The virtual people industry in China is experiencing significant growth, with tech company Baidu reporting a doubling of virtual people projects since 2021. The price range for virtual people varies widely, from $2,800 to $14,300 per year. These digitized human beings, created through a combination of animation, sound tech, and machine learning, are becoming increasingly popular in China’s cyberspace. The industry is attracting buyers from various sectors, including financial services companies, tourism boards, and state media. China is actively pushing for the development of the virtual people industry, with Beijing city aiming to create a market valued at over 50 billion yuan by 2025. The focus on virtual people is driven by the desire for scandal-free icons and the need for alternative spokespeople in the wake of negative press surrounding celebrities. Chinese tech companies, such as Bilibili and Tencent, are leading the way in developing virtual humans. Smaller companies are also entering the industry, indicating its growing importance in China’s digital landscape.
Signal | Change | 10y horizon | Driving force |
---|---|---|---|
Increase in virtual people projects | Adoption of virtual employees in various industries | Virtual employees become more common in businesses | Need for cost-effective and scandal-free content creators |
Beijing’s plan to develop virtual people industry | Development of a valued virtual people industry | Virtual people industry valued at over 50 billion yuan | Government support and push for digitalization |
Chinese tech companies developing virtual people products | Growing development of virtual humans | More virtual human products and applications | Technological advancements and market demand |
Advertisers considering sponsoring virtual influencers | Potential sponsorship of virtual influencers | Virtual influencers become more common in advertising | Need for alternative spokespeople and consumer interest |
Development of virtual people by various companies | Expansion of virtual human industry | Larger presence and use of virtual people | Technological advancements and market demand |