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Virtual! Transforming the Gaming Industry

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Summarized by durumis AI

  • The gaming industry is evolving with the use of virtual characters, offering new communication methods and innovative game experiences.
  • Gaming companies such as Krafton and Tencent are incorporating AI-based virtual characters to enhance interactions with players, while virtual YouTubers are presenting new possibilities for game marketing and fan communication.
  • Marketing using virtual YouTubers is fostering communication between games and fans, establishing itself as a new strategy for expanding the global market.

Title: Virtual! Transforming the Gaming Industry

The gaming industry is entering a new era with the advent of virtual reality. Innovative communication methods and virtual characters that are different from traditional gaming methods are attracting the attention of fans. Let's take a look at how this trend is developing.

"Virtual" is an English word that means "imaginary." A virtual character is an imaginary character that exists in a computer or online world, not in reality. It expresses human actions and expressions through cameras and special equipment. Virtual YouTubers and virtual idols created in this way are currently receiving great attention in the gaming industry.

A prime example is Krafton's development of an AI (artificial intelligence)-based game character project called "Virtual Friend." "Virtual Friend" aims to create an AI that can interact and play games with people like real friends, and it is scheduled to be introduced within two years. For this, Krafton is developing AI technologies such as interactive scripts, emotion-rich voice synthesis, 2D and 3D image generation, and reinforcement learning for solving game missions.

A Krafton official explained, "We have developed top-level voice synthesis technology that generates vivid voices in just 3 seconds." He also added that the AI voice synthesis technology creates lifelike voices similar to OpenAI's latest model, GPT-4.

In China, the mobile game "Virtual Circle" centered around virtual YouTubers has been attracting considerable attention. Developed by Tencent, the game features virtual YouTubers competing to determine who is the "strongest" in a parallel world. After its first PV (product promotional video) was released on the Chinese video site Bilibili, it recorded over 5.5 million views. The release date is scheduled for late 2025 or early 2026.

The unique aspect of "Virtual Circle" is that real Chinese virtual YouTubers appear as game characters. The PV includes virtual YouTubers who are no longer active, and the Chinese version of the first virtual YouTuber, "Kizuna Ai," also appears. Instead of controlling virtual YouTubers, this game is played by training them to fight.

[Photo provided by Krafton]

[Photo provided by Krafton]

The gaming industry is exploring new paths for marketing and fan communication through collaborations with virtual YouTubers. NCSoft (NCSoft) marketed its RPG game Blade & Soul 2 in the Japanese market through a virtual YouTuber named "Pohwaran." Pohwaran communicates with fans through YouTube and Twitter and operates a channel through the Japanese messaging service "Meshmelo."

Nexon's subculture collection RPG game Blue Archive promoted the game through broadcasts featuring Hololive and Nijisanji virtual YouTubers playing the game. "Isekai Idol," a popular virtual YouTuber in Korea, also advertised games such as "Mabinogi" and "Warhaven."

The industry believes that the use of virtual YouTubers offers the potential for expansion beyond simple domestic marketing to the global market. Virtual YouTubers are forming a global fan base through streaming and video platforms, offering new opportunities for gaming companies.

A gaming industry official said in a phone call with Updown News, "Marketing using virtual YouTubers opens up new forms of communication between games and fans, and it promotes expansion into the global market." He explained, "The virtual YouTuber market is becoming a major market, going beyond subculture."

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