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브이튜버(VTuber) 시장 규모, 점유율, 성장 분석, 컨텐츠 유형별, 수익화 모델별, 플랫폼별, 용도별, 캐릭터 디자인별, 지역별 - 산업 예측(2025-2032년)

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

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 196 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



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브이튜버(VTuber) 세계 시장 규모는 2023년에 21억 1,000만 달러, 2024년 25억 4,000만 달러에서 2032년까지는 113억 달러로 성장하고, 예측 기간(2025년-2032년) CAGR은 20.5%를 보일 전망입니다.

브이튜버 시장은 틈새 관심사에서 디지털 엔터테인먼트의 주류 분야로 빠르게 변모하고 있습니다. 그 주된 이유는 가상 컨텐츠에 대한 수요 증가와 소셜 미디어 및 게임 문화의 부상입니다. 애니메이션 스타일의 디지털 아바타와 모션 캡처와 같은 첨단 기술을 활용하는 V튜버는 유튜브, 트위치 등의 플랫폼에서 시청자들의 관심을 끌고 있습니다. 처음에는 일본에서 시작된 이 트렌드는 세계 각지의 크리에이터들을 끌어들이고, 대형 미디어 플레이어들의 대규모 투자를 유도하는 등 전 세계의 주목을 받고 있습니다. 라이브 이벤트와 가상 콘서트 증가가 눈에 띄게 증가하여 실시간 참여를 촉진하고 있습니다. 크리에이터들은 컨텐츠를 다양화하고 다양한 장르를 개척하며 미디어의 매력을 높이고 있습니다. 트렌드가 계속 진화하는 가운데, 브이튜버 시장은 더 큰 성장과 혁신을 이룰 준비가 되어 있습니다.

목차

서론

  • 조사 목적
  • 조사 범위
  • 정의

조사 방법

  • 정보 조달
  • 2차와 1차 데이터 방법
  • 시장 규모 예측
  • 시장 전제조건과 제한

주요 요약

  • 세계 시장 전망
  • 공급과 수요 동향 분석
  • 부문별 기회 분석

시장 역학과 전망

  • 시장 개요
  • 시장 규모
  • 시장 역학
    • 성장 촉진요인과 기회
    • 성장 억제요인과 과제
  • Porter의 Five Forces 분석

주요 시장 인사이트

  • 주요 성공 요인
  • 경쟁 정도
  • 주요 투자 기회
  • 시장 생태계
  • 시장의 매력 지수(2024년)
  • PESTEL 분석
  • 거시경제 지표
  • 밸류체인 분석
  • 가격 분석

브이튜버 시장 규모 : 컨텐츠 유형별·CAGR(2025년-2032년)

  • 시장 개요
  • 게임
  • 음악
  • 토크쇼
  • 라이브 스트리밍
  • 교육

브이튜버 시장 규모 : 수익화 모델별·CAGR(2025년-2032년)

  • 시장 개요
  • 광고 수입
  • 머천다이징
  • 스폰서십
  • 구독
  • 크라우드펀딩

브이튜버 시장 규모 : 플랫폼별·CAGR(2025년-2032년)

  • 시장 개요
  • YouTube
  • Twitch
  • Facebook
  • Twitter
  • 기타

브이튜버 시장 규모 : 용도별·CAGR(2025년-2032년)

  • 시장 개요
  • 라이브 스트리밍 및 퍼포먼스
  • 디지털 컨텐츠 및 파생 상품
  • 기타

브이튜버 시장 규모 : 캐릭터 디자인별·CAGR(2025년-2032년)

  • 시장 개요
  • 2D 브이튜버
  • 3D 브이튜버
  • 증강현실(AR) 브이튜버
  • 하이브리드 브이튜버

브이튜버 시장 규모·CAGR(2025년-2032년)

  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 스페인
    • 프랑스
    • 영국
    • 이탈리아
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 인도
    • 일본
    • 한국
    • 기타 아시아태평양
  • 라틴아메리카
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • GCC 국가
    • 남아프리카
    • 기타 중동 및 아프리카

경쟁 정보

  • 주요 5개사 비교
  • 주요 기업의 시장 포지셔닝(2024년)
  • 주요 시장 기업이 채택한 전략
  • 최근 시장 동향
  • 기업의 시장 점유율 분석(2024년)
  • 주요 기업 개요
    • 기업 상세
    • 제품 포트폴리오 분석
    • 기업 부문별 점유율 분석
    • 매출 전년대비 비교(2022년-2024년)

주요 기업 개요

  • 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 브이튜버 Group(China)

결론과 제안

LSH 25.07.04

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

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