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Can the Korean Virtual Artist Market See a 'Second Playverse'?
- Writing language: Korean
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- Base country: All countries
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Summarized by durumis AI
- SM Entertainment, HYBE, and other domestic entertainment companies are entering a new market by introducing virtual artists based on artificial intelligence technology.
- Virtual artists can operate without limitations of time and space, and while successful cases like Playverse exist, securing public recognition remains a challenge.
- To succeed, virtual artists need to focus on communication with the public, differentiated content, and incorporating 'humanism.'
The domestic entertainment industry is paying attention to the challenges and potential of virtual artists. SM Entertainment announced the debut of 'Naivis,' a virtual artist created using AI technology, in the third quarter of this year.
HYBE also entered the virtual artist market with 'SynDeight,' a four-member virtual girl group. These artists, with their advantage of being able to operate without the constraints of space and time, such as the COVID-19 pandemic, are presenting new possibilities in the entertainment industry.
The virtual idol group 'PlayV' is gaining attention as a successful example of these virtual artists. They have achieved great results in a short period of time after their debut, proving the potential of the virtual artist market.
However, there are few cases in the domestic virtual artist market where artists have achieved success like 'PlayV.' The majority of the public still perceives virtual artists as a subculture, making it difficult to build a fandom.
Active communication with the public and differentiated content are essential for the success of virtual artists. The key factor that led to 'PlayV's success was genuine 'humanism.' Therefore, the success of virtual artists depends on how they incorporate 'humanism' along with technological advancements.
Source - SM Entertainment
Source - SM Entertainment