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Posted on 2022/10/08 by mendicott

**”The global digital human has exceeded 30,000 emotions and is the main way to link the metaverse” | Focus on the 4th China IGS Digital Expo**

* *With the rise of Guoman and the popularity of the Metaverse, animation, immersive interaction, digital people, and virtual idols have become the most watched and discussed tracks at this year’s China IGS Digital Expo. At present, the number of digital people in the world has exceeded 30,000.*
* *Liang Zikang, co-founder and CEO of Chuangyi Technology, said: “Digital humans are the first step in building a metaverse ecology, and emotion is the main way for humans to connect with the metaverse.”*

“In 2020, Tencent Video Animation Channel officially broke through 150 million users, while seven years ago, the number was only 10 million. I have witnessed the rapid growth of Guoman from a small group to today’s large scale.” On August 26, in ” At the 2022 IGS·Animation and Digital Human Forum”, She Yuanyuan, head of Tencent’s online video animation channel, said with emotion.

This weekend, the 4th China (Chengdu) International Digital Entertainment Expo (hereinafter referred to as China IGS Digital Expo) held at the Chengdu Century City New International Convention and Exhibition Center has welcomed many animation enthusiasts, some of them dressed up to attend, cosplay Your favorite anime characters; some are willing to queue up and spend money to bring the anime IP trending home.

As an industry business card of the digital cultural and creative industry, this year’s IGS Digital Expo was officially upgraded and renamed IGS China (Chengdu) International Digital Entertainment Expo, becoming the only “national brand” digital cultural and creative expo in the central and western regions.

With the rise of Guoman and the popularity of the Metaverse, animation, immersive interaction, digital people, and virtual idols have become the most watched and discussed tracks at this year’s China IGS Digital Expo. At present, the number of digital people in the world has exceeded 30,000. Liang Zikang, co-founder and CEO of Chuangyi Technology, said: “The digital human is the first step in building a metaverse ecology, and emotion is the main way for humans to connect with the metaverse.”

Anime is also just needed, and the user coverage rate of Guoman reaches 75%

This summer, the much-anticipated domestic animated film “New Gods List: Yang Jian” won a box office of nearly 300 million yuan in 9 days after its release, successfully helping the film market to recover.

From “Journey to the West: The Return of the Great Sage”, which won a box office of nearly 1 billion in 2015, to “Nezha: The Devil’s Child”, which has a box office of 5 billion in 2019, and “Jiang Ziya”, which has a box office of 1.6 billion in 2020 , In just a few years, Guoman has risen rapidly and won the favor of the market and capital.

As an old animation fan who has watched animation for 30 years, She Yuanyuan believes that animation must be just needed. “Did you only watch cartoons when you were a child, you may become a TV series user and a movie user when you grow up, but you will not change from a user who does not watch TV series to only watching TV series between the age of 5 and 30. User.”

Data shows that in the past 7 years, most of the users who have grown rapidly in the huge user group of animation are Chinese animation users. Among the 150 million users of Tencent’s video animation channel, the coverage rate of users who only watch Guoman is 75%, while less than 10% of users only watch overseas animation.

“I came to Chengdu this time to meet my college classmates. They didn’t watch anime at all before, but now they are watching Perfect World, Douluo Continent, Dragon Clan, etc.” She Yuanyuan said.

From the perspective of user portraits, the ratio of male to female users of Guoman is 7:3, and most of them are young men. 75% of these users are between 15 and 30 years old. Exquisite production, high-quality characters, and compact plot have become the three main reasons for their chasing.

She Yuanyuan observed that behind many national comics boutiques, there are two user groups. The first is the mass market, such as “Douluo Dalu”, which covers a wide range of users; the other user group is vertical users, whose characteristics are very clear and vertical, and they are more grouped.

The huge and highly sticky user group provides fertile soil for the realization of animation, especially Guoman. At present, there are three main channels for the monetization model of animation: content payment, commercial authorization, and game linkage.

“The data tells us that anime users are very willing to spend money. In the earliest days of animation, there were actually no advertisers willing to cooperate, and then McDonald’s broke the combination of two-dimensional and three-dimensional, and advertisers began to recognize animation; and in terms of game linkage , the virtual industry mixed games are more related.” She Yuanyuan said. However, in her opinion, whether it becomes a popular hit or a vertical hit, as long as you become the head, you can make money.

The number of digital people in the world has exceeded 30,000, and emotion is the main way to link the metaverse

The charm of anime lies in the simplicity and beauty of the two-dimensional world. In recent years, the metaverse has become popular, and the virtual world is becoming another “utopian” world that many fans are chasing outside of anime.

“The digital human is an important key to the metaverse, and in the metaverse, we need an immersive experience. Before Chuangyi enters the metaverse track in January 2021, the entire digital human has exceeded 30,000 worldwide. â? recalled Liang Zikang, co-founder and CEO of Chuangyi Technology.

In 2021, the phenomenon-level virtual beauty expert “Liu Yexi” was born and quickly became popular, and it was Chuangyi Technology helmed by Liang Zikang who created “Liu Yexi”. At the scene, talking about the birth of “Liu Yexi”, Liang Zikang said frankly that before “Liu Yexi” appeared, facing the already crowded Metaverse track, they also thought, “What else can you do?”

The answer he gave was: digital humans are the first step in creating a metaverse ecology, and emotion is the main way for humans to connect with the metaverse. Everyone’s aesthetics are different, and as long as they have emotions, they may be accepted.

“The way users go from Web2.0 to 3.0, from the real world to the virtual world, may not only be technology, but an emotion that can be linked. The way of digital human + content force, we want to bring into the metaverse Not only digital assets, virtual assets, but also emotions. Because emotions themselves are easier to bring into another world.â? Liang Zikang explained.

In his view, when the entire data is uploaded to the cloud in the future, the future digital twin, digital rebirth, and digital cloud will not necessarily provide technology and data. The core is to bring another kind of companionship to human beings.

Data shows that there are more than 388,000 virtual digital human-related enterprises in my country, and nearly 70% of the virtual human enterprises have been established within one year, and the industry has entered an explosive period. Liang Zikang observed that according to such data growth, there will definitely be explosive growth or phenomenon-level digital IP this year, but it has not yet been produced in the market.

Many companies get together on the Metaverse Track, and virtual humans are launched one after another. Faced with high-cost investment, how to become the next “Liu Yexi”? Which is more important, technology, content or operation?

Liang Zikang believes that content, technology and operation are all very important. Technology contentization – content IPization – IP intelligence, only the combination of the three capabilities can produce phenomenal digital IP.

“In the future, the experience of the metaverse will be very similar. In the future, the entire game and content industry, including the metaverse, games, film and television, VR, short video, offline experience and other content, will become similar. What is different? What has changed? We think it is the IP itself of the digital human, which can link all the deficiencies of the content industry.â? Liang Zikang said frankly.

http://www.nbd.com.cn/articles/2022-08-28/2434709.html

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