SEOUL — In a vast studio
outside Seoul, technicians huddled in front of monitors, watching cartoon K-pop
singers — at least one of whom had a tail — dance in front of a psychedelic
backdrop. A woman with fairy wings fluttered by.
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Everyone on screen was
real, sort of. The singers had human counterparts in the studio, isolated in
cubicles, with headsets on their faces and joysticks in both hands. Immersed in
a virtual world, they were competing to become part of (hopefully) the next big
Korean girl band.
The stakes were high. A few
of their competitors, after failing to make the cut, had been dropped into
bubbling lava.
Technicians in front of monitors on the set of
“Girl’s Re:verse,” a K-pop in the metaverse show in which contestants are
isolated in cubicles but interact as cartoon avatars onscreen, in Goyang,
outside Seoul, South Korea, On December 27, 2022.
This, some say, is the
future of entertainment in the metaverse, brought to you by South Korea, the
world’s testing ground for all things technological.
“There are a lot of people
who want to get into the metaverse, but it hasn’t reached critical mass,
users-wise, yet,” said Jung Yoon-hyuk, an associate professor at Korea
University’s School of Media and Communication. “Other places want to venture
into the metaverse, but to be successful, you need to have good content. In
Korea, that content is K-pop.”
PossibilitiesIn the metaverse — whatever
that is, exactly — the normal rules do not apply. And the Korean entertainment
industry is delving into the possibilities, confident that fans will happily
follow.
K-pop groups have had
virtual counterparts for years. Karina, a real-life member of the band Aespa,
can be seen on YouTube chatting with her digital self, “ae-Karina,” in an
exchange that comes off as seamlessly as late-night TV.
“There are a lot of people who want to get into the metaverse, but it hasn’t reached critical mass, users-wise, yet.”
Korean company Kakao
Entertainment wants to take things further. It’s working with a mobile gaming
company, Netmarble, to develop a K-pop band called Mave that exists only in
cyberspace, where its four artificial members will interact with real-life fans
around the world.
Kakao is also behind
“Girl’s Re:verse,” a K-pop-in-the-metaverse show, whose debut episode on
streaming platforms this month was viewed more than 1 million times in three
days. For both projects, Kakao is contemplating album releases, brand
endorsements, video games and digital comics, among other things.
Compared with their Korean
counterparts, media companies in the US have only engaged in “light
experimentation” with the metaverse so far, said Andrew Wallenstein, president
and chief media analyst of Variety Intelligence Platform.
The singer Bada, another host of “Girl’s
Re:verse,” a K-pop in the metaverse show, prepares to don a headset and enter
“W,” the show’s virtual universe, at a studio in Goyang, outside Seoul, South
Korea, On December 27, 2022.
Countries like South Korea
“are often looked at like a test bed for how the future is going to pan out,”
Wallenstein said. “If any trend is going to move from overseas to the US, I
would put South Korea at the front of the line in terms of who is likeliest to
be that springboard.”
South Korea’s experiments
with virtual entertainment date back at least 25 years, to the brief life span
of an artificial singer called Adam. A child of the ’90s, he was a pixelated
creature of computer graphics, with sweepy eye-covering bangs and a raspy voice
that tried a bit too hard to sound sexy. Adam disappeared from the public eye
after releasing an album in 1998.
‘New genre’But digital creations like
him, or it, have been a hallmark of Korean popular culture for a generation.
Today, Korean “virtual influencers” like Rozy and Lucy have Instagram
followings in the six figures and promote very real brands, like Chevrolet and
Gucci.
The influencers have been
purposely made to look almost real but not quite; their near-human quality is
part of their appeal, said Baik Seung-yup, Rozy’s creator.
Son Su-jung, second from left, with other producers of “Girl’s
Re:verse,” a K-pop in the metaverse show, in Seoul, South Korea, on December
15, 2022.
“We want to create a new
genre of content,” said Baik, who estimated that about 70 percent of the
world’s virtual influencers are Korean.
According to McKinsey, more
than $120 billion was spent globally on developing metaverse technology in the
first five months of 2022. Much of that came from companies operating in the
US, said Matthew Ball, a tech entrepreneur who has written a book about the
metaverse.
“If any trend is going to move from overseas to the US, I would put South Korea at the front of the line in terms of who is likeliest to be that springboard.”
The highest-profile recent
example was when Facebook renamed itself “Meta” in a multibillion-dollar
attempt to embrace the next digital frontier, only to see its stock tumble and
its earnings decline.
A news conference to promote “Girl’s Re:verse,” a K-pop in the
metaverse show, with Pengsoo, a blunt-talking penguin mascot that is one of the
judges, in Seoul, South Korea, On December 27, 2022.
The South Korean government
is investing more than $170 million to support development efforts here,
forming what it calls a “metaverse alliance” that includes hundreds of
companies. Ball said it is one of the most aggressive programs of its kind. But
while South Korea may be “leagues ahead” when it comes to synthetic pop stars,
whether its companies are likely to take a leading role as the metaverse
evolves “is an open question,” Ball said.
Government backing for new
technologies has paid off for South Korea in the past. The country built its
modern economy over the past few decades on the backs of tech conglomerates and
placed a winning bet on the cellphone industry, laying the groundwork for it to
become what Bernie Cho, a music executive in Seoul, called “the most wired and
wireless country.”
Teenagers here scroll
through comics on phones, consume countless hours of Korean dramas without a
cable box and zealously follow K-pop stars on social media and new platforms.
On Zepeto and Weverse, fans interact with each other, sometimes as customizable
avatars, and with their favorite bands.
Female contestants in their cubicles on the set of “Girl’s
Re:verse,” a K-pop in the metaverse show, at a studio in Goyang, outside Seoul,
South Korea, on December 27, 2022.
Kakao Entertainment — an
arm of Kakao, South Korea’s do-everything tech company — is billing Mave, its
artificial band in progress, as the first K-pop group created entirely within
the metaverse, using machine learning, deepfake, face swap and full 3D
production technology. To give them global appeal, the company wants the
“girls” of Mave to eventually be able to converse in, say, Portuguese with a
Brazilian fan and Mandarin with someone in Taiwan, fluently and convincingly.
The idea, said Kang
Sung-ku, a technical director for the project, is that once such virtual beings
can simulate meaningful conversations, “no real human will ever be lonely.”
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