The global market for Virtual Youtuber Model was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
As an important force driving a new round of scientific and technological revolution, artificial intelligence has been of national strategic importance. Many governments introduces polices and increase capital investment to support AI companies. The Digital Europe plan adopted by the European Union will allocate €9.2 billion on high-tech investments, such as supercomputing, artificial intelligence, and network security. In order to maintain its leading position, the United States will increase its investment in artificial intelligence research and development in non-defense fields, from US$1.6 billion to US$1.7 billion in 2022. According to the latest data released by IDC, global artificial intelligence revenue was US$432.8 billion in 2022, a year-on-year increase of 19.6%, including software, hardware and services.
China and the United States are two leaders in AI industry. On the AI 100 list (2022) released by CB Insights, the number of companies in the United States ranks first, with more than 70 companies, followed by the United Kingdom, with 8 companies on the list. China and Canada both holds 5 companies on the list. According to data from the China Academy of Information and Communications Technology, the scale of China"s core artificial intelligence industry reached ¥508 billion in 2022, a year-on-year increase of 18%. From 2013 to November 2022, the cumulative number of patent applications for artificial intelligence inventions in the world reached 729,000, and the cumulative number of applications in China reached 389,000, accounting for 53.4%. However, the Global Artificial Intelligence Innovation Index Report 2021 released by the China Institute of Scientific and Technological Information shows that the overall strength of the United States is still far ahead. The number of artificial intelligence companies in the United States is about 4,670, while China has only 880. China"s data center is less than 1/20 of that of the United States.
This report aims to provide a comprehensive presentation of the global market for Virtual Youtuber Model, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Youtuber Model.
The Virtual Youtuber Model market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Virtual Youtuber Model market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Youtuber Model companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Âé¶¹Ô´´ Segmentation
By Company
iFLYTEK
Cygames
CAPTUREROID
VRoid Studio
Live2D Cubism
Segment by Type
2D Model
3D Model
Segment by Application
Live Streaming
Video Production
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Youtuber Model company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Virtual Youtuber Model Âé¶¹Ô´´ Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 2D Model
1.2.3 3D Model
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Virtual Youtuber Model Âé¶¹Ô´´ Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Live Streaming
1.3.3 Video Production
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Youtuber Model Âé¶¹Ô´´ Perspective (2020-2031)
2.2 Global Virtual Youtuber Model Growth Trends by Region
2.2.1 Global Virtual Youtuber Model Âé¶¹Ô´´ Size by Region: 2020 VS 2024 VS 2031
2.2.2 Virtual Youtuber Model Historic Âé¶¹Ô´´ Size by Region (2020-2025)
2.2.3 Virtual Youtuber Model Forecasted Âé¶¹Ô´´ Size by Region (2026-2031)
2.3 Virtual Youtuber Model Âé¶¹Ô´´ Dynamics
2.3.1 Virtual Youtuber Model Industry Trends
2.3.2 Virtual Youtuber Model Âé¶¹Ô´´ Drivers
2.3.3 Virtual Youtuber Model Âé¶¹Ô´´ Challenges
2.3.4 Virtual Youtuber Model Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Youtuber Model Players by Revenue
3.1.1 Global Top Virtual Youtuber Model Players by Revenue (2020-2025)
3.1.2 Global Virtual Youtuber Model Revenue Âé¶¹Ô´´ Share by Players (2020-2025)
3.2 Global Virtual Youtuber Model Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Virtual Youtuber Model Revenue
3.4 Global Virtual Youtuber Model Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Virtual Youtuber Model Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Youtuber Model Revenue in 2024
3.5 Global Key Players of Virtual Youtuber Model Head office and Area Served
3.6 Global Key Players of Virtual Youtuber Model, Product and Application
3.7 Global Key Players of Virtual Youtuber Model, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Youtuber Model Breakdown Data by Type
4.1 Global Virtual Youtuber Model Historic Âé¶¹Ô´´ Size by Type (2020-2025)
4.2 Global Virtual Youtuber Model Forecasted Âé¶¹Ô´´ Size by Type (2026-2031)
5 Virtual Youtuber Model Breakdown Data by Application
5.1 Global Virtual Youtuber Model Historic Âé¶¹Ô´´ Size by Application (2020-2025)
5.2 Global Virtual Youtuber Model Forecasted Âé¶¹Ô´´ Size by Application (2026-2031)
6 North America
6.1 North America Virtual Youtuber Model Âé¶¹Ô´´ Size (2020-2031)
6.2 North America Virtual Youtuber Model Âé¶¹Ô´´ Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2020-2025)
6.4 North America Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Youtuber Model Âé¶¹Ô´´ Size (2020-2031)
7.2 Europe Virtual Youtuber Model Âé¶¹Ô´´ Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2020-2025)
7.4 Europe Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Youtuber Model Âé¶¹Ô´´ Size (2020-2031)
8.2 Asia-Pacific Virtual Youtuber Model Âé¶¹Ô´´ Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Virtual Youtuber Model Âé¶¹Ô´´ Size by Region (2020-2025)
8.4 Asia-Pacific Virtual Youtuber Model Âé¶¹Ô´´ Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Youtuber Model Âé¶¹Ô´´ Size (2020-2031)
9.2 Latin America Virtual Youtuber Model Âé¶¹Ô´´ Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2020-2025)
9.4 Latin America Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Youtuber Model Âé¶¹Ô´´ Size (2020-2031)
10.2 Middle East & Africa Virtual Youtuber Model Âé¶¹Ô´´ Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2020-2025)
10.4 Middle East & Africa Virtual Youtuber Model Âé¶¹Ô´´ Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 iFLYTEK
11.1.1 iFLYTEK Company Details
11.1.2 iFLYTEK Business Overview
11.1.3 iFLYTEK Virtual Youtuber Model Introduction
11.1.4 iFLYTEK Revenue in Virtual Youtuber Model Business (2020-2025)
11.1.5 iFLYTEK Recent Development
11.2 Cygames
11.2.1 Cygames Company Details
11.2.2 Cygames Business Overview
11.2.3 Cygames Virtual Youtuber Model Introduction
11.2.4 Cygames Revenue in Virtual Youtuber Model Business (2020-2025)
11.2.5 Cygames Recent Development
11.3 CAPTUREROID
11.3.1 CAPTUREROID Company Details
11.3.2 CAPTUREROID Business Overview
11.3.3 CAPTUREROID Virtual Youtuber Model Introduction
11.3.4 CAPTUREROID Revenue in Virtual Youtuber Model Business (2020-2025)
11.3.5 CAPTUREROID Recent Development
11.4 VRoid Studio
11.4.1 VRoid Studio Company Details
11.4.2 VRoid Studio Business Overview
11.4.3 VRoid Studio Virtual Youtuber Model Introduction
11.4.4 VRoid Studio Revenue in Virtual Youtuber Model Business (2020-2025)
11.4.5 VRoid Studio Recent Development
11.5 Live2D Cubism
11.5.1 Live2D Cubism Company Details
11.5.2 Live2D Cubism Business Overview
11.5.3 Live2D Cubism Virtual Youtuber Model Introduction
11.5.4 Live2D Cubism Revenue in Virtual Youtuber Model Business (2020-2025)
11.5.5 Live2D Cubism Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Âé¶¹Ô´´ Size Estimation
13.1.1.3 Âé¶¹Ô´´ Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
iFLYTEK
Cygames
CAPTUREROID
VRoid Studio
Live2D Cubism
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Ìý
*If Applicable.