[VIDEO] The Fascinating Rise of VTubers

Ever since early 2020 one of my best friends has become obsessed with VTubers. Every single morning I would wake up to a max. of 7 and a min. of 2 VTuber related posts in my DM’s. I was pretty neutral on the whole thing at the start, slowly but surely however, my interests were piqued. I started wondering where this whole VTuber fad suddenly came from and why I could not open social media without seeing at least one (1) VTuber.

So, I did what any reasonable human being would do. I turned myself into a VTuber and made a 20 minute video essay about the topic.

*Disclamer!
I forgot to mention it in the video itself, but all my perspectives are given from a western point of view. When I speak of ‘mainstream’ entertainment, I’m alluding to what the west considers mainstream as that is the only perspective I can really speak on.

Listen with headphones for best quality!

https://drive.google.com/file/d/1xAdyEXR0Pd0gqlfs1hIxRvZ7HuMo-GWH/view?usp=sharing

So, uh, man. That took much, much, much longer than I anticipated. The video also turned out more than twice as long as planned, so, yeah, my bad.

I do hope you enjoyed the video, let me know your thoughts below!

Resources:
I used Clip Studio Paint to draw the VTuber model.
Live2D to animate it.
Motion-rigged it using PrprLive.
Recorded it all using OBS.
And finally edited it all using Filmora.

Bibliography
Bullingham, L & Vasconcelos, A. (2013). ‘The presentation of self in the online world’: Goffman and the study of online identities. Journal of Information Science, 39(1), 101-112.
Lantican, F. (2020, October 29). This New K-Pop Girl Group Has Human and Virtual Members. VICE. Retrieved from https://www.vice.com/en/article/bvxxgd/aespa-kpop-music-girl-group-virtual-sm
Stelter, B. (2020, April 24). YouTube CEO says people are discovering different kinds of videos as the pandemic rages. CNN. Retireved from https://edition.cnn.com/2020/04/23/media/youtube-videos-pandemic/index.html
3, 2, 1 GO! VIDEO GAMING IS AT AN ALL-TIME HIGH DURING COVID-19. (2020, 3 July). Retrieved from https://www.nielsen.com/us/en/insights/article/2020/3-2-1-go-video-gaming-is-at-an-all-time-high-during-covid-19/
Yee, N. (2014). The Proteus Paradox : How Online Games and Virtual Worlds Change Us-And How They Don’t.