Virtual influencers continue making real money, amidst pandemic

by WarriorForum.com Administrator
6 replies
A new article on Bloomberg reports on the rapidly-rising popularity of virtual influencers, and their business prospects as technology and social media continue to advance.



Virtual influencers have become an increasingly seen phenomenon in recent times, most notably among Gen Z, and especially in the wake of the Covid-19 pandemic that continues to restrict human interaction. The spike in popularity of virtual influencers has become even more apparent after Seraphine's introduction by Riot Games, a female character with long pink hair found in the widely played PC video game League of Legends. Because of the title's immense popularity, Seraphine's Instagram account is quickly approaching 400,000 followers. Take a look at Seraphine enjoying herself on the beach:



The apparent increasing popularity of virtual influencers gets further backed up by some fascinating statistics. By 2022, brands are forecast to spend an absurd amount of money annually on influencer marketing. That could rise to as much as $15 billion, which is almost double from last year's amount of $8 billion.

The founder of the website virtualhumans.org, Christopher Travers, spoke on the business potential of virtual influencers:

"Virtual influencers, while fake, have real business potential. They are cheaper to work with than humans in the long term, are 100% controllable, can appear in many places at once, and, most importantly, they never age or die"
Imma, the Japanese virtual female

Riot Game's Seraphine is not the only virtual influencer racking up social media followers. Japanese startup Aww Inc, have created virtual humans such as Imma and Plustic Boy (left), both of whom can be viewed in the image below:



Imma currently has over 300,000 followers on Instagram, in addition to affiliations with major brands such as LVMH's Celine. Despite not even being a real person, Imma still works with fashion magazines and is very active on the app TikTok, where she gets millions of views

A director at Aww Inc., Yumi An Anzai, spoke about Imma:

"When we created her look, we wanted to think like how overseas [people] think of Japan, so that was the idea of her originally."

Future of Virtual influencers?

As you can see by the impressive number of followers and likes that virtual influencers obtain daily, they certainly won't be going out of fashion anytime soon. In fact, as technology and social media become even further integrated into our everyday lives, it wouldn't be surprising to see the popularity of virtual influencers continue to grow and soar.
#amidst #continue #influencers #making #money #pandemic #real #virtual
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  • Profile picture of the author hustlertrends
    This trend out of context is quite strange, but makes sense in the scope of escapism for Gen Z. The real question is how can this be taken advantage of in the frame of self-improvement, business, or marketing? Anyone growth hack a virtual influencer?
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  • Profile picture of the author Naheed
    Hi,
    Pandemic though hit the world's economy hard but it opened many doors of new opportunities. It raised the degree and trend of virtual business rather, doubled the investments which is an indication of taking the virtual businesses to new heights. During lockdown when physical businesses were too slow, man had tons of time to give to his own person. It was a great chance of first indulging in self-realization and then in self-improvement.
    The changes which every person could bring first in his thought and then in his action would be seen after the lockdown lifted up.

    Thanks
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  • Profile picture of the author Knowgoh TV
    Interesting read, I wonder what the next 5 years will hold
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  • The great thing about virtual influencers is that you can literally mold them into anything you want. But how do you keep that influencer interesting in the long run? The market would age and mature. How would it keep pace?
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  • Profile picture of the author Matthew Stanley
    Most interesting to me is the successful introduction of some of these "figures" through already highly-immersive video games. As gaming technology gets better and better, and its "purview" broader and broader ("Fornite is a place, not a game"), while people grow more acclimated to staying indoors (realize that's not exactly a long term trend, but I'd say the pandemic has changed a lot of that behavior for at least the medium term) the world of gaming/interactivity/virtual reality stands to evolve in a pretty interesting, "lines-blurring" way...
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  • Profile picture of the author Kay King
    Seraphine's Instagram account is quickly approaching 400,000 followers.
    Imma currently has over 300,000 followers on Instagram,
    WHERE are these 'followers' located? Anyone know?



    The inference of the article is that since REAL people are 'locked down' the virtual people are the only entertainment available. I can understand kids/teens getting involved with this 'virtual world' - but I can't imagine what sort of adult would find it interesting or entertaining. Maybe that's just me.
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