Courtesy of Vlast
 |
▲ Virtual boy band PLAVE / Courtesy of Vlast |
Virtual idol groups, characterized by computer-generated graphics combined with singing, have emerged as a significant phenomenon within the music industry, particularly in K-pop culture. PLAVE, a five-member virtual boy group, achieved substantial success with their second mini-album, selling 570,000 copies within a week of its release and topping the Circle Chart's Retail Album Weekly ranking.
PLAVE's win on MBC's "Show! Music Core" marked a notable milestone, representing the first instance in 26 years since cyber singer Adam's debut in 1998 that a virtual act attained such recognition.
 |
▲ Isegye Idol / Courtesy of Wak Entertainment |
The enthusiastic fan base of PLAVE was evident at a pop-up store in The Hyundai Seoul, a department store in Yeouido, where fans queued from early hours for a chance to engage with holograms of PLAVE members. This fervor illustrates the blurring boundaries between virtual and real-life idols, with fans expressing genuine connection and admiration for the digital personas and their music.
PLAVE's success story not only reflects technological innovation but also cultural entrepreneurship. Founded by Lee Sung-goo, a former member of MBC's visual effects team, PLAVE's agency Vlast aims to pioneer a new entertainment era through real-time graphics, leveraging its unique intellectual property to carve out a niche in the industry.
Unlike previous virtual singers who concealed their real identities, modern virtual idols like PLAVE actively engage with fans through advanced technology and social media platforms. Utilizing game engines and motion capture technology, PLAVE offers realistic portrayals of their members' movements and interacts with fans through various online channels.
 |
▲ virtual girl group MAVE / Courtesy of Kakao Entertainment |
The industry's embrace of virtual idols is evident in the strategic initiatives of major entertainment companies. SM Entertainment, for example, is poised to debut Naevis, a virtual character from the aespa universe, highlighting the growing integration of technology and music within the industry.
Interest in virtual idols extends across the entertainment landscape, with industry giants such as HYBE, JYP Entertainment, and YG Entertainment closely monitoring the trend and recognizing its potential to redefine entertainment boundaries.
A senior executive at a major K-pop agency acknowledged the enduring popularity of virtual idols, indicating the trend's sustainability and the likelihood of major companies entering the virtual idol market as it continues to expand.
Sayart
Blue YIM, yimyoungseo1010@naver.com
Digital Sensations Garner Global Attention, Blurring Lines Between Real and Virtual
Courtesy of Vlast
 |
▲ Virtual boy band PLAVE / Courtesy of Vlast |
Virtual idol groups, characterized by computer-generated graphics combined with singing, have emerged as a significant phenomenon within the music industry, particularly in K-pop culture. PLAVE, a five-member virtual boy group, achieved substantial success with their second mini-album, selling 570,000 copies within a week of its release and topping the Circle Chart's Retail Album Weekly ranking.
PLAVE's win on MBC's "Show! Music Core" marked a notable milestone, representing the first instance in 26 years since cyber singer Adam's debut in 1998 that a virtual act attained such recognition.
 |
▲ Isegye Idol / Courtesy of Wak Entertainment |
The enthusiastic fan base of PLAVE was evident at a pop-up store in The Hyundai Seoul, a department store in Yeouido, where fans queued from early hours for a chance to engage with holograms of PLAVE members. This fervor illustrates the blurring boundaries between virtual and real-life idols, with fans expressing genuine connection and admiration for the digital personas and their music.
PLAVE's success story not only reflects technological innovation but also cultural entrepreneurship. Founded by Lee Sung-goo, a former member of MBC's visual effects team, PLAVE's agency Vlast aims to pioneer a new entertainment era through real-time graphics, leveraging its unique intellectual property to carve out a niche in the industry.
Unlike previous virtual singers who concealed their real identities, modern virtual idols like PLAVE actively engage with fans through advanced technology and social media platforms. Utilizing game engines and motion capture technology, PLAVE offers realistic portrayals of their members' movements and interacts with fans through various online channels.
 |
▲ virtual girl group MAVE / Courtesy of Kakao Entertainment |
The industry's embrace of virtual idols is evident in the strategic initiatives of major entertainment companies. SM Entertainment, for example, is poised to debut Naevis, a virtual character from the aespa universe, highlighting the growing integration of technology and music within the industry.
Interest in virtual idols extends across the entertainment landscape, with industry giants such as HYBE, JYP Entertainment, and YG Entertainment closely monitoring the trend and recognizing its potential to redefine entertainment boundaries.
A senior executive at a major K-pop agency acknowledged the enduring popularity of virtual idols, indicating the trend's sustainability and the likelihood of major companies entering the virtual idol market as it continues to expand.
Sayart
Blue YIM, yimyoungseo1010@naver.com
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