Avatar generators now sit inside social networks, games, creator tools, and digital-fashion ecosystems. The figures below show the scale of avatar creation, the frequency of customization, and the reach of services that turn avatars into visual identities or video presenters.
Table of contents
- Fast facts about avatar generators
- Social platforms and AR avatar activity
- Roblox avatar customization and digital fashion
- Meta avatars and cross-platform identity
- Avatar video platforms
- Avatar-maker audience and campaign statistics
Fast facts about avatar generators
The available figures point to several different measures of avatar activity. Some count people using an avatar system, some count avatar updates or generated videos, and others describe survey responses, business customers, or campaign outcomes. They should not be treated as interchangeable market-size estimates.
- Bitmoji is used by more than 320 million people worldwide every day, according to Snap Newsroom on Nov. 10, 2025.
- More than 1 billion Meta Avatars had been created across Meta technologies, according to Meta Newsroom on Apr. 27, 2023.
- Roblox users updated their avatars 274 million times per day in 2025 (Roblox Safety Snapshot: January 2026).
- D-ID’s studio and API had powered more than 200 million avatar videos (D-ID About Us).
- HeyGen had generated 92,452,068 avatars and 118,867,538 videos (HeyGen About page).
- Fotor said it served 800 million users worldwide on its avatar maker page (Fotor avatar maker page).
- The adidas Ozworld campaign created 10 million unique avatar combinations (Ready Player Me adidas case study).
Social platforms and AR avatar activity
Snapchat’s Q2 2025 results provide a useful view of the audience surrounding avatar design and augmented-reality identity. Daily active users reached 469 million in Q2 2025, while monthly active users reached 932 million (Snap Q2 2025 financial results). Those are platform-wide measures, not counts of avatar-generator users alone, but they establish the scale of the environment in which Bitmoji and AR features operate.
Bitmoji itself was used by more than 320 million people worldwide every day as of Nov. 10, 2025 (Snap Newsroom). Snapchat users used AR Lenses 8 billion times per day in Q2 2025, and more than 350 million Snapchatters engaged with AR every day on average during that quarter (Snap Q2 2025 financial results). More than 400,000 developers had built more than 4 million Lenses with Snap’s AR tools.
| Snapchat measure | Reported figure | Period or date | Source label |
|---|---|---|---|
| Daily active users | 469 million | Q2 2025 | Snap Q2 2025 financial results |
| Monthly active users | 932 million | Q2 2025 | Snap Q2 2025 financial results |
| AR Lens uses | 8 billion per day | Q2 2025 | Snap Q2 2025 financial results |
| Daily average AR users | More than 350 million | Q2 2025 | Snap Q2 2025 financial results |
| Lens developers | More than 400,000 | Reported in Q2 2025 results | Snap Q2 2025 financial results |
| Lenses built | More than 4 million | Reported in Q2 2025 results | Snap Q2 2025 financial results |
Other Snapchat features show how visual identity connects with broader social behavior. Spotlight reached more than 550 million monthly active users on average in Q2 2025, and time spent on Spotlight grew 23% year over year. Spotlight accounted for more than 40% of total content time spent in that quarter. Snap Map grew to more than 400 million monthly active users, while Snapchat video-chat time grew 30% year over year (Snap Q2 2025 financial results).
Lens Games reached more than 175 million monthly active users in Q2 2025 (Snap Q2 2025 financial results).
Snap also reported $1.345 billion in Q2 2025 revenue, up 9% year over year. Its Q2 2025 operating cash flow was $88 million and free cash flow was $24 million (Snap Q2 2025 financial results). These are company financial measures, not avatar-generator revenue.
Roblox avatar customization and digital fashion
Roblox provides some of the clearest activity measures for avatar customization. Users updated their avatars 274 million times per day in 2025 (Roblox Safety Snapshot: January 2026). They also logged 88.7 billion hours engaged in 2025, while the marketplace had 18.8 million average daily visitors in the first half of 2025 and users made more than 50 million searches per day in 2025 (Roblox Replay 2025).
Earlier Roblox figures show the cumulative scale of customization. Users updated their avatars 165 billion times in the first three quarters of 2023 and bought nearly 1.6 billion digital fashion items and accessories during that period (Roblox Digital Expression report). Users bought more than 139 million hairstyles in 2023, and more than 7.3 million Roblox users bought five or more hairstyles (Roblox Digital Expression report). In the same report, 9.8 million Roblox users bought emotes.
Survey findings from Roblox’s Digital Expression report connect avatar design with personal presentation. Eighty-four percent of surveyed Gen Z respondents said their physical style was at least somewhat inspired by their avatar style. Fifty-six percent said styling their avatar was more important than styling themselves physically, and 64% of older Gen Z respondents said dressing up their avatar would be more important than dressing up physically.
Digital fashion was also perceived as expanding. Eighty-five percent of surveyed Gen Z respondents said digital fashion had grown at least some over the past year, including 53% who said it had grown a lot (Roblox Digital Expression report). These are survey responses, not sales forecasts.
Spending responses varied by amount. Fifty-two percent said they were comfortable budgeting up to $10 per month for digital fashion, 19% said they were willing to spend up to $20 per month, and 18% said they were open to buying $50 to $100 of items every month (Roblox Digital Expression report). The categories are reported separately and should not be added together.
Brand and appearance preferences were also measurable. Forty-seven percent said wearing digital fashions from a recognized brand was very or extremely important, while 50% said they would be very or extremely likely to consider a brand in the physical world after trying it virtually. Thirty-five percent said it was important to customize their avatar’s makeup daily or weekly; among self-identifying female respondents, that figure was 51% (Roblox Digital Expression report).
Identity, expression, and appearance preferences
Avatar design is not limited to clothing. Eighty-six percent of surveyed respondents said it was at least somewhat important that an avatar could express emotions. Sixty-two percent said they cared a lot that their avatar looked good to them, compared with 37% who cared a lot that it looked good to others (Roblox Digital Expression report).
Forty percent of Gen Z respondents said it felt easier to present their authentic selves in the metaverse than in the physical world (Roblox Digital Expression report). This is a reported perception among surveyed respondents, not a universal behavioral finding.
Meta’s avatar system demonstrates how a generator can be distributed across several products. Meta said more than 1 billion Meta Avatars had been created across its technologies as of Apr. 27, 2023 (Meta Newsroom). Meta launched its Avatars Store in 2022 with digital outfits from Balenciaga, Prada, and Thom Browne. In April 2023, Meta added two curvier body shapes and partnered with PUMA to offer seven outfits for Meta Avatars (Meta Newsroom, June 20, 2022; Meta Newsroom, Apr. 27, 2023).
Meta introduced 3D avatars in Snapchat-style profile surfaces in 2021 and expanded them across Facebook, Messenger, Instagram Stories, and direct messages by 2022 (Meta Newsroom, June 20, 2022).
Avatar video platforms
Avatar generators increasingly produce presenters and translated video, not only profile images or game characters. D-ID’s studio and API had powered more than 200 million avatar videos and attracted a global community of over 280,000 developers (D-ID About Us). D-ID was founded in 2017 (D-ID About Us).
D-ID’s V4 Avatars served 1,500 enterprise customers, offered sub-0.5-second conversational turns, and supported up to 4K resolution, according to the D-ID V4 launch materials. These figures describe the V4 offering and its stated technical capabilities; they are not a count of all avatar-video users.
HeyGen’s About page reported 92,452,068 generated avatars, 118,867,538 generated videos, and 16,340,622 translated videos (HeyGen About page).
Several HeyGen customer stories provide scale indicators for organizations and creators. The Miro customer story cites 90 million global users and more than 250,000 companies served (HeyGen Miro customer story). The Weather Network reaches more than 40 million users a month, according to a HeyGen customer story. Anton Voroniuk reaches more than 1 million students, saves 15.5 hours per week, and says HeyGen is 40 times less expensive for producing video content (HeyGen customer story). These statements describe customer stories and quoted outcomes, not independently verified industry benchmarks.
Avatar-maker audience and campaign statistics
Fotor’s avatar maker page said the service served 800 million users worldwide. The same page reported 600 million users worldwide as of July 2024, a 4.5-star Capterra rating, a 2009 founding date, and service across more than 200 countries and regions (Fotor avatar maker page). Because the two user totals have different wording and only one has an explicit date, they should remain separate rather than being combined or interpreted as a verified growth rate.
Ready Player Me campaign data illustrates the role of customization variety. Its adidas Ozworld campaign created 10 million unique avatar combinations and over 428,000 avatars in its first 10 days. More than 18,000 avatars were redeemed from the campaign on Ready Player Me (Ready Player Me adidas case study).
The platform’s integration footprint has been reported at different points. Ready Player Me avatars were integrated into thousands of apps and games (Ready Player Me FAQ). The company also reported working with over 1,300 companies integrating avatars into apps and games, over 3,000 partners integrating avatars, and 6,000-plus developers integrating avatars into apps and games in separate materials (Ready Player Me CryptoPunks blog; Ready Player Me Mona blog; Ready Player Me Archer outfit blog). An Unreal Engine 4 SDK announcement said the avatars were compatible with over 700 apps and games (Ready Player Me Unreal Engine blog).
A single use case comes from House of Math, whose users had created 150,000 avatars using Ready Player Me at the time of the House of Math blog report (Ready Player Me House of Math blog).