시장보고서
상품코드
1874472

세계의 가상 유튜버(VTuber) : 시장 점유율과 순위, 전체 판매량 및 수요 예측(2025-2031년)

Vtuber (Virtual YouTuber) - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

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

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계의 가상 유튜버(Vtuber) 시장 규모는 2024년에 58억 7,100만 달러로 추정되며, 2025-2031년의 예측 기간에 CAGR 35.6%로 성장하여 2031년까지 480억 7,100만 달러에 달할 것으로 예측됩니다.

버추얼 유튜버(Vtuber)란 모션캡쳐와 얼굴인식 기술을 이용해 실시간으로 움직이는 디지털 아바타를 활용하여 유튜브, 빌리빌리, 트위치 등 동영상 플랫폼에서 시청자들과 소통하는 온라인 컨텐츠 크리에이터의 일종입니다. 이 아바타들은 보통 애니메이션 스타일의 캐릭터로, 무대 뒤에서 실제 인간 연기자가 목소리를 담당하고 조작합니다. VTuber는 라이브 방송, 게임?況, 음악 공연, 채팅, 팬과의 양방향 교류 등 다양한 컨텐츠를 제작합니다. 2016년경 일본에서 시작된 VTuber 현상은 Hololive, Nijisanji, VShojo와 같은 기업들이 대규모 팬층을 육성하면서 전 세계적인 엔터테인먼트 트렌드로 발전했습니다. VTuber는 가상현실, 캐릭터 연기, 인터넷 문화 요소를 융합하여 기술과 개성 주도형 미디어의 독특한 융합을 구현하고 있습니다.

VTuber(가상 유튜버)의 세계 주요 기업으로는 Anycolor, COVER Corporation, Brave Group, Bilibili, 774 Inc 등이 있습니다. 2024년 기준, 세계 상위 5개 기업의 매출 점유율은 약 41.46%를 차지하고 있습니다.

현재 VTuber 시장은 다양한 응용 분야, 지역적 보급, 시장 기회로 인해 전 세계적으로 괄목할 만한 성장세를 보이고 있습니다. VTuber는 게임과 라이브 방송을 넘어 교육, 마케팅, 기업 활용으로 영역을 확장하고 있습니다. 다양한 장르에 도전할수록 그 컨텐츠는 더욱 폭넓은 층을 끌어들이고 있습니다. 기업들은 V튜버의 강력한 팬 참여도를 활용해 브랜딩이나 제품 추천을 위해 협업하는 사례가 늘고 있습니다. 일본, 중국, 미국 등의 국가가 주요 기업이 되는 반면, 동남아시아 및 유럽은 신흥 시장으로 부상하고 있습니다. VR, AR, 3D 모션 캡쳐와 같은 신기술의 도입으로 가상 체험은 더욱 향상되었고, VTuber는 몰입감 있는 퍼포먼스와 인터랙티브한 가상 이벤트를 제작할 수 있게 되었습니다.

이 산업의 매력은 가상 아바타의 확장성과 유연성에 있습니다. 24시간 운영이 가능하며, 전 세계 시청자와 소통할 수 있고, 비용 효율적인 컨텐츠 제작이 가능합니다. 이를 통해 개인 창작자부터 에이전시까지 활동의 폭이 넓어지고 있습니다. 유튜브, 빌리빌리(Bilibili)와 같은 세계 플랫폼이 보급에 기여하면서 현지화된 다국어 컨텐츠의 인기가 높아지고 있습니다.

시장 기회는 풍부하며, 특히 빠르게 성장하는 메타버스 영역에서 VTuber는 가상 세계에 통합되어 가상 콘서트와 몰입형 팬 교류, 나아가 상업 활동의 가이드 역할을 하고 있습니다. NFT의 부상 역시 한정판 디지털 컨텐츠를 통한 새로운 수익화 흐름을 개척하고 있습니다. VTuber 산업은 지속적으로 성장하고 있지만, 높은 초기 기술 비용, 컨텐츠 규제, 빠르게 포화되는 시장에서의 차별화 필요성 등의 과제에 직면해 있습니다. 그러나 VTuber가 세계 디지털 미디어, 엔터테인먼트, 마케팅에 미치는 영향은 앞으로도 계속 확대될 것이며, 가상 엔터테인먼트의 역할은 향후 몇 년 동안 더욱 진화할 것으로 예측됩니다.

요약하면, VTuber 시장은 지속적인 성장과 혁신의 과정에 있습니다. 엔터테인먼트와 커뮤니티 교류를 독특하게 융합한 그 특성은 디지털 미디어의 미래에서 주요 기업로 자리매김하고 있습니다. 산업이 진화함에 따라 VTuber는 브랜드와 시청자의 접점 형성, 디지털 경험의 창출 및 소비 방식 구축에 있어 점점 더 중요한 역할을 담당하게 될 것입니다.

이 보고서는 VTuber(가상 유튜버) 세계 시장에 대해 총 매출액, 주요 기업의 시장 점유율 및 순위에 초점을 맞추고 지역/국가별, 유형별, 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

VTuber(가상 유튜버) 시장 규모, 추정치, 예측치는 매출액으로 제시되며, 2024년을 기준 연도로 하여 2020년부터 2031년까지의 기간의 과거 데이터와 예측 데이터를 포함하고 있습니다. 양적 분석과 질적 분석을 통해 독자들이 비즈니스/성장 전략을 수립하고, 시장 시장 경쟁을 평가하고, 현재 시장에서의 포지셔닝을 분석하고, Vtuber(가상 유튜버)에 대한 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • COVER Corporation
  • Anycolor
  • Brave Group
  • Bilibil
  • Re : AcT(Mikai)
  • 774 Inc
  • Vshojo
  • .LIVE(Appland)
  • Neo-Porte
  • NoriPro
  • V&U
  • Aogiri High School(viviON)
  • Alteryx(WHIM Building)

유형별 부문

  • 2D VTuber
  • 3D VTuber

용도별 부문

  • 라이브 유통 및 퍼포먼스
  • 디지털 컨텐츠 및 파생 상품
  • 기타

지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 호주
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 네덜란드
    • 북유럽 국가
    • 기타 유럽
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 튀르키예
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 기타 중동 및 아프리카
LSH 25.12.09

자주 묻는 질문

  • 2024년 가상 유튜버(VTuber) 시장 규모는 어떻게 되나요?
  • VTuber 시장의 예측 기간 동안 성장률은 어떻게 되나요?
  • VTuber 시장의 2031년 예상 규모는 얼마인가요?
  • VTuber 시장의 주요 기업은 어디인가요?
  • VTuber 시장의 매출 점유율은 어떻게 되나요?
  • VTuber의 주요 응용 분야는 무엇인가요?
  • VTuber 산업의 주요 과제는 무엇인가요?

The global market for Vtuber (Virtual YouTuber) was estimated to be worth US$ 5871 million in 2024 and is forecast to a readjusted size of US$ 48071 million by 2031 with a CAGR of 35.6% during the forecast period 2025-2031.

A Vtuber, short for Virtual YouTuber, is a type of online content creator who uses a digital avatar-often animated in real time using motion capture or facial recognition technology-to engage with audiences on video platforms such as YouTube, Bilibili, or Twitch. These avatars are typically anime-style characters, voiced and controlled by real human performers behind the scenes. Vtubers produce a wide range of content including live streaming, gaming, music performances, chatting, and interactive fan activities. Originating in Japan around 2016, the Vtuber phenomenon has since evolved into a global entertainment trend with companies like Hololive, Nijisanji, and VShojo cultivating large fanbases. Vtubers blend elements of virtual reality, character performance, and internet culture, representing a unique fusion of technology and personality-driven media.

The global key companies of Vtuber (Virtual YouTuber) include Anycolor, COVER Corporation, Brave Group, Bilibili, 774 Inc, etc. In 2024, the global five largest players hold a share approximately 41.46 % in terms of revenue.

Nowadays, The VTuber market is experiencing significant global growth, driven by various applications, regional adoption, and market opportunities. VTubers have expanded beyond gaming and live-streaming into education, marketing, and corporate use. As they explore diverse genres, their content is attracting broader demographics. Companies increasingly collaborate with VTubers for branding and product endorsements, leveraging their strong fan engagement. Countries like Japan, China, and the U.S. have become key players, while Southeast Asia and Europe are emerging markets. The integration of new technologies, such as VR, AR, and 3D motion capture, has further enhanced the virtual experience, allowing VTubers to create immersive performances and interactive virtual events.

The industry's appeal lies in the scalability and flexibility of virtual avatars, which can operate around the clock, engage global audiences, and offer cost-effective content creation. This has allowed both indie creators and agencies to flourish. Global platforms like YouTube and Bilibili have contributed to their expansion, making localized and multilingual content increasingly popular.

Market opportunities are abundant, especially in the growing metaverse, where VTubers are integrating into virtual worlds, offering virtual concerts, immersive fan interactions, and even guiding commerce. The rise of NFTs also opens up new monetization streams through exclusive digital content. The VTuber industry, while thriving, faces challenges like high initial technological costs, content regulation, and the need to differentiate in a rapidly saturating market. Nevertheless, VTubers' influence on global digital media, entertainment, and marketing is expected to continue expanding, with their role in virtual entertainment likely to evolve even further in the coming years.

In summary, the VTuber market is poised for continued growth and innovation. Their unique combination of entertainment and community interaction positions them as key players in the future of digital media. As the landscape evolves, VTubers will likely play an increasingly integral role in shaping how brands connect with audiences and how digital experiences are created and consumed.

This report aims to provide a comprehensive presentation of the global market for Vtuber (Virtual YouTuber), focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Vtuber (Virtual YouTuber) by region & country, by Type, and by Application.

The Vtuber (Virtual YouTuber) market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. 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 Vtuber (Virtual YouTuber).

Market Segmentation

By Company

  • COVER Corporation
  • Anycolor
  • Brave Group
  • Bilibil
  • Re:AcT (Mikai)
  • 774 Inc
  • Vshojo
  • .LIVE (Appland)
  • Neo-Porte
  • NoriPro
  • V&U
  • Aogiri High School (viviON)
  • Alteryx (WHIM Building)

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-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • 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, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Vtuber (Virtual YouTuber) company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: 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 4: 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 5: Revenue of Vtuber (Virtual YouTuber) in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Vtuber (Virtual YouTuber) in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Vtuber (Virtual YouTuber) Product Introduction
  • 1.2 Global Vtuber (Virtual YouTuber) Market Size Forecast (2020-2031)
  • 1.3 Vtuber (Virtual YouTuber) Market Trends & Drivers
    • 1.3.1 Vtuber (Virtual YouTuber) Industry Trends
    • 1.3.2 Vtuber (Virtual YouTuber) Market Drivers & Opportunity
    • 1.3.3 Vtuber (Virtual YouTuber) Market Challenges
    • 1.3.4 Vtuber (Virtual YouTuber) Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Vtuber (Virtual YouTuber) Players Revenue Ranking (2024)
  • 2.2 Global Vtuber (Virtual YouTuber) Revenue by Company (2020-2025)
  • 2.3 Key Companies Vtuber (Virtual YouTuber) Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Vtuber (Virtual YouTuber) Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Vtuber (Virtual YouTuber)
  • 2.6 Vtuber (Virtual YouTuber) Market Competitive Analysis
    • 2.6.1 Vtuber (Virtual YouTuber) Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Vtuber (Virtual YouTuber) Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Vtuber (Virtual YouTuber) as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 2D Vtuber
    • 3.1.2 3D Vtuber
  • 3.2 Global Vtuber (Virtual YouTuber) Sales Value by Type
    • 3.2.1 Global Vtuber (Virtual YouTuber) Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Vtuber (Virtual YouTuber) Sales Value, by Type (2020-2031)
    • 3.2.3 Global Vtuber (Virtual YouTuber) Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Livestreaming & Performance
    • 4.1.2 Digital Contents & Derivative
    • 4.1.3 Others
  • 4.2 Global Vtuber (Virtual YouTuber) Sales Value by Application
    • 4.2.1 Global Vtuber (Virtual YouTuber) Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Vtuber (Virtual YouTuber) Sales Value, by Application (2020-2031)
    • 4.2.3 Global Vtuber (Virtual YouTuber) Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Vtuber (Virtual YouTuber) Sales Value by Region
    • 5.1.1 Global Vtuber (Virtual YouTuber) Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Vtuber (Virtual YouTuber) Sales Value by Region (2020-2025)
    • 5.1.3 Global Vtuber (Virtual YouTuber) Sales Value by Region (2026-2031)
    • 5.1.4 Global Vtuber (Virtual YouTuber) Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 5.2.2 North America Vtuber (Virtual YouTuber) Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 5.3.2 Europe Vtuber (Virtual YouTuber) Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Vtuber (Virtual YouTuber) Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 5.5.2 South America Vtuber (Virtual YouTuber) Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Vtuber (Virtual YouTuber) Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Vtuber (Virtual YouTuber) Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Vtuber (Virtual YouTuber) Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.3.2 United States Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.4.2 Europe Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.5.2 China Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.6.2 Japan Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.7.2 South Korea Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Vtuber (Virtual YouTuber) Sales Value, 2020-2031
    • 6.9.2 India Vtuber (Virtual YouTuber) Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Vtuber (Virtual YouTuber) Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 COVER Corporation
    • 7.1.1 COVER Corporation Profile
    • 7.1.2 COVER Corporation Main Business
    • 7.1.3 COVER Corporation Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.1.4 COVER Corporation Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.1.5 COVER Corporation Recent Developments
  • 7.2 Anycolor
    • 7.2.1 Anycolor Profile
    • 7.2.2 Anycolor Main Business
    • 7.2.3 Anycolor Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.2.4 Anycolor Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Anycolor Recent Developments
  • 7.3 Brave Group
    • 7.3.1 Brave Group Profile
    • 7.3.2 Brave Group Main Business
    • 7.3.3 Brave Group Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.3.4 Brave Group Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Brave Group Recent Developments
  • 7.4 Bilibil
    • 7.4.1 Bilibil Profile
    • 7.4.2 Bilibil Main Business
    • 7.4.3 Bilibil Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.4.4 Bilibil Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Bilibil Recent Developments
  • 7.5 Re:AcT (Mikai)
    • 7.5.1 Re:AcT (Mikai) Profile
    • 7.5.2 Re:AcT (Mikai) Main Business
    • 7.5.3 Re:AcT (Mikai) Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.5.4 Re:AcT (Mikai) Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Re:AcT (Mikai) Recent Developments
  • 7.6 11 Inc
    • 7.6.1 12 Inc Profile
    • 7.6.2 14 Inc Main Business
    • 7.6.3 16 Inc Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.6.4 18 Inc Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.6.5 19 Inc Recent Developments
  • 7.7 Vshojo
    • 7.7.1 Vshojo Profile
    • 7.7.2 Vshojo Main Business
    • 7.7.3 Vshojo Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.7.4 Vshojo Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Vshojo Recent Developments
  • 7.8 .LIVE (Appland)
    • 7.8.1 .LIVE (Appland) Profile
    • 7.8.2 .LIVE (Appland) Main Business
    • 7.8.3 .LIVE (Appland) Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.8.4 .LIVE (Appland) Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.8.5 .LIVE (Appland) Recent Developments
  • 7.9 Neo-Porte
    • 7.9.1 Neo-Porte Profile
    • 7.9.2 Neo-Porte Main Business
    • 7.9.3 Neo-Porte Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.9.4 Neo-Porte Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.9.5 Neo-Porte Recent Developments
  • 7.10 NoriPro
    • 7.10.1 NoriPro Profile
    • 7.10.2 NoriPro Main Business
    • 7.10.3 NoriPro Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.10.4 NoriPro Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.10.5 NoriPro Recent Developments
  • 7.11 V&U
    • 7.11.1 V&U Profile
    • 7.11.2 V&U Main Business
    • 7.11.3 V&U Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.11.4 V&U Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.11.5 V&U Recent Developments
  • 7.12 Aogiri High School (viviON)
    • 7.12.1 Aogiri High School (viviON) Profile
    • 7.12.2 Aogiri High School (viviON) Main Business
    • 7.12.3 Aogiri High School (viviON) Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.12.4 Aogiri High School (viviON) Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.12.5 Aogiri High School (viviON) Recent Developments
  • 7.13 Alteryx (WHIM Building)
    • 7.13.1 Alteryx (WHIM Building) Profile
    • 7.13.2 Alteryx (WHIM Building) Main Business
    • 7.13.3 Alteryx (WHIM Building) Vtuber (Virtual YouTuber) Products, Services and Solutions
    • 7.13.4 Alteryx (WHIM Building) Vtuber (Virtual YouTuber) Revenue (US$ Million) & (2020-2025)
    • 7.13.5 Alteryx (WHIM Building) Recent Developments

8 Industry Chain Analysis

  • 8.1 Vtuber (Virtual YouTuber) Industrial Chain
  • 8.2 Vtuber (Virtual YouTuber) Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Vtuber (Virtual YouTuber) Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Vtuber (Virtual YouTuber) Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer
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