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North America 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

  • 75 Pages
  • January 2024
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928364
The North America Virtual Influencer Market would witness market growth of 36.7% CAGR during the forecast period (2023-2030).

Virtual influencers, or CGI (Computer-Generated Imagery), are digitally created characters that leverage artificial intelligence (AI) and advanced rendering technologies to simulate human-like appearances and behaviors. Unlike traditional influencers, who are real individuals, they are entirely fictional entities, existing solely within the digital realm. These entities are meticulously designed to resonate with specific target audiences, embodying carefully crafted personalities, aesthetics, and narratives. These factors fuel the market's growth, such as the continuously evolving digital landscape and rising social media usage regionally. The proliferation of these influencers is providing brands with an expanded scope for creative expression.

The significant popularity and cost-efficiency that the solutions provide, coupled with the fashion industry's evolution, have rendered it a formidable market catalyst. In the realm of fashion industry, they are utilized to precisely align the interests, content style, and appearance of marketers with the intended objectives of their campaigns, all the while serving as a vehicle for the expression of personality and brand values. By adopting this flexible approach, fashion brands are able to efficiently reach their intended consumer segments while retaining the ability to modify their strategies, thereby stimulating market expansion.

North America, particularly the United States, is a global tech hub leading innovation and digital transformation. The sports industry in the US has witnessed a significant shift towards digital engagement, with teams, leagues, and athletes actively using social media platforms to connect with fans. They provide a novel and creative avenue to enhance digital engagement strategies, offering a unique way to connect with sports enthusiasts. The adoption of these influencers is increasing in the US, representing an innovative approach to sports marketing. They can adapt their content to match sports seasons, events, and trends. This adaptive content creation allows sports entities to stay relevant, engage with fans in real time, and create a dynamic online presence. As a result, these aspects will boost the market growth in the coming years.

The US market dominated the North America Virtual Influencer Market, By Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $10,555.9 million by 2030. The Canada market is experiencing a CAGR of 39.7% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 38.5% 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 U.S., Mexico, Canada, and Rest of North America.

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
  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America Virtual Influencer Market, by Offering
1.4.2 North America Virtual Influencer Market, by Type
1.4.3 North America Virtual Influencer Market, by End-use
1.4.4 North America 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. North America Virtual Influencer Market, By Offering
4.1 North America Solution Market, By Country
4.2 North America Services Market, By Country
Chapter 5. North America Virtual Influencer Market, By Type
5.1 North America Human Avatar Market, By Country
5.2 North America Non-human Market, By Country
Chapter 6. North America Virtual Influencer Market, By End-use
6.1 North America Fashion & Lifestyle Market, By Country
6.2 North America Food & Entertainment Market, By Country
6.3 North America Travel & Holiday Market, By Country
6.4 North America Sports & Fitness Market, By Country
6.5 North America Banking & Finance Market, By Country
6.6 North America Others Market, By Country
Chapter 7. North America Virtual Influencer Market, By Country
7.1 US Virtual Influencer Market
7.1.1 US Virtual Influencer Market, By Offering
7.1.2 US Virtual Influencer Market, By Type
7.1.3 US Virtual Influencer Market, By End-use
7.2 Canada Virtual Influencer Market
7.2.1 Canada Virtual Influencer Market, By Offering
7.2.2 Canada Virtual Influencer Market, By Type
7.2.3 Canada Virtual Influencer Market, By End-use
7.3 Mexico Virtual Influencer Market
7.3.1 Mexico Virtual Influencer Market, By Offering
7.3.2 Mexico Virtual Influencer Market, By Type
7.3.3 Mexico Virtual Influencer Market, By End-use
7.4 Rest of North America Virtual Influencer Market
7.4.1 Rest of North America Virtual Influencer Market, By Offering
7.4.2 Rest of North America Virtual Influencer Market, By Type
7.4.3 Rest of North America 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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