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2025-2031: Vtuber (Virtual YouTuber) Market Trend And Analysis

On 2025-1-7 Global Info Research released【Global Vtuber (Virtual YouTuber) Market 2025 by Manufacturers, Regions, Type and Application, Forecast to 2031】. This report includes an overview of the development of the Vtuber (Virtual YouTuber) industry chain, the market status of Consumer Electronics (Nickel-Zinc Ferrite Core, Mn-Zn Ferrite Core), Household Appliances (Nickel-Zinc Ferrite Core, Mn-Zn Ferrite Core), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Vtuber (Virtual YouTuber).

According to our (Global Info Research) latest study, the global Vtuber (Virtual YouTuber) market size was valued at US$ 4577 million in 2024 and is forecast to a readjusted size of USD 36110 million by 2031 with a CAGR of 34.7% during review period.

A VTuber, or virtual YouTuber, is an online entertainer who uses a virtual model generated using computer graphics. Real-time motion capture software or technology are often—but not always—used to capture movement. A digital trend that originated in Japan in the mid-2010s and, since the early 2020s, has become an international online phenomenon. A majority of VTubers are English and Japanese-speaking YouTubers or live streamers who use model designs. By 2020, there were more than 10,000 active VTubers. Although the term is an allusion to the video platform YouTube, they also use websites such as Niconico, Twitch, and Bilibili. The first entertainer to use the phrase "virtual YouTuber", Kizuna AI, began creating content on YouTube in late 2016. Her popularity sparked a VTuber trend in Japan, and spurred the establishment of specialized agencies to promote them, including major ones such as Hololive Production (Cover), AnyColor, etc. Fan translations and foreign-language VTubers have marked a rise in the trend's international popularity. Virtual YouTubers have appeared in domestic advertising campaigns, and have broken livestream-related world records.

Global key players of vtuber (virtual youtuber) include AnyColor, Cover Group, Bilibili, Youtube, 774, inc, etc. The top five players hold a share about 17%. Asia-Pacific is the largest market, has a share about 74%, followed by North America and Europe, with share 12% and 11%, separately.
The development of virtual idols has transitioned from early experimentation to widespread application, achieving significant success through advancements in technology and cultural diffusion. In the early 2000s, the concept of virtual idols began to emerge, with Japan's Hatsune Miku being a pioneer in the field. Using Vocaloid software, she combined sound synthesis with 3D imagery, quickly amassing a global fanbase and becoming a symbol of digital culture. As technologies such as computer graphics, artificial intelligence, speech synthesis, augmented reality (AR), and virtual reality (VR) advanced, virtual idols became more lifelike and interactive. A prime example is Kizuna AI, the world’s first virtual YouTuber, who revolutionized virtual idol culture by engaging directly with fans on YouTube, sparking a virtual idol craze.

In recent years, the influence of virtual idols has expanded beyond Japan, becoming a global phenomenon. Virtual idols have evolved stylistically, moving beyond traditional anime aesthetics to attract more diverse audiences across different cultures. Social media and live streaming platforms have further enhanced the interaction between virtual idols and their fans, allowing real-time communication through comments and reactions. This increased interactivity has made virtual idols feel more accessible and relatable to their followers. Additionally, virtual idols have entered the commercial realm, collaborating with brands on joint products, endorsements, and even performing on international stages. For instance, K/DA, a virtual music group created by League of Legends, not only integrates entertainment into the gaming experience but also captivates global audiences with its musical performances.

Looking ahead, the future of virtual idols is promising, especially as artificial intelligence technology continues to evolve. Virtual idols could become even more sophisticated, with the potential for independent learning and evolution, and are expected to expand into new domains such as education, healthcare, and immersive entertainment. However, challenges remain, including issues of intellectual property rights, technological dependency, and competition with human idols, which could shape the future trajectory of the industry. Despite these hurdles, virtual idols have transformed from niche experimental concepts into a global, commercialized phenomenon, representing a new frontier in digital culture with vast potential for growth.

This report is a detailed and comprehensive analysis for global Vtuber (Virtual YouTuber) market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.

Sample Report Request Vtuber (Virtual YouTuber)
https://www.globalinforesearch.com/reports/2390992/vtuber--virtual-youtuber-


Market segment by Type: 2D Vtuber、3D Vtuber

Market segment by Application
Livestreaming & Performance、Digital Contents & Derivative、Others

Major players covered: AnyColor、Cover Group、Bilibili、Youtube、774, inc、Mikai、Yuehua Entertainment

Market segment by region, regional analysis covers: North America (United States, Canada and Mexico), Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe), Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia),South America (Brazil, Argentina, Colombia, and Rest of South America),Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa).

The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Vtuber (Virtual YouTuber) product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Vtuber (Virtual YouTuber), with price, sales, revenue and global market share of Vtuber (Virtual YouTuber) from 2020 to 2025.
Chapter 3, the Vtuber (Virtual YouTuber) competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Vtuber (Virtual YouTuber) breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2020 to 2031.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2020 to 2031.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2020 to 2024.and Vtuber (Virtual YouTuber) market forecast, by regions, type and application, with sales and revenue, from 2025 to 2031.
Chapter 12, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of Vtuber (Virtual YouTuber).
Chapter 14 and 15, to describe Vtuber (Virtual YouTuber) sales channel, distributors, customers, research findings and conclusion.

Data Sources:

  1. Via authorized organizations:customs statistics, industrial associations, relevant international societies, and academic publications etc.
  2. Via trusted Internet sources.Such as industry news, publications on this industry, annual reports of public companies, Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), Trading Economics, News Network, Statista, Federal Reserve Economic Data, BIS Statistics, ICIS, Companies House Documentsm, investor presentations, SEC filings of companies, etc.
  3. Via interviews. Our interviewees includes manufacturers, related companies, industry experts, distributors, business (sales) staff, directors, CEO, marketing executives, executives from related industries/organizations, customers and raw material suppliers to obtain the latest information on the primary market;
  4. Via data exchange. We have been consulting in this industry for 16 years and have collaborations with the players in this field. Thus, we get access to (part of) their unpublished data, by exchanging with them the data we have.
  5. From our partners.We have information agencies as partners and they are located worldwide, thus we get (or purchase) the latest data from them.
  6. Via our long-term tracking and gathering of data from this industry.We have a database that contains history data regarding the market.

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GlobaI Info Research

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Email: report@globalinforesearch.com

Global Info Research is a company that digs deep into global industry information to support enterprises with market strategies and in-depth market development analysis reports. We provides market information consulting services in the global region to support enterprise strategic planning and official information reporting, and focuses on customized research, management consulting, IPO consulting, industry chain research, database and top industry services. At the same time, Global Info Research is also a report publisher, a customer and an interest-based suppliers, and is trusted by more than 30,000 companies around the world. We will always carry out all aspects of our business with excellent expertise and experience.

 

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