Bangkok Post

K-POP CULTURE GOES META

Are virtual beings the future of entertainm­ent? Ask South Korea

- JIN YU YOUNG AND MATT STEVENS © 2023 THE

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.

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 (they hoped) 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.

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.”

In the metaverse — whatever that is, exactly — the normal rules don’t 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 reallife 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.

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 United States have only engaged in “light experiment­ation” with the metaverse so far, said Andrew Wallenstei­n, president and chief media analyst of Variety Intelligen­ce Platform.

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.

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 — and their near-human quality is part of the appeal, said Baik Seung-yup, Rozy’s creator.

“We want to create a new genre of content,” said Baik, who estimated that about 70% of the world’s virtual influencer­s are Korean.

According to McKinsey, more than US$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 United States, said Matthew Ball, a tech entreprene­ur who has written a book about the metaverse.

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.

The South Korean government is investing more than $170 million (5.57 billion baht) 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 programmes 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 mobile phone 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 customisab­le avatars, and with their favourite bands.

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”.

 ?? ?? 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.
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.
 ?? Girl’s Re:verse. ?? Son Su-jung, second left, with other producers of
Girl’s Re:verse. Son Su-jung, second left, with other producers of
 ?? ?? Aiki, one of the judges for Girl’s Re:verse.
Aiki, one of the judges for Girl’s Re:verse.

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