시장보고서
상품코드
1409018

세계의 버추얼 아이돌 및 VTuber 시장 : 예측(-2029년)

Global Virtual Idol and VTubers Market Insights, Forecast to 2029

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)


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세계의 버추얼 아이돌 및 VTuber 시장 규모는 2023년 10억 8,270만 달러에서 2029년에는 40억 4,433만 달러로 성장할 것으로 예측되며, 예측기간 동안 연평균성장률(CAGR)은 24.56%가 될 것으로 보입니다.

미국과 캐나다의 버추얼 아이돌 및 VTuber 시장 규모는 2023년 1억 4,432만 달러에서 2029년에는 5억 9,675만 달러에 달할 것으로 예측되며, 2023년부터 2029년 예측기간 동안 CAGR은 26.69%가 될 것으로 보입니다.

중국의 버추얼 아이돌 및 VTuber 시장 규모는 2023년 2억 4,722만 달러에서 2029년에는 11억 3,090만 달러에 달할 것으로 예측되며, 2023년부터 2029년 예측기간 동안 CAGR은 28.84%가 될 것으로 보입니다.

버추얼 아이돌 및 VTuber의 세계 주요 기업에는 AnyColor, Cover(Hololive), Bilibili, 774, inc, Re:AcT(Mikai), Yuehua Entertainment, iQIYI, Virtual eSports Project 등이 있습니다. 2023년에 세계 상위 5개사 매출 점유율은 약 53.65%였습니다.

세계의 버추얼 아이돌 및 VTuber 시장에 대해 조사했으며, 시장 개요와 함께 기업별, 유형별, 용도별, 지역별 동향 및 시장에 참여하는 기업 개요 등을 제공합니다.

목차

제1장 보고서 개요

  • 조사 범위
  • 유형별 시장 분석
  • 용도별 시장
  • 가정과 제한
  • 조사 목적
  • 대상 연도

제2장 세계의 성장 동향

  • 버추얼 아이돌 및 VTuber 세계 시장 전망(2018-2029년)
  • 세계의 버추얼 아이돌 및 VTuber 성장 동향, 지역별
  • 버추얼 아이돌 및 VTuber 시장 역학

제3장 주요 진출 기업에 의한 경쟁 상황

제4장 버추얼 아이돌 및 VTuber 내역 데이터, 유형별

제5장 버추얼 아이돌 및 VTuber 내역 데이터, 용도별

제6장 북미

제7장 유럽

제8장 중국

제9장 아시아(중국 제외)

제10장 라틴아메리카

제11장 중동 및 아프리카

제12장 주요 진출 기업 개요

  • AnyColor(Nijisanji)
  • Cover(Hololive)
  • Bilibili
  • Virtual eSports Project
  • 774, inc
  • Re:AcT(Mikai)
  • VShojo
  • iQIYI
  • .LIVE(Appland)
  • Yuehua Entertainment
  • Neo-Porte
  • Phase-Connect
  • ALTERLY(WHIM Management)
  • Aogiri High School(viviON)
  • NoriPro
  • V&U

제13장 애널리스트의 견해/결론

제14장 부록

KSM 24.01.23

The global Virtual Idol and VTubers market is projected to grow from US$ 1,082.70 million in 2023 to US$ 4,044.33 million by 2029, at a Compound Annual Growth Rate (CAGR) of 24.56% during the forecast period.

The US & Canada market for Virtual Idol and VTubers is estimated to increase from $ 144.32 million in 2023 to reach $ 596.75 million by 2029, at a CAGR of 26.69%during the forecast period of 2023 through 2029.

The China market for Virtual Idol and VTubers is estimated to increase from $ 247.22 million in 2023 to reach $ 1,130.90 million by 2029, at a CAGR of 28.84% during the forecast period of 2023 through 2029.

The global key companies of Virtual Idol and VTubers include: AnyColor (Nijisanji), Cover (Hololive), Bilibili, 774, inc, Re:AcT (Mikai), Yuehua Entertainment, iQIYI, Virtual eSports Project, In 2023, the global top five players had a share approximately 53.65% in terms of revenue.

Report Includes:

This report presents an overview of global market for Virtual Idol and VTubers market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2029.

This report researches the key producers of Virtual Idol and VTubers, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Virtual Idol and VTubers, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Virtual Idol and VTubers revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Virtual Idol and VTubers market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2029. Evaluation and forecast the market size for Virtual Idol and VTubers revenue, projected growth trends, production technology, application and end-user industry.

Descriptive company profiles of the major global players, including AnyColor (Nijisanji), Cover (Hololive), Bilibili, 774, inc, Re:AcT (Mikai), Yuehua Entertainment, iQIYI, Virtual eSports Project,

Market Segmentation

By Company

  • AnyColor (Nijisanji)
  • Cover (Hololive)
  • Bilibili
  • Virtual eSports Project
  • 774, inc
  • Re:AcT (Mikai)
  • VShojo
  • iQIYI
  • .LIVE (Appland)
  • Yuehua Entertainment
  • Neo-Porte
  • Phase-Connect
  • ALTERLY (WHIM Management )
  • Aogiri High School (viviON)
  • NoriPro
  • V&U

Segment by Type

  • 2D Vtuber
  • 3D Vtuber

Segment by Application

  • Livestreaming & Performance
  • Digital Contents & Derivative
  • 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 (product type, 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: Revenue of Virtual Idol and VTubers in global and regional level. 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. 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 Idol and VTubers companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.

Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.

Chapter 7: Europe by Type, by Application and by country, revenue for each segment.

Chapter 8: China by Type, and by Application, revenue for each segment.

Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.

Chapter 10: Middle East and Africa by Type, by Application and by country, revenue for each segment.

Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Virtual Idol and VTubers revenue, gross margin, and recent development, etc.

Chapter 12: Analyst's Viewpoints/Conclusions.

Table of Contents

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Virtual Idol and VTubers Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
    • 1.2.2 2D Vtuber
    • 1.2.3 3D Vtuber
  • 1.3 Market by Application
    • 1.3.1 Global Virtual Idol and VTubers Market Share by Application: 2018 VS 2022 VS 2029
    • 1.3.2 Livestreaming & Performance
    • 1.3.3 Digital Contents & Derivative
    • 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 Idol and VTubers Market Perspective (2018-2029)
  • 2.2 Global Virtual Idol and VTubers Growth Trends by Region
    • 2.2.1 Global Virtual Idol and VTubers Market Size by Region: 2018 VS 2022 VS 2029
    • 2.2.2 Virtual Idol and VTubers Historic Market Size by Region (2018-2023)
    • 2.2.3 Virtual Idol and VTubers Forecasted Market Size by Region (2024-2029)
  • 2.3 Virtual Idol and VTubers Market Dynamics
    • 2.3.1 Virtual Idol and VTubers Industry Trends
    • 2.3.2 Virtual Idol and VTubers Market Drivers
    • 2.3.3 Virtual Idol and VTubers Market Challenges and Restraints
    • 2.3.4 Virtual Idol and VTubers Market Future Trends

3 Competition Landscape by Key Players

  • 3.1 Global Revenue Virtual Idol and VTubers by Players
    • 3.1.1 Global Virtual Idol and VTubers Revenue by Players (2018-2023)
    • 3.1.2 Global Virtual Idol and VTubers Revenue Market Share by Players (2018-2023)
  • 3.2 Global Virtual Idol and VTubers Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
  • 3.3 Global Key Players of Virtual Idol and VTubers, Ranking by Revenue, 2022 VS 2023
  • 3.4 Global Virtual Idol and VTubers Market Concentration Ratio
    • 3.4.1 Global Virtual Idol and VTubers Market Concentration Ratio (CR5)
    • 3.4.2 Global Top 3 and Top 5 Companies by Virtual Idol and VTubers Revenue in 2023
  • 3.5 Top 20 most popular VTubers as of January, 2024
  • 3.6 Top 8 Japan-based VTuber agencys
  • 3.7 Global Key Players of Virtual Idol and VTubers Head office and Area Served
  • 3.8 Global Key Players of Virtual Idol and VTubers, Product Type
  • 3.9 Global Key Players of Virtual Idol and VTubers, Date of Enter into This Industry
  • 3.10 Mergers & Acquisitions, Expansion Plans

4 Virtual Idol and VTubers Breakdown Data by Type

  • 4.1 Global Virtual Idol and VTubers Historic Market Size by Type (2018-2023)
  • 4.2 Global Virtual Idol and VTubers Forecasted Market Size by Type (2024-2029)

5 Virtual Idol and VTubers Breakdown Data by Application

  • 5.1 Global Virtual Idol and VTubers Historic Market Size by Application (2018-2023)
  • 5.2 Global Virtual Idol and VTubers Forecasted Market Size by Application (2024-2029)

6 North America

  • 6.1 North America Virtual Idol and VTubers Market Size (2018-2029)
  • 6.2 North America Virtual Idol and VTubers Market Size by Type
    • 6.2.1 North America Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 6.2.2 North America Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 6.2.3 North America Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 6.3 North America Virtual Idol and VTubers Market Size by Application
    • 6.3.1 North America Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 6.3.2 North America Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 6.3.3 North America Virtual Idol and VTubers Market Share by Application (2018-2029)
  • 6.4 North America Virtual Idol and VTubers Market Size by Country
    • 6.4.1 North America Virtual Idol and VTubers Market Size by Country: 2018 VS 2022 VS 2029
    • 6.4.2 North America Virtual Idol and VTubers Market Size by Country (2018-2023)
    • 6.4.3 North America Virtual Idol and VTubers Market Share by Country (2024-2029)
    • 6.4.4 United States
    • 6.4.5 Canada

7 Europe

  • 7.1 Europe Virtual Idol and VTubers Market Size (2018-2029)
  • 7.2 Europe Virtual Idol and VTubers Market Size by Type
    • 7.2.1 Europe Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 7.2.2 Europe Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 7.2.3 Europe Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 7.3 Europe Virtual Idol and VTubers Market Size by Application
    • 7.3.1 Europe Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 7.3.2 Europe Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 7.3.3 Europe Virtual Idol and VTubers Market Share by Application (2018-2029)
  • 7.4 Europe Virtual Idol and VTubers Market Size by Country
    • 7.4.1 Europe Virtual Idol and VTubers Market Size by Country: 2018 VS 2022 VS 2029
    • 7.4.2 Europe Virtual Idol and VTubers Market Size by Country (2018-2023)
    • 7.4.3 Europe Virtual Idol and VTubers Market Size by Country (2024-2029)
    • 7.4.4 Germany
    • 7.4.5 France
    • 7.4.6 U.K.
    • 7.4.7 Italy
    • 7.4.8 Russia
    • 7.4.9 Nordic Countries

8 China

  • 8.1 China Virtual Idol and VTubers Market Size (2018-2029)
  • 8.2 China Virtual Idol and VTubers Market Size by Type
    • 8.2.1 China Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 8.2.2 China Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 8.2.3 China Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 8.3 China Virtual Idol and VTubers Market Size by Application
    • 8.3.1 China Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 8.3.2 China Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 8.3.3 China Virtual Idol and VTubers Market Share by Application (2018-2029)

9 Asia (excluding China)

  • 9.1 Asia Virtual Idol and VTubers Market Size (2018-2029)
  • 9.2 Asia Virtual Idol and VTubers Market Size by Type
    • 9.2.1 Asia Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 9.2.2 Asia Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 9.2.3 Asia Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 9.3 Asia Virtual Idol and VTubers Market Size by Application
    • 9.3.1 Asia Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 9.3.2 Asia Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 9.3.3 Asia Virtual Idol and VTubers Market Share by Application (2018-2029)
  • 9.4 Asia Virtual Idol and VTubers Market Size by Region
    • 9.4.1 Asia Virtual Idol and VTubers Market Size by Region: 2018 VS 2024 VS 2029
    • 9.4.2 Asia Virtual Idol and VTubers Market Size by Region (2018-2023)
    • 9.4.3 Asia Virtual Idol and VTubers Market Size by Region (2024-2029)
    • 9.4.4 Japan
    • 9.4.5 South Korea
    • 9.4.6 Southeast Asia
    • 9.4.7 India
    • 9.4.8 Australia

10 Latin America

  • 10.1 Latin America Virtual Idol and VTubers Market Size (2018-2029)
  • 10.2 Latin America Virtual Idol and VTubers Market Size by Type
    • 10.2.1 Latin America Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 10.2.2 Latin America Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 10.2.3 Latin America Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 10.3 Latin America Virtual Idol and VTubers Market Size by Application
    • 10.3.1 Latin America Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 10.3.2 Latin America Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 10.3.3 Latin America Virtual Idol and VTubers Market Share by Application (2018-2029)
  • 10.4 Latin America Virtual Idol and VTubers Market Size by Country
    • 10.4.1 Latin America Virtual Idol and VTubers Market Size by Country: 2018 VS 2022 VS 2029
    • 10.4.2 Latin America Virtual Idol and VTubers Market Size by Country (2018-2023)
    • 10.4.3 Latin America Virtual Idol and VTubers Market Size by Country (2024-2029)
    • 10.4.4 Brazil
    • 10.4.5 Mexico

11 Middle East and Africa

  • 11.1 Middle East and Africa Virtual Idol and VTubers Market Size (2018-2029)
  • 11.2 Middle East and Africa Virtual Idol and VTubers Market Size by Type
    • 11.2.1 Middle East and Africa Virtual Idol and VTubers Market Size by Type (2018-2023)
    • 11.2.2 Middle East and Africa Virtual Idol and VTubers Market Size by Type (2024-2029)
    • 11.2.3 Middle East and Africa Virtual Idol and VTubers Market Share by Type (2018-2029)
  • 11.3 Middle East and Africa Virtual Idol and VTubers Market Size by Application
    • 11.3.1 Middle East and Africa Virtual Idol and VTubers Market Size by Application (2018-2023)
    • 11.3.2 Middle East and Africa Virtual Idol and VTubers Market Size by Application (2024-2029)
    • 11.3.3 Middle East and Africa Virtual Idol and VTubers Market Share by Application (2018-2029)
  • 11.4 Middle East and Africa Virtual Idol and VTubers Market Size by Country
    • 11.4.1 Middle East and Africa Virtual Idol and VTubers Market Size by Country: 2018 VS 2022 VS 2029
    • 11.4.2 Middle East and Africa Virtual Idol and VTubers Market Size by Country (2018-2023)
    • 11.4.3 Middle East and Africa Virtual Idol and VTubers Market Size by Country (2024-2029)
    • 11.4.4 Turkey
    • 11.4.5 Saudi Arabia
    • 11.4.6 UAE

12 Key Players Profiles

  • 12.1 AnyColor (Nijisanji)
    • 12.1.1 AnyColor (Nijisanji) Company Details
    • 12.1.2 AnyColor (Nijisanji) Business Overview
    • 12.1.3 AnyColor (Nijisanji) Virtual Idol and VTubers Introduction
    • 12.1.4 AnyColor (Nijisanji) Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.1.5 AnyColor (Nijisanji) Recent Development
  • 12.2 Cover (Hololive)
    • 12.2.1 Cover (Hololive) Company Details
    • 12.2.2 Cover (Hololive) Business Overview
    • 12.2.3 Cover (Hololive) Virtual Idol and VTubers Introduction
    • 12.2.4 Cover (Hololive) Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.3 Bilibili
    • 12.3.1 Bilibili Company Details
    • 12.3.2 Bilibili Business Overview
    • 12.3.3 Bilibili Virtual Idol and VTubers Introduction
    • 12.3.4 Bilibili Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.3.5 Bilibili Recent Development
  • 12.4 Virtual eSports Project
    • 12.4.1 Virtual eSports Project Company Details
    • 12.4.2 Virtual eSports Project Virtual eSports Project Business Overview
    • 12.4.3 Virtual eSports Project Virtual Idol and VTubers Introduction
    • 12.4.4 Virtual eSports Project Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.4.5 Virtual eSports Project Recent Development
  • 12.5 774, inc
    • 12.5.1 774, inc Company Details
    • 12.5.2 774, inc Business Overview
    • 12.5.3 774, inc Virtual Idol and VTubers Introduction
    • 12.5.4 774, inc Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.6 Re:AcT (Mikai)
    • 12.6.1 Re:AcT (Mikai) Company Details
    • 12.6.2 Re:AcT (Mikai) Business Overview
    • 12.6.3 Re:AcT (Mikai) Virtual Idol and VTubers Introduction
    • 12.6.4 Re:AcT (Mikai) Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.7 VShojo
    • 12.7.1 VShojo Company Details
    • 12.7.2 VShojo Business Overview
    • 12.7.3 VShojo Virtual Idol and VTubers Introduction
    • 12.7.4 VShojo Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.7.5 VShojo Recent Development
  • 12.8 iQIYI
    • 12.8.1 iQIYI Company Details
    • 12.8.2 iQIYI Business Overview
    • 12.8.3 iQIYI Virtual Idol and VTubers Introduction
    • 12.8.4 iQIYI Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.8.5 iQIYI Recent Development
  • 12.9 .LIVE (Appland)
    • 12.9.1 .LIVE (Appland) Company Details
    • 12.9.2 .LIVE (Appland) Business Overview
    • 12.9.3 .LIVE (Appland) Virtual Idol and VTubers Introduction
    • 12.9.4 .LIVE (Appland) Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.10 Yuehua Entertainment
    • 12.10.1 Yuehua Entertainment Company Details
    • 12.10.2 Yuehua Entertainment Business Overview
    • 12.10.3 Yuehua Entertainment Virtual Idol and VTubers Introduction
    • 12.10.4 Yuehua Entertainment Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.10.5 Yuehua Entertainment Recent Development
  • 12.11 Neo-Porte
    • 12.11.1 Neo-Porte Company Details
    • 12.11.2 Neo-Porte Business Overview
    • 12.11.3 Neo-Porte Virtual Idol and VTubers Introduction
    • 12.11.4 Neo-Porte Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.12 Phase-Connect
    • 12.12.1 Phase-Connect Company Details
    • 12.12.2 Phase-Connect Business Overview
    • 12.12.3 Phase-Connect Virtual Idol and VTubers Introduction
    • 12.12.4 Phase-Connect Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.13 ALTERLY (WHIM Management)
    • 12.13.1 ALTERLY (WHIM Management) Company Details
    • 12.13.2 ALTERLY (WHIM Management) Business Overview
    • 12.13.3 ALTERLY (WHIM Management) Virtual Idol and VTubers Introduction
    • 12.13.4 ALTERLY (WHIM Management) Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.13.5 ALTERLY (WHIM Management) Recent Development
  • 12.14 Aogiri High School (viviON)
    • 12.14.1 Aogiri High School (viviON) Company Details
    • 12.14.2 Aogiri High School (viviON) Business Overview
    • 12.14.3 Aogiri High School (viviON) Virtual Idol and VTubers Introduction
    • 12.14.4 Aogiri High School (viviON) Revenue in Virtual Idol and VTubers Business (2018-2023)
    • 12.14.5 Aogiri High School (viviON) Recent Development
  • 12.15 NoriPro
    • 12.15.1 NoriPro Company Details
    • 12.15.2 NoriPro Business Overview
    • 12.15.3 NoriPro Virtual Idol and VTubers Introduction
    • 12.15.4 NoriPro Revenue in Virtual Idol and VTubers Business (2018-2023)
  • 12.16 V&U
    • 12.16.1 V&U Company Details
    • 12.16.2 V&U Business Overview
    • 12.16.3 V&U Virtual Idol and VTubers Introduction
    • 12.16.4 V&U Revenue in Virtual Idol and VTubers Business (2018-2023)

13 Analyst's Viewpoints/Conclusions

14 Appendix

  • 14.1 Research Methodology
    • 14.1.1 Methodology/Research Approach
    • 14.1.2 Data Source
  • 14.2 Author Details
  • 14.3 Disclaimer
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