- Free-Form
- Social Media
- AI Ethics
- Technology
Are virtual influencers less ethical than human influencers?
...Virtual influencers—computer-generated characters designed to behave like real people online—emerged in the mid-2010s as advancements in 3D modeling, motion capture, and AI-generated content made digital personalities commercially viable. Early examples such as Lil Miquela, Shudu, and Imma quickly gained millions of followers, partnering with major fashion and tech brands. The concept itself, however, traces back to earlier forms of digital celebrity: animated mascots in 1990s advertising, video-game avatars, and virtual pop stars like Japan’s Hatsune Miku. The professionalization of influencer marketing in the 2010s turned these digital figures into assets managed by creative agencies rather than individuals, often blurring the boundaries between fiction, marketing, and authenticity. Virtual influencers can appear across multiple platforms simultaneously, speak several languages, and adapt their appearance or personality through code, leading companies to view them as controllable, risk-free representatives. As a result, they occupy a unique intersection of technology, entertainment, and consumer culture—challenging long-standing ideas about identity, transparency, and representation in media. Their rise reflects both the evolution of advertising strategies and the broader digitalization of social interaction, where virtual entities increasingly shape public perception and brand engagement.

