translation

This is an AI translated post.

topceleV News

Let’s get to know the virtual fan culture properly! Let’s keep the right fan culture.

  • Writing language: Korean
  • Base country: All countries country-flag

Select Language

  • English
  • 汉语
  • Español
  • Bahasa Indonesia
  • Português
  • Русский
  • 日本語
  • 한국어
  • Deutsch
  • Français
  • Italiano
  • Türkçe
  • Tiếng Việt
  • ไทย
  • Polski
  • Nederlands
  • हिन्दी
  • Magyar

Summarized by durumis AI

  • There are important rules in the virtual YouTuber fandom culture to protect the world of virtual YouTubers and the enjoyment of fans.
  • Red Pill, mentioning past lives, uploading live stream clips, mentioning other virtual YouTubers, etc. can damage the image of virtual YouTubers or cause conflict within the fandom, so they should be prohibited or avoided.
  • Adhering to these rules is an act of protecting virtual YouTubers and fandom culture, and it contributes to making the world of virtual YouTubers more prosperous through positive interactions.

As the popularity of Virtual YouTubers (VTubers) spreads worldwide, the fandom culture surrounding them has emerged as a significant topic. The world of VTubers has its own set of important rules that fans must adhere to. Following these rules helps protect the world of VTubers and allows fans to enjoy their content more fully. This article summarizes essential points that virtual fans should know.

First, the spread of "red pills" is strictly prohibited. Red pills refer to information related to the past internet broadcasting activities or real appearances of the actors who perform as virtual YouTubers. The core of virtual YouTubers is immersion in the character, and fans should help ensure that the character feels like an independent entity from reality. Therefore, the spread of red pills is considered an act that damages the world of virtual YouTubers. Of course, some VTubers may choose to reveal their identities and continue their activities, but this is a very exceptional situation.

Second, mentioning past lives is prohibited. Past lives is a concept similar to red pills, referring to the previous broadcasts of virtual YouTubers. Fans linking these past broadcasts to current content can negatively impact the virtual YouTuber's current image. Therefore, such actions should be avoided within the fandom.

Third, uploading real-time live broadcast clips should be done with caution. Due to the limitations of YouTube AI, clips registered in a clip channel may be recognized as the original. This can harm the virtual YouTuber's channel, so fans should exercise extreme caution when uploading live broadcast clips. Protecting the virtual YouTuber's channel is also an important role for fans.

Fourth, mentioning other virtual YouTubers should be avoided. Many VTubers prohibit mentioning other VTubers during their broadcasts. This is a measure to maintain the flow of the broadcast and prevent conflicts among fans of specific VTubers. Fans should be aware of this rule when watching broadcasts and leaving comments, and avoid excessive mentions.

Finally, following these rules is like protecting virtual YouTubers. By maintaining a proper fan culture, fans can enjoy the activities of their favorite virtual YouTubers for a long time. The world of virtual YouTubers is built through interactions with fans, and when these interactions are positive, the world becomes even richer.

[Photo provided by Naver]

[Photo provided by Naver]

If it's news you want to share with everyone? Click the "Recommend this article" button. Articles that receive many recommendations will be displayed in the "Reader's Choice News" section.

Copyright © topceleV All rights reserved.

topceleV-news
topceleV News
TopceleV: VTuber, Virtual Idol News, Rankings, and Voting
topceleV-news
Virtual! Transforming the Gaming Industry
Virtual! Transforming the Gaming Industry The gaming industry is undergoing a new transformation with the use of 'virtual' characters, driven by the advancement of virtual reality technology. Gaming companies such as Krafton, Tencent, and NCsoft are introducing AI-based virtual characters into th

August 18, 2024

Virtual Human Craze: What’s the Reason?
Virtual Human Craze: What’s the Reason? Virtual humans are gaining popularity among the general public and enthusiasts alike, establishing themselves as a new trend. Not only game companies and IT companies but also large entertainment companies are jumping into this market, drawing a lot of at

August 26, 2024

Legal Issues of Disclosing the Identity of Virtual Artists
Legal Issues of Disclosing the Identity of Virtual Artists Blast, the agency of virtual idol Playb, has announced that it will take legal action if fans disclose Playb’s identity. The agency claims that disclosing Playb’s personal information directly affects their activities and asked fans to report any related

July 23, 2024

Playve: Authenticity of Brands Learned from Digital Fandom Playve's success is a case study that shows a new way of building fandom through virtual characters. Authenticity is being reinterpreted through technological mediation, and it is creating an interactive and creative space for fandom. This will be an impo
Byungchae Ryan Son
Byungchae Ryan Son
Playve's success is a case study that shows a new way of building fandom through virtual characters. Authenticity is being reinterpreted through technological mediation, and it is creating an interactive and creative space for fandom. This will be an impo
Byungchae Ryan Son
Byungchae Ryan Son

May 21, 2024

Deepfake Technology and Human Intent Concerns are growing about the ethical issues of deepfake technology, along with its social influence, and it is emphasized that it is difficult to regulate the intent of the creators. This article analyzes the social problems related to deepfake technolo
Byungchae Ryan Son
Byungchae Ryan Son
Byungchae Ryan Son
Byungchae Ryan Son

May 10, 2024

From Screen to Street: A Mix of Social Identities This article analyzes the phenomenon of increasing random crime murder threats in online communities from a sociological perspective, examining how individuals construct and transform their identities within virtual spaces. It argues that this is a proble
Byungchae Ryan Son
Byungchae Ryan Son
This article analyzes the phenomenon of increasing random crime murder threats in online communities from a sociological perspective, examining how individuals construct and transform their identities within virtual spaces. It argues that this is a proble
Byungchae Ryan Son
Byungchae Ryan Son

May 14, 2024

How Can Tech Companies Prepare for the 'Metaverse'? The heroic story of the user 'Let Me Solo Her' in the 'Elden Ring' game, which forms a fandom centered on the user, not the in-game character, suggests that the metaverse pursued by tech companies should consider the formation of meaningful relationships
Byungchae Ryan Son
Byungchae Ryan Son
The heroic story of the user 'Let Me Solo Her' in the 'Elden Ring' game, which forms a fandom centered on the user, not the in-game character, suggests that the metaverse pursued by tech companies should consider the formation of meaningful relationships
Byungchae Ryan Son
Byungchae Ryan Son

May 8, 2024

Book Review: Exploring Web Novels This book review analyzes the fandom culture and creative methods of web novels using the concept of 'palimpsest'. It explores the characteristics of web novels in an interesting way, including the interaction between readers and writers, and genre variat
길리
길리
This book review analyzes the fandom culture and creative methods of web novels using the concept of 'palimpsest'. It explores the characteristics of web novels in an interesting way, including the interaction between readers and writers, and genre variat
길리
길리

April 8, 2024

Virtual Humans: The Age of Emerging Idols and YouTubers in the Virtual World is Coming Virtual humans, artificial beings, are becoming active in various fields such as entertainment, games, and advertising, and the market size is expected to reach $500 billion by 2030. They are appearing in various forms such as virtual idols, models, influ
Roy Kim
Roy Kim
Virtual humans, artificial beings, are becoming active in various fields such as entertainment, games, and advertising, and the market size is expected to reach $500 billion by 2030. They are appearing in various forms such as virtual idols, models, influ
Roy Kim
Roy Kim

May 13, 2024