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Global Virtual Influencer Market Size, Share & Trends Analysis Report By Offering, By Type, By End-use (Fashion & Lifestyle, Food & Entertainment, Travel & Holiday, Sports & Fitness, Banking & Finance, and Others), By Regional Outlook and Forecast, 2023 - 2030

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    Report

  • 194 Pages
  • January 2024
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928432
The Global Virtual Influencer Market size is expected to reach $37.8 billion by 2030, rising at a market growth of 38.1% CAGR during the forecast period.

Fashion brands leverage these influencers to showcase their collections and products. Through high-quality visual content, these influencers can highlight clothing, accessories, and lifestyle items in a captivating and aspirational manner. Therefore, the fashion & lifestyle segment captured $1,214.1 million revenue in the market in 2022. They serve as trendsetters and fashion-forward figures, showcasing the latest styles, designs, and fashion trends. Their digital nature allows for seamless experimentation with diverse looks, enabling brands to stay on the edge of the ever-evolving fashion landscape. They can host virtual pop-up shops and promote exclusive merchandise. This creates a sense of exclusivity and urgency, encouraging followers to participate in limited-time events and purchase unique items associated with these influencers.

Social media has become integral to people's daily lives, providing a platform for these influencers to connect with and influence a vast audience. As users spend more time on platforms like Instagram, TikTok, and YouTube, the reach and impact of these influencers continue to expand. Consumer behavior has been significantly changed by digital transformation. Also, consumers now rely on online platforms for information, entertainment, and shopping. Additionally, innovative and immersive content experiences enhance user engagement. They leverage advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive storytelling to create content that captivates and holds audiences' attention, leading to increased engagement. These influencers can create 360-degree content, allowing users to explore environments from different perspectives. This immersive approach provides a more holistic and engaging viewing experience, particularly in sectors like travel, events, and virtual tours. Therefore, creating innovative and immersive content experiences is a key driver of these influencer market's expansion.

However, they are often designed to resemble human beings, raising questions about likeness and image rights. If these influencers closely mimic the appearance of a real person without permission, it can lead to legal disputes regarding the unauthorized use of an individual's likeness. The legal landscape surrounding virtual influencers is still evolving, and there may be uncertainty about applying existing intellectual property laws. The lack of clear guidelines specific to these influencers can create challenges for creators and sponsors in understanding their legal obligations. They may encounter challenges related to copyright infringement. This can occur when the content uses copyrighted materials, such as music, images, or text, without proper licensing or permission. The unauthorized use of copyrighted content can lead to legal consequences for the creators and sponsors. Due to the above factors, market growth will be hampered in the coming years.

By Offering Analysiss

Based on offering, the market is fragmented into solution and services. In 2022, the solution segment held the highest revenue share in the market. Solutions offering content creation and design tools enable creators and brands to design and develop visually appealing and engaging content for these influencers. Solutions incorporating artificial intelligence (AI) enable virtual influencers to interact with users in a dynamic and personalized manner. These tools may include chatbots, natural language processing (NLP), and machine learning algorithms that enhance influencers' conversational abilities and responsiveness. This includes tracking engagement metrics, audience demographics, and other key performance indicators to optimize content strategies and marketing campaigns.

By Type Analysis

On the basis of type, the market is segmented into non-human and human avatar. The non-human segment acquired a substantial revenue share in the market in 2022. Non-human virtual influencers are increasingly utilized in brand endorsements and marketing campaigns. Their unique and imaginative personas can align with specific brand messages, offering a fresh and creative approach to storytelling. These virtual entities contribute to the entertainment industry by creating engaging and original content. From animated series to interactive experiences, non-human influencers cater to audiences seeking novel and immersive forms of entertainment. Some non-human influencers are designed to provide educational content or act as AI-driven assistants.

By End-use Analysis

By end-use, the market is classified into food & entertainment, sports & fitness, banking & finance, travel & holiday, fashion & lifestyle, and others. The banking & finance segment projected a prominent revenue share in the market in 2022. They can be integrated into customer support systems to provide interactive assistance. They can help answer frequently asked questions, guide users through online banking processes, and conversationally offer support, enhancing the overall customer experience. They can be used to promote various banking products and services, including credit cards, savings accounts, loans, and investment options. Through engaging content and storytelling, they can highlight the benefits and features of these financial offerings.

By Regional Analysis

Region-wise, the market is analysed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the North America region witnessed the largest revenue share in the market. Prominent social media platforms are situated within this region. They are being integrated into the marketing strategies of businesses in a variety of sectors, including cosmetics, fashion, and entertainment. Avery, hailing from Canada, and Lil Miquela, hailing from the United States, are both well-known influencers in the region. The increasing significance that consumers attribute to social media, coupled with the heightened attention that brands devote to discovering novel methods of customer targeting, is anticipated to stimulate market expansion in the region.

List of Key Companies Profiled

  • Epic Games, Inc.
  • Dapper Labs, Inc.
  • Pinscreen Inc.
  • Soul Machines Limited
  • AI Foundation
  • UneeQ Limited
  • Didimo, Inc.
  • Spatial Systems, Inc.
  • DeepBrain AI Inc.
  • REBLIKA

Market Report Segmentation

By Offering
  • Solution
  • Services
By Type
  • Human Avatar
  • Non-human
By End-use
  • Fashion & Lifestyle
  • Food & Entertainment
  • Travel & Holiday
  • Sports & Fitness
  • Banking & Finance
  • Others
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Influencer Market, by Offering
1.4.2 Global Virtual Influencer Market, by Type
1.4.3 Global Virtual Influencer Market, by End-use
1.4.4 Global Virtual Influencer Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Forces Analysis
Chapter 4. Global Virtual Influencer Market, By Offering
4.1 Global Solution Market, By Region
4.2 Global Services Market, By Region
Chapter 5. Global Virtual Influencer Market, By Type
5.1 Global Human Avatar Market, By Region
5.2 Global Non-human Market, By Region
Chapter 6. Global Virtual Influencer Market, By End-use
6.1 Global Fashion & Lifestyle Market, By Region
6.2 Global Food & Entertainment Market, By Region
6.3 Global Travel & Holiday Market, By Region
6.4 Global Sports & Fitness Market, By Region
6.5 Global Banking & Finance Market, By Region
6.6 Global Others Market, By Region
Chapter 7. Global Virtual Influencer Market, By Region
7.1 North America Virtual Influencer Market
7.1.1 North America Virtual Influencer Market, By Offering
7.1.1.1 North America Solution Market, By Country
7.1.1.2 North America Services Market, By Country
7.1.2 North America Virtual Influencer Market, By Type
7.1.2.1 North America Human Avatar Market, By Country
7.1.2.2 North America Non-human Market, By Country
7.1.3 North America Virtual Influencer Market, By End-use
7.1.3.1 North America Fashion & Lifestyle Market, By Country
7.1.3.2 North America Food & Entertainment Market, By Country
7.1.3.3 North America Travel & Holiday Market, By Country
7.1.3.4 North America Sports & Fitness Market, By Country
7.1.3.5 North America Banking & Finance Market, By Country
7.1.3.6 North America Others Market, By Country
7.1.4 North America Virtual Influencer Market, By Country
7.1.4.1 US Virtual Influencer Market
7.1.4.1.1 US Virtual Influencer Market, By Offering
7.1.4.1.2 US Virtual Influencer Market, By Type
7.1.4.1.3 US Virtual Influencer Market, By End-use
7.1.4.2 Canada Virtual Influencer Market
7.1.4.2.1 Canada Virtual Influencer Market, By Offering
7.1.4.2.2 Canada Virtual Influencer Market, By Type
7.1.4.2.3 Canada Virtual Influencer Market, By End-use
7.1.4.3 Mexico Virtual Influencer Market
7.1.4.3.1 Mexico Virtual Influencer Market, By Offering
7.1.4.3.2 Mexico Virtual Influencer Market, By Type
7.1.4.3.3 Mexico Virtual Influencer Market, By End-use
7.1.4.4 Rest of North America Virtual Influencer Market
7.1.4.4.1 Rest of North America Virtual Influencer Market, By Offering
7.1.4.4.2 Rest of North America Virtual Influencer Market, By Type
7.1.4.4.3 Rest of North America Virtual Influencer Market, By End-use
7.2 Europe Virtual Influencer Market
7.2.1 Europe Virtual Influencer Market, By Offering
7.2.1.1 Europe Solution Market, By Country
7.2.1.2 Europe Services Market, By Country
7.2.2 Europe Virtual Influencer Market, By Type
7.2.2.1 Europe Human Avatar Market, By Country
7.2.2.2 Europe Non-human Market, By Country
7.2.3 Europe Virtual Influencer Market, By End-use
7.2.3.1 Europe Fashion & Lifestyle Market, By Country
7.2.3.2 Europe Food & Entertainment Market, By Country
7.2.3.3 Europe Travel & Holiday Market, By Country
7.2.3.4 Europe Sports & Fitness Market, By Country
7.2.3.5 Europe Banking & Finance Market, By Country
7.2.3.6 Europe Others Market, By Country
7.2.4 Europe Virtual Influencer Market, By Country
7.2.4.1 Germany Virtual Influencer Market
7.2.4.1.1 Germany Virtual Influencer Market, By Offering
7.2.4.1.2 Germany Virtual Influencer Market, By Type
7.2.4.1.3 Germany Virtual Influencer Market, By End-use
7.2.4.2 UK Virtual Influencer Market
7.2.4.2.1 UK Virtual Influencer Market, By Offering
7.2.4.2.2 UK Virtual Influencer Market, By Type
7.2.4.2.3 UK Virtual Influencer Market, By End-use
7.2.4.3 France Virtual Influencer Market
7.2.4.3.1 France Virtual Influencer Market, By Offering
7.2.4.3.2 France Virtual Influencer Market, By Type
7.2.4.3.3 France Virtual Influencer Market, By End-use
7.2.4.4 Russia Virtual Influencer Market
7.2.4.4.1 Russia Virtual Influencer Market, By Offering
7.2.4.4.2 Russia Virtual Influencer Market, By Type
7.2.4.4.3 Russia Virtual Influencer Market, By End-use
7.2.4.5 Spain Virtual Influencer Market
7.2.4.5.1 Spain Virtual Influencer Market, By Offering
7.2.4.5.2 Spain Virtual Influencer Market, By Type
7.2.4.5.3 Spain Virtual Influencer Market, By End-use
7.2.4.6 Italy Virtual Influencer Market
7.2.4.6.1 Italy Virtual Influencer Market, By Offering
7.2.4.6.2 Italy Virtual Influencer Market, By Type
7.2.4.6.3 Italy Virtual Influencer Market, By End-use
7.2.4.7 Rest of Europe Virtual Influencer Market
7.2.4.7.1 Rest of Europe Virtual Influencer Market, By Offering
7.2.4.7.2 Rest of Europe Virtual Influencer Market, By Type
7.2.4.7.3 Rest of Europe Virtual Influencer Market, By End-use
7.3 Asia Pacific Virtual Influencer Market
7.3.1 Asia Pacific Virtual Influencer Market, By Offering
7.3.1.1 Asia Pacific Solution Market, By Country
7.3.1.2 Asia Pacific Services Market, By Country
7.3.2 Asia Pacific Virtual Influencer Market, By Type
7.3.2.1 Asia Pacific Human Avatar Market, By Country
7.3.2.2 Asia Pacific Non-human Market, By Country
7.3.3 Asia Pacific Virtual Influencer Market, By End-use
7.3.3.1 Asia Pacific Fashion & Lifestyle Market, By Country
7.3.3.2 Asia Pacific Food & Entertainment Market, By Country
7.3.3.3 Asia Pacific Travel & Holiday Market, By Country
7.3.3.4 Asia Pacific Sports & Fitness Market, By Country
7.3.3.5 Asia Pacific Banking & Finance Market, By Country
7.3.3.6 Asia Pacific Others Market, By Country
7.3.4 Asia Pacific Virtual Influencer Market, By Country
7.3.4.1 China Virtual Influencer Market
7.3.4.1.1 China Virtual Influencer Market, By Offering
7.3.4.1.2 China Virtual Influencer Market, By Type
7.3.4.1.3 China Virtual Influencer Market, By End-use
7.3.4.2 Japan Virtual Influencer Market
7.3.4.2.1 Japan Virtual Influencer Market, By Offering
7.3.4.2.2 Japan Virtual Influencer Market, By Type
7.3.4.2.3 Japan Virtual Influencer Market, By End-use
7.3.4.3 India Virtual Influencer Market
7.3.4.3.1 India Virtual Influencer Market, By Offering
7.3.4.3.2 India Virtual Influencer Market, By Type
7.3.4.3.3 India Virtual Influencer Market, By End-use
7.3.4.4 South Korea Virtual Influencer Market
7.3.4.4.1 South Korea Virtual Influencer Market, By Offering
7.3.4.4.2 South Korea Virtual Influencer Market, By Type
7.3.4.4.3 South Korea Virtual Influencer Market, By End-use
7.3.4.5 Singapore Virtual Influencer Market
7.3.4.5.1 Singapore Virtual Influencer Market, By Offering
7.3.4.5.2 Singapore Virtual Influencer Market, By Type
7.3.4.5.3 Singapore Virtual Influencer Market, By End-use
7.3.4.6 Malaysia Virtual Influencer Market
7.3.4.6.1 Malaysia Virtual Influencer Market, By Offering
7.3.4.6.2 Malaysia Virtual Influencer Market, By Type
7.3.4.6.3 Malaysia Virtual Influencer Market, By End-use
7.3.4.7 Rest of Asia Pacific Virtual Influencer Market
7.3.4.7.1 Rest of Asia Pacific Virtual Influencer Market, By Offering
7.3.4.7.2 Rest of Asia Pacific Virtual Influencer Market, By Type
7.3.4.7.3 Rest of Asia Pacific Virtual Influencer Market, By End-use
7.4 LAMEA Virtual Influencer Market
7.4.1 LAMEA Virtual Influencer Market, By Offering
7.4.1.1 LAMEA Solution Market, By Country
7.4.1.2 LAMEA Services Market, By Country
7.4.2 LAMEA Virtual Influencer Market, By Type
7.4.2.1 LAMEA Human Avatar Market, By Country
7.4.2.2 LAMEA Non-human Market, By Country
7.4.3 LAMEA Virtual Influencer Market, By End-use
7.4.3.1 LAMEA Fashion & Lifestyle Market, By Country
7.4.3.2 LAMEA Food & Entertainment Market, By Country
7.4.3.3 LAMEA Travel & Holiday Market, By Country
7.4.3.4 LAMEA Sports & Fitness Market, By Country
7.4.3.5 LAMEA Banking & Finance Market, By Country
7.4.3.6 LAMEA Others Market, By Country
7.4.4 LAMEA Virtual Influencer Market, By Country
7.4.4.1 Brazil Virtual Influencer Market
7.4.4.1.1 Brazil Virtual Influencer Market, By Offering
7.4.4.1.2 Brazil Virtual Influencer Market, By Type
7.4.4.1.3 Brazil Virtual Influencer Market, By End-use
7.4.4.2 Argentina Virtual Influencer Market
7.4.4.2.1 Argentina Virtual Influencer Market, By Offering
7.4.4.2.2 Argentina Virtual Influencer Market, By Type
7.4.4.2.3 Argentina Virtual Influencer Market, By End-use
7.4.4.3 UAE Virtual Influencer Market
7.4.4.3.1 UAE Virtual Influencer Market, By Offering
7.4.4.3.2 UAE Virtual Influencer Market, By Type
7.4.4.3.3 UAE Virtual Influencer Market, By End-use
7.4.4.4 Saudi Arabia Virtual Influencer Market
7.4.4.4.1 Saudi Arabia Virtual Influencer Market, By Offering
7.4.4.4.2 Saudi Arabia Virtual Influencer Market, By Type
7.4.4.4.3 Saudi Arabia Virtual Influencer Market, By End-use
7.4.4.5 South Africa Virtual Influencer Market
7.4.4.5.1 South Africa Virtual Influencer Market, By Offering
7.4.4.5.2 South Africa Virtual Influencer Market, By Type
7.4.4.5.3 South Africa Virtual Influencer Market, By End-use
7.4.4.6 Nigeria Virtual Influencer Market
7.4.4.6.1 Nigeria Virtual Influencer Market, By Offering
7.4.4.6.2 Nigeria Virtual Influencer Market, By Type
7.4.4.6.3 Nigeria Virtual Influencer Market, By End-use
7.4.4.7 Rest of LAMEA Virtual Influencer Market
7.4.4.7.1 Rest of LAMEA Virtual Influencer Market, By Offering
7.4.4.7.2 Rest of LAMEA Virtual Influencer Market, By Type
7.4.4.7.3 Rest of LAMEA Virtual Influencer Market, By End-use
Chapter 8. Company Profiles
8.1 Epic Games, Inc.
8.1.1 Company Overview
8.1.2 Recent strategies and developments:
8.1.2.1 Product Launches and Product Expansions:
8.1.2.2 Acquisition and Mergers:
8.1.3 SWOT Analysis
8.2 Dapper Labs, Inc.
8.2.1 Company Overview
8.2.2 Recent strategies and developments:
8.2.2.1 Acquisition and Mergers:
8.2.3 SWOT Analysis
8.3 Pinscreen Inc.
8.3.1 Company Overview
8.4 Soul Machines Limited
8.4.1 Company Overview
8.4.2 Recent strategies and developments:
8.4.2.1 Product Launches and Product Expansions:
8.5 AI Foundation
8.5.1 Company Overview
8.6 UneeQ Limited
8.6.1 Company Overview
8.7 Didimo, Inc.
8.7.1 Company Overview
8.8 Spatial Systems, Inc.
8.8.1 Company Overview
8.9 DeepBrain AI Inc.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Product Launches and Product Expansions:
8.10. REBLIKA
8.10.1 Company Overview
Chapter 9. Winning Imperatives of Virtual Influencer Market

Companies Mentioned

  • Epic Games, Inc.
  • Dapper Labs, Inc.
  • Pinscreen Inc.
  • Soul Machines Limited
  • AI Foundation
  • UneeQ Limited
  • Didimo, Inc.
  • Spatial Systems, Inc.
  • DeepBrain AI Inc.
  • REBLIKA

Methodology

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