conversely, North America currently dominates the market, bolstered by technological leadership in AI and CGI, along with the widespread acceptance of digital personas in advertising strategies.

However, challenges such as ethical concerns, authenticity, and regulatory scrutiny may hinder market growth. Despite these challenges, the virtual influencer market is expected to flourish due to continuous advancements in AI-driven personalization and storytelling capabilities, ensuring sustained momentum in adoption and innovation.

Major market players included in this report are:

  • Epic Games, Inc.
  • Pinscreen Inc.
  • Soul Machines
  • NEON
  • Superplastic
  • Dapper Labs, Inc.
  • UneeQ Limited
  • Didimo Inc.
  • Spatial Systems, Inc.
  • DeepBrain AI Inc.
  • REBLIKA
  • Ogilvy
  • Cafegroup
  • Meta Platforms, Inc.
  • Adobe Systems

The detailed segments and sub-segment of the market are explained below:

By Type:

  • Non-human
  • Human Avatar

By Offering:

  • Solutions
  • Services

By End-use:

  • Food & Entertainment
  • Sports & Fitness
  • Banking & Finance
  • Travel & Holiday
  • Fashion & Lifestyle
  • Others

By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
  • Latin America
    • Brazil
    • Mexico
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional-level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approaches.
  • Analysis of competitive structure of the market.
  • Demand-side and supply-side analysis of the market.

Table of Contents

Chapter 1. Global Virtual Influencer Market Executive Summary

  • 1.1. Global Virtual Influencer Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Type
    • 1.3.2. By Offering
    • 1.3.3. By End-use
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendations & Conclusion

Chapter 2. Global Virtual Influencer Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Virtual Influencer Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing preference for unique digital marketing strategies
    • 3.1.2. Advancements in AI and CGI technologies
    • 3.1.3. Cost-effectiveness compared to human influencers
  • 3.2. Market Challenges
    • 3.2.1. Ethical and authenticity concerns
    • 3.2.2. Regulatory and data privacy issues
  • 3.3. Market Opportunities
    • 3.3.1. Growing adoption in emerging markets
    • 3.3.2. Integration of virtual influencers with immersive technologies like AR/VR
    • 3.3.3. Rising demand for real-time consumer interaction

Chapter 4. Global Virtual Influencer Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunities
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendations & Conclusion

Chapter 5. Global Virtual Influencer Market Size & Forecasts by Type (2022-2032)

  • 5.1. Segment Dashboard
  • 5.2. Global Virtual Influencer Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Million)
    • 5.2.1. Non-human
    • 5.2.2. Human Avatar

Chapter 6. Global Virtual Influencer Market Size & Forecasts by Offering (2022-2032)

  • 6.1. Segment Dashboard
  • 6.2. Global Virtual Influencer Market: Offering Revenue Trend Analysis, 2022 & 2032 (USD Million)
    • 6.2.1. Solutions
    • 6.2.2. Services

Chapter 7. Global Virtual Influencer Market Size & Forecasts by End-use (2022-2032)

  • 7.1. Segment Dashboard
  • 7.2. Global Virtual Influencer Market: End-use Revenue Trend Analysis, 2022 & 2032 (USD Million)
    • 7.2.1. Food & Entertainment
    • 7.2.2. Sports & Fitness
    • 7.2.3. Banking & Finance
    • 7.2.4. Travel & Holiday
    • 7.2.5. Fashion & Lifestyle
    • 7.2.6. Others

Chapter 8. Global Virtual Influencer Market Size & Forecasts by Region (2022-2032)

  • 8.1. North America Virtual Influencer Market
    • 8.1.1. U.S. Virtual Influencer Market
    • 8.1.2. Canada Virtual Influencer Market
  • 8.2. Europe Virtual Influencer Market
    • 8.2.1. UK Virtual Influencer Market
    • 8.2.2. Germany Virtual Influencer Market
    • 8.2.3. France Virtual Influencer Market
    • 8.2.4. Italy Virtual Influencer Market
    • 8.2.5. Spain Virtual Influencer Market
  • 8.3. Asia Pacific Virtual Influencer Market
    • 8.3.1. China Virtual Influencer Market
    • 8.3.2. India Virtual Influencer Market
    • 8.3.3. Japan Virtual Influencer Market
    • 8.3.4. South Korea Virtual Influencer Market
  • 8.4. Latin America Virtual Influencer Market
    • 8.4.1. Brazil Virtual Influencer Market
    • 8.4.2. Mexico Virtual Influencer Market
  • 8.5. Middle East & Africa Virtual Influencer Market
    • 8.5.1. South Africa Virtual Influencer Market
    • 8.5.2. Saudi Arabia Virtual Influencer Market
    • 8.5.3. UAE Virtual Influencer Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Epic Games, Inc.
    • 9.1.2. Pinscreen Inc.
    • 9.1.3. Soul Machines
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Epic Games, Inc.
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Pinscreen Inc.
    • 9.3.3. Soul Machines
    • 9.3.4. NEON
    • 9.3.5. Superplastic
    • 9.3.6. Dapper Labs, Inc.
    • 9.3.7. UneeQ Limited
    • 9.3.8. Didimo Inc.
    • 9.3.9. Spatial Systems, Inc.
    • 9.3.10. DeepBrain AI Inc.

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
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