48
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JANUARY08
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THE CHANNEL
THE CHANNEL
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INTERVIEW
MEANDMYAVATAR
Avatars are “video game like” cartoon representations - digital puppets if you will - of people that are used in virtual
chat worlds and environments, and on mobile phones as screen savers. Differing from how users are identified inside
traditional chat programs where users have only text identification or perhaps a small picture of the face of the users,
or cartoon representation. Avatars are actual “virtual robots” which are usually three-dimensional, have form,
clothing, haircuts, etc. One of the most popular avatar sites in South Korea is Neowiz’s “SayClub” that has over 20
million subscribers, which is over 40% of the total population of Korea. In SayClub, the avatar initially comes only with
underwear. The user has to then outfit the avatar to fit the kind of persona that user wants his/her avatar to reflect in
its virtual world. Some want their avatars to resemble their real world appearance. However, more often the avatar
can gain attributes - a dark haired person to be blonde for example or an overweight person to be slim - and of course
wear clothes that the real user might not be able to afford. Each additional item of clothing or accessory needs to be
purchased and then dressed upon the avatar. As these kinds of environments grow, they soon gain a vast range of
content such as clothing from the major brands and up to premium fashion designers like Gucci. It is not uncommon
for South Koreans heavily into virtual worlds to spend more on the accessories and clothing of their avatar than their
real wardrobe. An estimate by Daewoo Securities on the value of the avatar market in South Korea was $114m in 2004.
VIRTUAL FRIENDS
The virtual world and social networking site Cyworld facilitates the forming of new friendships through its “Becoming
Buddies” feature, which is a creative human relationship management system. Becoming Buddies allows sharing of
information, pictures, blogs etc as well as bonding in friendship. Forming friendships and then building human
relationships is a core element of Cyworld. South Korean teenagers measure how popular they are by how many
friends link to their Cyworld home pages. However, even more, once you have two out of every five members of the
population in your virtual world, the whole economy takes notice. Every brand and company wants a presence inside
Cyworld. Today all significant South Korean businesses already maintain a presence inside Cyworld. It is no longer a
question of “should” Coca Cola or Nike or Ford find marketing tools to join MySpace. In Korea, every consumer brand
has to be inside Cyworld. 30,000 businesses, offer over 500,000 items of digital content for sale already.
listened to, not really watched. But
if something worth watching
happens, you can watch it.
Then there are certain specific
peaks. At lunchtime, cellphone-TV
viewers often use their phones to
catch up on a favourite soap opera,
and schedule their lunch break to
allow for that. A particular use is
the bathroom – we can take the
little TV to the bathroom and not
interrupt our viewing. There is
significant use by kids as their
"private" digital TV option. When
mother is watching Desperate
Housewives on the main plasma
TV of the household, the kids can
go to their room, use the digital
tuner on the phone, and watch their
show without disturbing mom's
viewing.
How are broadcasters and
programme makers adapting
to more TV viewing on mobiles?
They are still only experimenting
and trying to learn. Obviously the
new peak watching times will alter
the work of scheduling. Also totally
new content types, various user-
generated TV and video content
will play an ever larger part in the
equation. But it’s too early to say yet.
Are people still watching TV on
the big screen at home?
I'm certain that the majority of TV
viewing will be on larger screens
than our mobile phones for many
years, perhaps decades to come –
on the big projection screen, the big
plasma screen, the normal LCD TV
screen, the PC/laptop screen, on
dedicated DVD players with much
larger screens than pocketable
mobile phone TV screens. But there
are plenty of instances and places
and cases where we won't have
access to our primary TV viewing
option, and then the fact that soon
everybody will have a TV tuner in
their pocket at all times on their
phones, will mean that we all will
consume a part of our daily TV use
on the phone.
Out of a population of 48m, 42%
maintain a blogsite and 14m
play multiplayer online games
– what does that say about
South Korean society?
I think blogging is a universal
interest and aspiration. American
blogging went from half a million
bloggers in 2003 to over 80m today.
But the point is that South Korea
was first to have blogging go into
the mainstream. They released a
movie where the main plot was
about a teenager girl blogging, back
in 2001, when even in Silicon Valley
blogging was only for the die-hard
geeks.
The multiplayer gaming is
perhaps more a point that may
have some Korean exceptional
cultural interests. The South Korean
videogamers regularly take a vast
collection of the gold medals in the
various cybergames world
championships. In Korea there is a
big culture around gaming, with
dedicated TV channels. Top gamers
are big celebrities with a massive
fan following.
I do see in some of my nephews
and nieces similar interests in
gaming - rather play multiplayer
games than watch TV for example.
But will it become as big as in
Korea – we have to see.
Why has South Korea
embraced digital convergence
in such a big way?
I'd say the biggest single cause was
the government's pro-active role in
driving this change. South Korea
looked at Japan, and wanted to
leapfrog Japan and find its own
▼
From
chapter
3 of “Digital
Korea” by Tomi
Ahonen and Jim
O’Reilly, 2007