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Asia Pacific 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 Country and Growth Forecast, 2023 - 2030

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    Report

  • 86 Pages
  • January 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928500
The Asia Pacific Virtual Influencer Market would witness market growth of 39.5% CAGR during the forecast period (2023-2030).

Virtual influencers are increasingly becoming sought-after collaborators for brand endorsements and partnerships. With their ability to embody brand values, tell compelling stories, and generate captivating content, these virtual personas are powerful ambassadors for a wide range of products and services. They are versatile content creators capable of producing diverse media, including images, videos, and interactive experiences. Brands leverage their creativity to craft engaging campaigns that resonate with digital-savvy audiences across various platforms.

The fashion and beauty industry has embraced these influencers as trendsetters and style icons. These digital personas showcase the latest fashion trends, promote beauty products, and collaborate with real-world designers, blurring the lines between virtual and physical fashion. They are not limited to static images; they engage audiences through storytelling and interactive experiences. Brands deploy them to create immersive narratives that captivate consumers, enhancing brand recall and fostering a sense of connection. In an era where physical gatherings face challenges, they have found a place in hosting events and experiences. These entities facilitate unique and memorable audience interactions, from virtual fashion shows to online product launches.

Lifestyle changes, including increased reliance on digital platforms for entertainment, information, and social interactions, accompany the rapid urbanization in many parts of Asia Pacific. The Chinese government has implemented policies to support the growth of the food and entertainment industry. China's emergence as a major tourist destination has contributed to the growth of the food and entertainment sector. Ongoing urbanization in China has led to lifestyle changes, with people in urban areas seeking diverse and convenient options for dining and entertainment. The availability of a wide range of food and entertainment choices caters to the evolving preferences of urban consumers. Due to the aforementioned factors the market growth will drive in this region.

The China market dominated the Asia Pacific Virtual Influencer Market, By Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $2,544.6 million by 2030. The Japan market is registering a CAGR of 38.6% during (2023 - 2030). Additionally, The India market would showcase a CAGR of 40.3% during (2023 - 2030).

Based on Offering, the market is segmented into Solution, and Services. Based on Type, the market is segmented into Human Avatar, and Non-human. Based on End-use, the market is segmented into Fashion & Lifestyle, Food & Entertainment, Travel & Holiday, Sports & Fitness, Banking & Finance, and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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 Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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 Asia Pacific Virtual Influencer Market, by Offering
1.4.2 Asia Pacific Virtual Influencer Market, by Type
1.4.3 Asia Pacific Virtual Influencer Market, by End-use
1.4.4 Asia Pacific Virtual Influencer Market, by Country
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. Asia Pacific Virtual Influencer Market, By Offering
4.1 Asia Pacific Solution Market, By Country
4.2 Asia Pacific Services Market, By Country
Chapter 5. Asia Pacific Virtual Influencer Market, By Type
5.1 Asia Pacific Human Avatar Market, By Country
5.2 Asia Pacific Non-human Market, By Country
Chapter 6. Asia Pacific Virtual Influencer Market, By End-use
6.1 Asia Pacific Fashion & Lifestyle Market, By Country
6.2 Asia Pacific Food & Entertainment Market, By Country
6.3 Asia Pacific Travel & Holiday Market, By Country
6.4 Asia Pacific Sports & Fitness Market, By Country
6.5 Asia Pacific Banking & Finance Market, By Country
6.6 Asia Pacific Others Market, By Country
Chapter 7. Asia Pacific Virtual Influencer Market, By Country
7.1 China Virtual Influencer Market
7.1.1 China Virtual Influencer Market, By Offering
7.1.2 China Virtual Influencer Market, By Type
7.1.3 China Virtual Influencer Market, By End-use
7.2 Japan Virtual Influencer Market
7.2.1 Japan Virtual Influencer Market, By Offering
7.2.2 Japan Virtual Influencer Market, By Type
7.2.3 Japan Virtual Influencer Market, By End-use
7.3 India Virtual Influencer Market
7.3.1 India Virtual Influencer Market, By Offering
7.3.2 India Virtual Influencer Market, By Type
7.3.3 India Virtual Influencer Market, By End-use
7.4 South Korea Virtual Influencer Market
7.4.1 South Korea Virtual Influencer Market, By Offering
7.4.2 South Korea Virtual Influencer Market, By Type
7.4.3 South Korea Virtual Influencer Market, By End-use
7.5 Singapore Virtual Influencer Market
7.5.1 Singapore Virtual Influencer Market, By Offering
7.5.2 Singapore Virtual Influencer Market, By Type
7.5.3 Singapore Virtual Influencer Market, By End-use
7.6 Malaysia Virtual Influencer Market
7.6.1 Malaysia Virtual Influencer Market, By Offering
7.6.2 Malaysia Virtual Influencer Market, By Type
7.6.3 Malaysia Virtual Influencer Market, By End-use
7.7 Rest of Asia Pacific Virtual Influencer Market
7.7.1 Rest of Asia Pacific Virtual Influencer Market, By Offering
7.7.2 Rest of Asia Pacific Virtual Influencer Market, By Type
7.7.3 Rest of Asia Pacific 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

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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