Capvision TMT and Finance Team will release Virtual Future Series I: Research Report on Virtual Idol Industry on Nov. 25.

从去年虚拟偶像频频在各大晚会亮相,互联网巨头一股脑涌向这块市场,这一年也被定义为了虚拟偶像元年,而今年开场,虚拟偶像更是卯足了劲,洛天依登上春晚、江苏卫视《2060》开播、10个月内虚拟娱乐领域投资已达12起。本就被视为未来之光的虚拟偶像,在元宇宙概念出圈下,越跑越快。元宇宙的发展会产生新的社交关系链和更沉浸式的消费方式,“人人都能拥有虚拟形象”将成为现实。元宇宙连接了现实与虚拟世界,超越了现实。而随着元宇宙概念的走红,互联网大厂、资本等各界力量会更快驱动整个虚拟世界的底层基建,比如云引擎、云服务器的成熟,都会给虚拟偶像的发展带来技术上的红利。换言之,虚拟偶像是进入元宇宙的重要通道,而元宇宙则促使着关注并喜欢上虚拟偶像的人变得越来越多。

Many consider 2020 to be the year that virtual idols took off in China as those idols were frequently seen in various celebration parties and internet giants ploughed into the market. This year, the industry has gathered steam after virtual singer Luo Tianyi performed at the 2021 CCTV Spring Festival Gala and “2060” was broadcast by Jiangsu Satellite TV. Surprisingly, the past ten months have witnessed a dozen investments in the virtual entertainment industry. Thanks to the thriving metaverse, the virtual idol industry has been all the rage. Also, the development of metaverse will bring about an evolution of social connections and a more immersive consumption mode, and “everyone can have a virtual image” will come into reality. The metaverse, combining both physical and digital worlds, transcends the reality. Along with the prevalence of metaverse, internet giants, capital parties and other forces will advance the construction of underlying virtual world infrastructure at a faster pace. In this regard, the maturity of cloud engines and cloud servers in return bring with virtual idols the technology dividend. In other words, virtual idols serve as an important channel to access the metaverse, while the metaverse adapts the latest fads to engage virtual idol followers.

当前虚拟偶像行业仍处发展初期,虚拟偶像发展起始于二次元,爆发于移动互联网时代,长期将指向元宇宙。目前,虚拟偶像的核心实现技术正在不断演变发展,能够初步满足不同运用场景的需求。随虚拟偶像的概念出圈,虚拟偶像破次元多场景实现落地,商业价值获市场认可。从产业链发展现状来看,上游技术层面相对成熟,但中下游的运营及商业变现环节有待进一步完善。从市场体量来看,虚拟偶像出圈潜力巨大,C端市场至少在百亿级别,随市场影响力提高B端也将迎来增量。而具体哪些应用场景有望持续爆发需求?不同产业链环节的厂商该如何发展?不同变现模式未来的市场潜力如何?行业发展将引领头部厂商走向全栈式综合或垂直细分化的发展?凯盛研究将在本次报告中逐一进行解读。

Currently, the virtual idol industry is still in its infancy. It originates from the two-dimensional culture, explodes in the mobile internet era, and moves in the metaverse direction. The core technology of virtual idols is constantly evolving and can initially meet the needs of different application scenarios. On this basis, these kind of virtual idols have broken the mould and been present in multiple scenarios, and their commercial value have also been recognized by the market. Judging from the development status of industrial chain, the upstream technology is relatively mature, and the midstream and downstream operations and monetization are expected to be further improved. In terms of the market scale, virtual idols boast huge potential to go strong in which C-end market will enjoy a forecast value of at least tens of billions yuan, and B-end market will usher in an increase with its ever-growing market influence. In this case, which specific application scenarios are expected to continue to explode in demand? How should manufacturers in different industrial chain links develop? What is the future market potential of various monetization models? Will the industry development lead the top manufacturers towards the full-stack integration or vertical segmentation development? All those questions will be answered in this report.

凯盛研究TMT金融团队现将于11月25日推出《虚拟未来系列一:虚拟偶像行业研究》。本研究从业内代表企业与行业协会等相关专家访谈、用户调研及公开信息搜集入手,结合案头研究和项目经验,深入研究虚拟偶像行业,对行业现状、行业背景、政策环境、技术流派、核心要素、产业链细分环节情况、主要服务及商业化模式进行研究,进一步分析虚拟偶像行业的市场空间、驱动因素、限制因素及未来发展趋势。同时,通过500个有效虚拟偶像样本调研,分析虚拟偶像的用户画像、出圈潜力、用户行为、对虚拟偶像的接受度、忠诚度、付费意愿度及付费习惯等。在此基础上,深入研究2家代表性企业:次世文化和魔珐科技,通过发展历程、核心团队、商业模式、经典成功案例、产业链生态资源、未来规划、SWOT分析等方面着手。除目录外,PDF版正文内容共计约60页左右,适合对虚拟偶像细分赛道感兴趣的机构投资者或者企业客户参考。

Capvision TMT and Finance Team will release Virtual Future Series I: Research Report on Virtual Idol Industry on Nov. 25. The report serves to study virtual idol industry, industry status and background, policy environment, technical branches, core elements, industrial chain segmentation, main services, and business model by leveraging the expert interviews, user research and public information, as well as desktop research and previous project experience. From there, the analysis of market space, driving forces, limiting factors and development trend are presented. In addition, the report elaborates on the user portrait, potential of co-branding, user behavior, and the acceptance, loyalty, payment habit and payment willingness to virtual idols through 500 valid research samples.Moreover, the report selects two representative enterprises, namely Next Generation and Xmov, as examples to detail the development history, core teams, business model, successful cases, industrial chain ecological resources, future planning, and SWOT analysis. Besides the content section, the report in PDF format totals about 60 pages, which will be most beneficial to investors and enterprise clients interested in the virtual idol industry segments.

◆??报告目录 Contents

  • 1.?核心观点 Key Points
  • 2.?行业概况 Industry Overview
  • ??2.1 虚拟偶像定义 Definition of virtual idol
  • ??2.2 行业发展历程 Development history
  • ??2.3 行业核心技术 Core technologies
  • ??2.4 行业核心应用场景 Main application scenarios
  • ??2.5 行业投融资情况 Investment and Financing
  • ??2.6 行业政策环境 Policy environment
  • ??2.7 产业链分析Industrial chain analysis
  • ??2.8 产业链上游分析 Upstream analysis
  • ??2.9 产业链中游分析 Mid-stream analysis
  • ??2.10 产业链下游分析 Downstream analysis
  • ??2.11 行业商业模式分析 Business model analysis
  • ??2.12 行业竞争格局分析 Competitive landscape analysis
  • ??2.13 头部玩家概况 Top players introduction
  • ??2.14 行业进入壁垒分析 Entry barrier analysis
  • ??2.15 行业市场空间分析 Market space analysis
  • ??2.16 行业驱动因素分析Driving forces analysis
  • ??2.17 行业限制因素分析Limiting factor analysis
  • ??2.18 行业趋势分析Industry trend analysis
  • 3. 用户调研(N=500) User research (N=500)
  • ??3.1 用户调研总结 Research summary
  • ??3.2 虚拟偶像渗透率分析 Penetration rate analysis
  • ??3.3 虚拟偶像用户画像分析 User portrait analysis
  • ??3.4 虚拟偶像用户信息渠道分析 User information channel analysis
  • ??3.5 真人偶像/虚拟偶像接受度和喜好分析 Analysis of real-life idol/virtual idol acceptance and preference
  • ??3.6 真人偶像/虚拟偶像忠诚度/付费意愿度/付费习惯分析 Analysis of real-life idol/virtual idol loyalty/payment willingness/payment habit
  • ??3.7 对原生IP/转生IP接受度分析 Analysis of Native IP/reincarnation IP acceptance
  • ??3.8 对虚拟偶像现存意见及未来建议分析 Ideas and advice for virtual idols
  • 4. 标杆企业分析 Analysis of benchmarking enterprises
  • ??4.1 观点总结 Viewpoint summary
  • ??4.2 次世文化 Next Generation
  • ????4.2.1 发展历程及核心团队 Development history and core team
  • ????4.2.2 管理层评价 Senior executive evaluation
  • ????4.2.3 商业模式分析 Business model analysis
  • ????4.2.4 虚拟偶像全流程运营分析 Full-process operation analysis
  • ????4.2.5 经典成功案例分析 Successful cases analysis
  • ????4.2.6 产业链核心生态资源分析 Industrial chain and core ecology analysis
  • ????4.2.7 未来战略规划 Future strategic planning
  • ????4.2.8 SWOT分析 SWOT analysis
  • ??4.3 魔珐科技 Xmov
  • ????4.3.1 发展历程及核心团队 Development history and core team
  • ????4.3.2 管理层评价 Senior executive evaluation
  • ????4.3.3 商业模式分析 Business model analysis
  • ????4.3.4 核心技术优势 Core technology Advantages
  • ????4.3.5 影视/动漫/游戏业务 Film/ Animation/Game business
  • ????4.3.6 虚拟IP业务 Virtual IP Business
  • ????4.3.7 虚拟数字人业务 Virtual Digital People Business
  • ????4.3.8 未来战略规划 Future strategic planning
  • ????4.3.9 SWOT分析 SWOT analysis
  • 5. 研究总结与展望 Research Summary and Prospects

Atnahi Y'qulf

effort in let's begin

1 年

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