VTuber 市場規模、佔有率、成長分析(按內容類型、收益模式、平台、應用、角色設計、地區)- 產業預測(2025 年至 2032 年)
市場調查報告書
商品編碼
1758694

VTuber 市場規模、佔有率、成長分析(按內容類型、收益模式、平台、應用、角色設計、地區)- 產業預測(2025 年至 2032 年)

VTuber Market Size, Share, and Growth Analysis, By Content Type (Gaming, Music), By Monetization Model (Ad Revenue, Merchandising), By Platform, By Application, By Character Design, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 196 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球 VTuber 市場規模價值為 21.1 億美元,預計將從 2024 年的 25.4 億美元成長到 2032 年的 113 億美元,預測期內(2025-2032 年)的複合年成長率為 20.5%。

VTuber 市場已迅速從小眾市場轉變為數位娛樂的主流領域。這主要是由於對虛擬內容的需求不斷成長以及社交媒體和遊戲文化的興起。利用動畫風格的數位化身和動態捕捉等先進技術,VTuber 吸引了 YouTube 和 Twitch 等平台觀眾的注意。這一趨勢最初起源於日本,現已引起全球關注,吸引了來自世界各地的創作者,並促使主要媒體公司進行大量投資。實況活動和虛擬音樂會顯著增加,推動了即時參與。創作者正在使其內容多樣化並探索不同類型的內容,從而增強了媒體的吸引力。隨著趨勢的不斷發展,VTuber 市場將迎來進一步的成長和創新。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 重大投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

VTuber 市場規模(按內容類型和複合年成長率)(2025-2032)

  • 市場概覽
  • 遊戲
  • 音樂
  • 脫口秀
  • 直播
  • 教育

VTuber 市場規模:以收益模式和複合年成長率(2025-2032 年)

  • 市場概覽
  • 廣告收入
  • 商品行銷
  • 贊助
  • 訂閱
  • 群眾集資

VTuber 市場規模(依平台分類)及複合年成長率(2025-2032 年)

  • 市場概覽
  • YouTube
  • Twitch
  • Facebook
  • Twitter
  • 其他

VTuber 市場規模(按用途和複合年成長率) (2025-2032)

  • 市場概覽
  • 直播表演
  • 數位內容及衍生產品
  • 其他

VTuber 市場規模(依角色設計及複合年成長率)(2025-2032)

  • 市場概覽
  • 2D Vtuber
  • 3D Vtuber
  • 擴增實境Vtuber
  • 混合型Vtuber

VTuber 市場規模及複合年成長率(2025-2032 年)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益同比對比(2022-2024 年)

主要企業簡介

  • Hololive Production(Japan)
  • Nijisanji/ANYCOLOR Inc.(Japan)
  • VShojo(United States)
  • PRISM Project(Japan)
  • Phase Connect(Canada)
  • Production Kawaii(Japan)
  • Aogiri High School/Brasta Inc.(Japan)
  • AkioAIR(Singapore)
  • MyHolo TV(Malaysia)
  • Polygon Project(Japan)
  • Re:Act/Dualshine Inc.(Japan)
  • V&U Entertainment(South Korea)
  • VEE/Sony Music Entertainment Japan(Japan)
  • Neo-Porte(Japan)
  • Idol Corp(Israel)
  • VIRTUALEnt/O-mikuji(Japan)
  • KAMITSUBAKI STUDIO/THNDR Inc.(Japan)
  • LazuLight Project(Japan)
  • Bilibili VTuber Group(China)

結論和建議

簡介目錄
Product Code: SQMIG50J2014

Global VTuber Market size was valued at USD 2.11 billion in 2023 and is poised to grow from USD 2.54 billion in 2024 to USD 11.3 billion by 2032, growing at a CAGR of 20.5% during the forecast period (2025-2032).

The VTuber market has rapidly transformed from a niche interest into a mainstream digital entertainment sector, largely due to increased demand for virtual content and the rise of social media and gaming culture. Utilizing anime-style digital avatars and advanced technologies like motion capture, VTubers engage audiences on platforms such as YouTube and Twitch. Initially emerging in Japan, this trend has gained global traction, attracting creators from diverse regions and prompting significant investments from large media companies. Opportunities abound in untapped demographics and content niches, with a notable increase in live events and virtual concerts fostering real-time engagement. Creators are diversifying their content, exploring various genres, which enhances the medium's appeal. As trends continue to evolve, the VTuber market stands ready for further growth and innovation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global VTuber market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global VTuber Market Segments Analysis

Global VTuber Market is segmented by Content Type, Monetization Model, Platform, Application, Character Design and region. Based on Content Type, the market is segmented into Gaming, Music, Talk Shows, Live Streaming and Education. Based on Monetization Model, the market is segmented into Ad Revenue, Merchandising, Sponsorship, Subscription and Crowdfunding. Based on Platform, the market is segmented into YouTube, Twitch, Facebook, Twitter and Other. Based on Application, the market is segmented into Live Streaming & Performance, Digital Contents & Derivative and Others. Based on Character Design, the market is segmented into 2D Vtubers, 3D Vtubers, Augmented Reality Vtubers and Hybrid Vtubers. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global VTuber Market

The global VTuber market is being propelled by the growing interest of digital-native Gen Z and millennial audiences who are captivated by immersive, avatar-driven experiences. These demographics prioritize personalization, fantasy, and interactivity-qualities that VTubers masterfully provide. Engagement levels on platforms such as YouTube, Twitch, and Bilibili have reached unprecedented heights, especially in genres like gaming, music, and reaction-based entertainment. As consumer focus transitions from traditional influencers to virtual personalities, the VTuber market is witnessing remarkable growth across various regions, reflecting a fundamental shift in the content consumption patterns of younger audiences in today's digital landscape.

Restraints in the Global VTuber Market

The Global VTuber market faces significant constraints primarily due to its reliance on major platforms like YouTube and Twitch for visibility and revenue generation. Any abrupt changes in algorithms, unexpected demonetization of content, or stricter policy enforcement concerning synthetic content can severely impact a VTuber's audience reach and financial stability. For instance, in 2024, the introduction of new AI labeling regulations on YouTube led to a temporary decline in visibility for certain AI-generated VTuber productions. This situation highlighted the apprehensions regarding content moderation practices and the degree to which creators depend on external platforms for their success.

Market Trends of the Global VTuber Market

The Global VTuber market in 2024 is witnessing a significant trend with the emergence of AI-driven autonomous VTubers, such as AI Airi and Neuro-sama, that operate independently without human input. Leveraging advancements in natural language processing, voice synthesis, and generative AI, these virtual personalities are capable of conducting unscripted live interactions and gaming sessions around the clock, providing fans with endless engagement opportunities. This shift towards AI-powered influencers indicates a transformative market landscape, as these models not only enhance content scalability but also alleviate creator burnout, ultimately expanding the VTuber phenomenon's reach and appeal to global audiences.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global VTuber Market Size by Content Type & CAGR (2025-2032)

  • Market Overview
  • Gaming
  • Music
  • Talk Shows
  • Live Streaming
  • Education

Global VTuber Market Size by Monetization Model & CAGR (2025-2032)

  • Market Overview
  • Ad Revenue
  • Merchandising
  • Sponsorship
  • Subscription
  • Crowdfunding

Global VTuber Market Size by Platform & CAGR (2025-2032)

  • Market Overview
  • YouTube
  • Twitch
  • Facebook
  • Twitter
  • Other

Global VTuber Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Live Streaming & Performance
  • Digital Contents & Derivative
  • Others

Global VTuber Market Size by Character Design & CAGR (2025-2032)

  • Market Overview
  • 2D Vtubers
  • 3D Vtubers
  • Augmented Reality Vtubers
  • Hybrid Vtubers

Global VTuber Market Size & CAGR (2025-2032)

  • North America (Content Type, Monetization Model, Platform, Application, Character Design)
    • US
    • Canada
  • Europe (Content Type, Monetization Model, Platform, Application, Character Design)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Content Type, Monetization Model, Platform, Application, Character Design)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Content Type, Monetization Model, Platform, Application, Character Design)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Content Type, Monetization Model, Platform, Application, Character Design)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Hololive Production (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nijisanji / ANYCOLOR Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VShojo (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PRISM Project (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Phase Connect (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Production Kawaii (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Aogiri High School / Brasta Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AkioAIR (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MyHolo TV (Malaysia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Polygon Project (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Re:Act / Dualshine Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • V&U Entertainment (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VEE / Sony Music Entertainment Japan (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Neo-Porte (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Idol Corp (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VIRTUALEnt / O-mikuji (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KAMITSUBAKI STUDIO / THNDR Inc. (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LazuLight Project (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bilibili VTuber Group (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations