The Impact of Metaverse Technology on the Development of Music
Industry:
A Case Study of Music Industry Development in China and Japan
Zhichao Zhang
1,* a
, Chengxi Liao
2b
and Tianxing Ma
3c
1
School of Foreign Language, Chengdu Neusoft University, Chengdu, China
2
School of Media and Communication, RMIT University, Melbourne, Australia
3
School of Information Management Business Administration, Chengdu Neusoft University, Chengdu, China
Keywords: Music Industry, Metaverse, Digital Economy, China, Japan, Loyalty Loop.
Abstract: According to Bloomberg Intelligence, a U.S. market research and consulting firm, the global metaverse
technology market scale is expected to reach $783.3 billion by 2024. While metaverse technologies provide
alternative space for the consumption and enjoyment of spiritual culture under the new epidemic situation, it
also brings people an immersive and interactive emotional and psychological experience that is far beyond
what the real world can provide. In this context, it is essential to explore new ideas and paths for the
development of China's music industry. This study uses a regional comparative approach to analyze and
compare the utilisation of metaverse technologies within the music industries in China and Japan, and by
using questionnaire to collect metaverse music consumers’ attitude towards relevant technologies, it aims to
interpret some existing problems in the development of Chinese music industry in the context of globalization.
Finally, the paper explores new ideas and paths for the development of metaverse music industry from three
aspects: loyal consumer groups, full-spectrum music genres, and high-quality internet infrastructure and
services.
1 INTRODUCTION
Human society is now in the transition from web 2.0
to web 3.0, which is a shift from smartphones to
extended reality (XR), from "cloud" to AI
technology, and from the emphasis on interactivity to
decentralized and balanced distribution of value. All
of the tendencies will eventually integrate into
"Metaverse," an information space that combines all
of these elements. Wang, Zhou, Wan and Ning (2022)
point out that metaverse is a comprehensive and
integrated application of existing IT technologies, and
it is a new stage in the development of information
technology. The development and application of
technologies such as 3DCG, Internet of Things, and
blockchain are what realize and support metaverse,
which has inspiring prospect in the upgrading of
music industry. In the report “The Top Ten Trends in
a
http://orcid.org/0000-0002-8141-0612
b
https://orcid.org/0000-0002-7386-4251
c
https://orcid.org/0000-0001-5789-7857
the Development of China's Music Industry in 2020"
by the Music Industry Promotion Working
Committee of the China Audio and Digital
Association (2022), it also clearly states that
"artificial intelligence, virtual reality and other
technologies will be better integrated with the music
industry, bringing more immersive all-round multi-
latitude artistic enjoyment to music consumers".
This study uses the knowledge related to
metaverse to explore its intersection with music
industry. Also, it seeks to compare the respective
development status, characteristics and existing
problems of music industries in China and Japan by
collecting user feedback through questionnaire and
analyzing results with Loyalty Loop theory. Finally,
it aims to provide insights for the solution of existing
problems and the exploration of new development
paths of music industry under the metaverse
perspective.
632
Zhang, Z., Liao, C. and Ma, T.
The Impact of Metaverse Technology on the Development of Music Industry: A Case Study of Music Industry Development in China and Japan.
DOI: 10.5220/0011936300003613
In Proceedings of the 2nd International Conference on New Media Development and Modernized Education (NMDME 2022), pages 632-640
ISBN: 978-989-758-630-9
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2 THE "NEW" MUSIC
INDUSTRY UNDER THE
BACKGROUND OF
METAVERSE
2.1 Metaverse: Definition and
Development
The term "metaverse" was first introduced as a
science fictional concept. The widely acknowledged
etymology of metaverse is the parallel world of
virtual reality depicted by science fiction author Neal
Stevenson in his novel Snow Crash in 1992
(Stephenson 1992). Nevertheless, when considering
the standard of “a parallel virtual world”, the embryo
of metaverse had emerged prior to the novel. The
1986 computer game Habitat was the pioneer of
introducing "avatars" (avatars) and was considered as
one of the earliest attempts to build a large
commercial virtual community (Robinett 1994). Both
Snow Crash and Habitat embody one of the most
central features of the metaverse - the construction of
virtual worlds. Therefore, van der Merwe (2021) uses
Foucault's term "heterotopia" to argue that the
metaverse is, as Foucault suggests, an imagined,
"utopian-like" place that links different spaces
(virtual and real) and provides a place for people to
live in and fulfill their expectations.
Metaverse evolve in line with the advancement of
computer technology. According to Park and Kim
(2022), there are three new features of today's
metaverse compared to when the concept was first
created. First, the rapid development of artificial
intelligence technologies, such as deep learning and
generative models, has created a more immersive and
natural experience environment and reduced the
processing time and complexity required to run a
metaverse; second, with the development of Internet
technology, metaverse has moved from limited
single-device control to decentralized multipoint
access, breaking the boundaries of time, space, and
devices; third, the metaverse system nowadays allows
users to interact with real life through virtual
currency, allowing users to closely connect with
reality and continue their lives in multiple social
aspects (fashion, games, education, office, and so on).
The commercial potential of metaverse is naturally
spilling out in the context of the growing maturity and
everydayness of relevant technologies. According to
Bloomberg Intelligence (2022), the overall metaverse
market, consisting of social media advertising,
gaming hardware/software, and virtual performances,
will grow at an annual rate of 13.1% from 2020 and
reach $783.3 billion by 2024 (see Fig.1).
Figure 1. Metaverse market size statistics. Source: Bloomberg Intelligence (2022). Adapted by the authors.
As Bloomberg Intelligence suggests, the
application of metaverse is no longer restricted to
video gaming but has expanded to a wider range of
scenarios. Ball (2022) identifies seven features of
metaverse: (1) persistency (it does not restart, pause,
or end); (2) simultaneity (self-completing activities
designed in advance occur simultaneously with real
life); (3) without restriction (anyone can participate in
specific events with their online avatar); (4)
containing economic value (individuals and
companies can create, hold, invest, and sell activities,
and they can get paid for their work by meeting other
users’ needs); (5) extensiveness (it is an experience
that balances the digital and real worlds, private and
public networks, and open and closed platforms); (6)
interoperability (even across platforms, individuals
can freely use their online avatars and items); and (7)
user contribution (produced and operated by a wide
range of contributors, including individual users,
corporate users, and intentional groups). These seven
The Impact of Metaverse Technology on the Development of Music Industry: A Case Study of Music Industry Development in China and
Japan
633
characteristics are important benchmarks of the
metaverse business model and are equally applicable
in music industry.
2.2 Metaverse and the Music Industry:
Technology and Implications
The development of music industry is driven by
consumption, and the premise of consumption is
production (creation). The traditional model of music
creation and consumption, or in other words,
"production and interpretation by creators -
consumption by consumers", will gradually grow into
a more diversified and integrated development model
under the background of the application of metaverse
technology. As mentioned above, metaverse
technology has seven characteristics - persistency,
simultaneity, being free from restrictions, containing
economic value, extensiveness, interoperability, and
user contribution. This means that these technologies
help to build a platform for music creators and
consumers to conduct uninterrupted, simultaneous,
and unrestricted activities. The act of information
transfer between music creators and consumers, and
between consumers, plays a key role in driving the
growth of music economy, and the long-term
profitability of music industry can be achieved by
strengthening the mutual contributions between them.
In addition, creators and consumers create network
avatars through technologies like immersive
interactions, 5G, and VR to meet the demand for
highly immersive music production and
consumption. Relying on the arithmetic technologies
of metaverse and session management, it is possible
to satisfy long-time, persistent interaction about
music between creators and consumers and within
consumer groups. Eventually, the use of metaverse
enriches the connotation of feedback, information
transfer, support, and re-creation behavior, realizing a
social network of "music for all" and allowing people
to enjoy digital music experiences anytime and
anywhere.
Metaverse technologies make it possible to build
self-generating complete music ecosystems. One
example is VibeShare (Yamazaki & Shirai 2021), an
interactive live performance system developed by
Japanese VR developer Gree VR Studio Laboratory.
This system uses a common web server as a hub that
organically connects performers with the audience.
As shown in Fig. 2, by tapping on a mobile
application, audiences can easily respond to the scene
with actions like clapping, sending emojis, cheering,
and so on, and performers can then receive the
audience's reactions first. Performers can also wear a
special haptic device, so whenever audiences send a
specific expression, performers can feel it in real
time, greatly enhancing the immersive experience of
both performance and viewing.
Figure 2. VibeShare system at a glance. Image from Yamazaki & Shirai (2021); translated and adapted by the authors.
In the practice of applying metaverse in music
industry, the cases of China and Japan are
noteworthy. As two countries with rapidly
developing information technology, the music
markets in China and Japan have quickly begun the
attempt to engage with metaverse. How has
metaverse been used in each of these two markets?
What are the successes and potential problems of
NMDME 2022 - The International Conference on New Media Development and Modernized Education
634
each market, and what are the implications for the
development of China's metaverse music industry?
These questions will be addressed in this article later.
3 METHODOLOGY:
QUESTIONNAIRE AND
LOYALTY LOOP THEORY
To evaluate the efficacy of metaverse technologies in
both Chinese and Japanese markets, the following
part will then pay attention to the response of
consumers in the two nations, examining whether
they are attracted by and devoted to the use of these
new way of music consumption, as well as what
metaverse functions appeal to them most. The model
of Loyalty Loop, proposed by David Edelman (2010),
is used here for interpreting the journey that
metaverse music consumers take when engaging with
relevant products. As shown by Fig. 3, Edelman
argues that a consumer, when making a purchasing
decision, may take six actions: consider, evaluate,
buy, and enjoy, advocate, and bond (Edelman 2010).
Once the consumer has established robust bond with
the product in the process, he or she may enter a new
loop of loyalty, in which the consumer will only
keeping the circle of buying, enjoying and advocating
(Edelman 2010). In this article, we seek to explore
how the utilization of metaverse music technologies
may (or may not) drive consumers into loyalty loop
by conducting survey activities in order to collect
consumers’ opinions of metaverse music. We aim to
reveal whether these technologies are appealing, and
based on the analysis, some implications for the better
use of metaverse in music industry may be drawn.
Figure 3. The loyalty Loop model by Edelman (2010).
Adapted by the authors.
The Loyalty Loop model was applied in the
questionnaire design process. Based on some key
issues in metaverse music industry, we proposed 16
questions about the participation of virtual music live
events, which is a significant type of metaverse music
consumption, and we aim to use these questions to
reflect different parts of the loyalty loop. A total of
112 results were collected, which included
participants from both China and Japan. In the
questionnaire, these consumers of metaverse music
indicated their consuming habits and preferences for
specific functions, which can reveal the features of
both Chinese and Japanese metaverse music markets.
We also conducted brief interviews with some
participants for the purpose of exploring more in-
depth implications of our data.
4 COMPARING THE
APPLICATION OF
METAVERSE TECHNOLOGY
IN THE DEVELOPMENT OF
MUSIC INDUSTRIES IN CHINA
AND JAPAN
This section will conduct a comparative analysis of
the questionnaire results, explaining the differences
between answers given by Chinese and Japanese
participants. The first finding, illustrated in table 1, is
about the frequency of virtual music performance
participation across different age groups. Japanese
participants come from a wider age range, while
Chinese counterparts are predominantly under 30.
This suggests that the loyalty for virtual music is more
common in Japanese society, which attracts
enthusiasts from all ages, while this is not the case in
China.
The Impact of Metaverse Technology on the Development of Music Industry: A Case Study of Music Industry Development in China and
Japan
635
Table 1. The frequency of participation based on age group.
Age Region
Frequency of participation
Once Twice Thrice Four times and above
Below 20
China 19 5 2 2
Japan 1 0 1 4
21-30
China 18 13 6 1
Japan 4 1 5 6
30-45
China 1 2 0 0
Japan 0 4 3 5
Above 45
China 0 0 0 0
Japan 2 4 1 2
Proportion
China 55.07% 28.99% 11.59% 4.35%
Japan 16.28% 20.93% 23.26% 39.53%
The second finding is related to the platforms for
virtual music performance participation. As shown in
table 2, the platforms Japanese participants use are
much more diversified than the ones Chinese
counterparts use. While Chinese users mainly
participate on their domestic platforms, Japanese
participants show some significant interests to the
music events on foreign platforms like Bilibili.
According to the interview with one of our
participants, Japanese virtual music audiences may
download platform applications simply for watching
the live events held on these platforms, while
Chinese audiences tend to stick to a specific
platform and occasionally watch virtual live
performances on it once they notice them (see also
Zhou & Deng 2015). Such a difference is further
discovered in the question about the reason for using
specific platforms for virtual music events, which can
be seen in table 3. More Japanese participants choose
a certain platform because it has the show they are
interested in. This indicates that Japanese participants
are more motivated by attending a specific show and
thus are loyal to the music events they follow, while
the participation of Chinese counterparts are more
motivated by their consuming habits on certain
platforms.
Table 2. The use of platforms for virtual music events.
Region
Platform
QQ Music
Netease Cloud
Music
Tencent Video Bilibili Douyin
China 47.80% 47.80% 17.40% 72.50% 34.80%
Japan 16.30% 18.60% 25.60% 60.50% 51.20%
Wechat
Youtube
Niconico
Twitch
China 15.90% 18.80% 8.70% 5.80%
Japan 7.00% 81.40% 79.10% 69.80%
Average number of platforms a consumer use
China
2.695
Japan
4.095
Table 3. The reasons for using certain platforms
Region
Reasons for using this platform
Being a long-term
member of the
p
latform
Attending one
specific event
Seeing relevant
information on
social media
Influenced by the
recommendation from
friends
China 68.10% 62.30% 22.20% 17.40%
Japan 67.40% 72.10% 72.10% 62.80%
NMDME 2022 - The International Conference on New Media Development and Modernized Education
636
Another finding seen in table 3 is that the
proportion of Japanese participants affected by social
media and recommendations are predominantly
higher than that of Chinese users, which suggests that
Japanese participants are much more enthusiastic for
sharing virtual performances to others. Table 4 is a
clearer indication of such a will of sharing.
Table 4. The will of sharing.
Region
The will of sharin
g
Yes No
China
65.20% 34.80%
Japan
81.40% 18.60%
The next finding involves the music genres that
virtual music performance audiences are interested in.
It is obvious from table 5 that the popular music
genres in Japanese virtual music market are much
more diverse than the ones in Chinese market.
Table 5. Music genres that participants engage.
Region
Music genre
Pop Rock&Roll Electronic Folk DJ Dance
Game/movie/TV
drama soundtrack
China 73.90% 24.60% 27.50% 23.20% 13.00% 43.50%
Japan 67.40% 81.40% 74.40% 30.20% 46.50% 62.80%
The last finding is about the problems that
participants of both countries wish to solve. As shown
in table 6, the overarching concern for Chinese users
is internet speed of virtual performances, which
impacts the video quality of these events. For
Japanese users, there is no specific area that needs
particular improvement. Also, the overall satisfaction
level for virtual music performance is higher in Japan.
Table 6. The opinions about improvement.
Region
Places for improvement
Overall
satisfaction
level for virtual
music
performance
(in
g
eneral)
Internet
speed &
video
quality
Personali
zed
service
The functions
for blocking
disliked users
Gamification
of music
performance
More
derivative
products
China 69.60% 59.40% 46.40% 34.80% 36.20% 79.13%
Japan 20.90% 25.60% 25.60% 16.30% 14.00% 89.30%
5 IMPLICATION AND
CONCLUSION
The comparative analysis of Japanese and Chinese
audiences’ attitudes towards virtual music live events
can provide some important insights for the status of
metaverse music in both countries. First, metaverse
music in Japan is more mature than the one in China.
Japan owns a full-spectrum metaverse music market
that covers a broad age range of consumers, and they
manifest high demand for metaverse music as they
are likely to attend events more than once. Using the
theory of Loyalty Loop to explain, more Japanese
consumers with diversified demographic
backgrounds form solid bonds with the products they
consume, and thus manifest more loyalty to these
products.
The maturity of Japanese metaverse music
industry is further supported by the data about
Japanese music market. According to the 2022 Global
Music Report released by the International Federation
of the Phonographic Industry (IFPI) (2022), Japan
still maintains its position as the second largest music
market in the world, and even under the extremely
severe situation of the COVID-19 pandemic, the size
of Japanese music market still expanded by 9.3%
compared to the one in previous year. According to a
survey report by the Ministry of Economy, Trade and
Industry of Japan (2020), the physical music market
continues to shrink in both the world and Japanese
domestic markets, while the digital music market is
on continuous expansion. From 2014 to the present,
the ratio of digital music to the total market in Japan
is higher than the world average. By 2023, such a size
difference will reach 6%, that is, the world market
The Impact of Metaverse Technology on the Development of Music Industry: A Case Study of Music Industry Development in China and
Japan
637
digital music scale accounted for 29% of the overall
amount, while the counterpart of Japanese domestic
market will reach 35%. The overall expanding status
of Japanese digital music market is the basis for the
music industry construction in metaverse perspective.
In comparison, Chinese metaverse music market
is still in a relatively nascent stage. From the findings
of this article, the consumption of metaverse music in
China is largely occasional activities based on
audiences’ reliance for certain platforms. As a result,
they have not become the loyal consumers like their
Japanese counterparts. In response, Chinese
metaverse industry participants should pay more
attention on how to enhance users’ bonds to their
products instead of platforms.
The next implication is the highly established
promotion system in Japan powered by both Japanese
metaverse music industry and their consumers. The
strong will of sharing shown by our Japanese
participants indicates that they have formed the habit
of spreading the metaverse music they love, which is
a key part of loyalty loop. The collective mouth-to-
mouth sharing behavior, as well as the marketing
campaigns conducted by relevant businesses, are the
driving force of metaverse music in Japan (see
Hwang & Lee 2022). Again, such a system of sharing
is not fully formed in China, which requires more
efforts from the domestic metaverse music industry.
Another key implication, which is related to the
highly diversified music genres of virtual music
performances, is that Japanese metaverse music is
supported by its globally renowned music industry.
The success of existing music products provides
abundant, mature and stable technical testing grounds
for metaverse technologies. Taking the example of
the Japanese cultural phenomenon "virtual idol", it is
a group of virtual characters born from Japanese
otaku culture and based on information technology,
which has sparked a global frenzy upon their
emergence (Lu et al. 2021). In the context of the
popularity of Internet technology, especially 5G
technology, it has become the norm for virtual idols
to rely on online platforms to conduct live music
performances, and thus these performance activities
have become the best destinations for metaverse
practices. For instance, a popular virtual idol “Virtual
Girl Nem” (バーチャル美少女ねむ) released her
seventh original song, "Meta Birthday", on August
30
th
, 2022. One of the promotional activities around
the single was a singing contest to select participants
for the 3D online performance of "Meta Birthday"
from Nem's fans. Participants were given a character
image that resembled Nem's look and had their own
avatar in this performance, as shown in Fig. 4 (Virtual
Girl Nem 2022). The concept of metaverse has
strengthened the popularity of these globally beloved
virtual idols, and the preexisting influence of virtual
idol culture has also in turn increased the acceptance
of metaverse and its related technologies among
consumers. As a result, the bond between certain
music genre and its consumers is further enhanced,
and such a bond exists within almost every genre in
the market, contributing to a comprehensive
metaverse music market system that allows all types
of music to survive and thrive.
Figure 4, Promotional image of Virtual Girl Nem "Meta
Birthday" campaign (Virtual Girl Nem 2022)
For the situation in China, the support from the
general music industry is still far from being adequate.
First, the fields of music industry development are
still relatively limited. For instance, although the
overall size of China's digital music market remains
high, the film, game, and animation music industries
have not made new breakthroughs from the previous
year, basically remaining at a scale of 700 million
yuan (Yinyuexiansheng 2022). This indicates that the
development of film and game works in China is still
limited to the products themselves, while the deeper
exploration and marketing of their derivative
products (e.g., music) is relatively missing. When the
market just worships the most popular products, it
becomes difficult for music producers of some niche
genres to survive in China. Second, there is still a
need for more highly recognizable metaverse
products that have a national and even global impact.
One author of this article, Zhichao Zhang, had an
interview with the chairman of TryHard Japan, a
leading music culture company in Japan. He
mentioned that "China has never had a world-class, or
at least East Asia-wide, leader and ‘mastermind’ to
lead the way of music industry, so people are just
blindly following the market trend." Against this
backdrop, accusations of the current domestic
metaverse boom are highly visible, mainly focusing
NMDME 2022 - The International Conference on New Media Development and Modernized Education
638
on blind following, as well as the lack of continuity
and long-term planning (Kejihu 2022).
The last implication is that the infrastructure and
service for metaverse music should be improved in
order to attract more consumers. In table 6, one
finding is that Chinese participants tend to complain
about the internet speed of virtual events. It is curious
to see that while China has been featured by its
rapidly developing internet infrastructure (China
Internet Network Information Center 2022), internet
speed and video quality has become an issue in
Chinese metaverse music market. This might be
because the industry pays less focus on providing and
maintaining more stable service for their consumers,
which eventually undermines the popularity of their
products, as reflected by the lower satisfaction level
for virtual performances in China. Robust technical
support is the prerequisite for a complete music
ecosystem (as shown in the earlier case of VibeShare),
which is another significant boost of metaverse music
industry. Therefore, it becomes essential for Chinese
industrial participants to improve the overall quality
of metaverse infrastructure.
In summary, by making comparison between the
user feedbacks from Japanese and Chinese metaverse
music markets, this article is able to provide some
insights about the characteristics of metaverse music
industries of both countries. For Japan, the use of
metaverse in domestic music industry demonstrates
its advantages as a major cultural and technological
power, which are evident in the vast user base of
metaverse music that manifest high level of loyalty,
as well as the systemized production, distribution and
promotion process of the industry. In contrast,
metaverse music in China is still in its early stage.
Despite the rapid speed of development, there is still
much room for improving the depth and breadth of
Chinese music industry, which is crucial for the
formation of loyal consumer groups. The case of
metaverse practice in Chinese and Japanese music
industries shows that having a long-term plan and a
clear understanding of both music products and
consumer groups are the key to success in a rapidly
developing and changing technology field like
metaverse.
Future studies may address some other aspects of
metaverse music industry, such as copyright
protection. In the case of Japan and China, there are
also some significant insights for discussion. Japan
has established a comprehensive set of relevant legal
regulations. In comparison, the absence of systematic
music copyright brokerage and management is still a
major concern in Chinese metaverse music market.
The enhancement of legal framework and other areas
is necessary for building up a healthy metaverse
music market, which calls for more in-depth
understandings in relevant academic fields.
FUNDING
The author(s) disclosed receipt of the following
financial support for the research, authorship, and/or
publication of this article: this paper is supported by
Southwest Music Research Center of Sichuan
Conservatory of Music. Funded project: Research on
the insights of Japanese music culture industry for the
development and problem management of Sichuan
music culture industry (fund No.: xnyy2020049). All
members of the team reached common agreement on
publishing this paper and have no conflict of interest.
REFERENCES
Ball, M. (2022). The metaverse: What it is, where to find it,
and who will build it, MatthewBall.vc. MatthewBall.vc.
Available at:
https://www.matthewball.vc/all/themetaverse
(Accessed: October 31, 2022).
Bloomberg Intelligence. (2021). Metaverse may be $800
billion market, Next Tech Platform Insights.
Bloomberg. Available at:
https://www.bloomberg.com/professional/blog/metave
rse-may-be-800-billion-market-next-tech-platform/
(Accessed: October 31, 2022).
China Internet Network Information Center. (2022). The
47
th
China Statistical Report on Internet Development
(in Chinese), Cyberspace Administration of China.
Available at: http://www.cac.gov.cn/2021-
02/03/c_1613923423079314.htm (Accessed:
November 07, 2022).
Edelman, D. (2010). “Branding in the Digital Age”,
Harvard business review, 88(12) pp. 62-69.
Hwang, R.G. and Lee, M.K. (2022). “The influence of
music content marketing on user satisfaction and
intention to use in the metaverse: A focus on the spice
model,” Businesses, 2(2), pp. 141–155.
International Federation of the Phonographic Industry.
(2022). IFPI Global Music Report 2022. IFPI. Available
at: https://globalmusicreport.ifpi.org/ (Accessed:
October 31, 2022).
Kejihu. (2021). Name and shame! Is the Metaverse going to
decline so soon? (in Chinese), Netease. Available at:
https://www.163.com/dy/article/GONLR9I70511CMF
5.html. (Accessed: November 01, 2022)
Lu, Z., Shen, C., Li, J., Shen, H., & Wigdor, D. (2021).
“More kawaii than a real-person live streamer:
Understanding how the Otaku Community engages with
and perceives virtual youtubers,” Proceedings of the
The Impact of Metaverse Technology on the Development of Music Industry: A Case Study of Music Industry Development in China and
Japan
639
2021 CHI Conference on Human Factors in Computing
Systems [Preprint].
Ministry of Economy, Trade and Industry of Japan. (2020).
Overview of the World Market and Japanese Market in
the Context of Concessions (In Japanese).
Music Industry Promotion Committee. (2019). ‘The Top
Ten Trends in the Development of China's Music
Industry in 2020’ was formally published (in Chinese),
Music Industry Promotion Committee. Available at:
http://www.cnmipc.org.cn/show/?id=343&siteid=1
(Accessed: November 07, 2022)
Park, S.-M. and Kim, Y.-G. (2022) “A metaverse:
Taxonomy, components, applications, and open
challenges,” IEEE Access, 10, pp. 4209–4251.
Robinett, W. (1994) “Interactivity and individual viewpoint
in shared virtual worlds: the big screen vs. networked
personal displays,” ACM SIGGRAPH Computer
Graphics, 28(2), pp. 127–130.
Stephenson, N. (1992) Snow Crash. Bantam Books. New
York.
van der Merwe, D.F. (2021) “The metaverse as Virtual
Heterotopia,” Proceedings of The 3rd World
Conference on Research in Social Sciences [Preprint].
Virtual Girl Nem. (2022). The singing contest of ‘Meta
Birthday’ [off-vocal track and avatar are free] (in
Japanese). Note. Available at:
https://note.com/nemchan_nel/n/n3d736c3e9dff?maga
zine_key=mc4aa1aed51ef (Accessed: November 01,
2022).
Wang, W., Zhou, F., Wan, Y., & Ning, H. (2022). “A review
of metaverse technology” (in Chinese). Journal of
Engineering Science, 44, pp. 744–756.
Yamazaki, Y., & Shirai, A. (2021). “VibeShare::Performer
- Interactive online music live performance which has
Emoji, haptics, and sound effects” (in Japanese). The
paper collection of the 26th Japanese VR conference.
Yinyuexiansheng. (2020). The ‘2020 China Music Industry
Development General Report’ was released: the total
scale of the music industry is nearly 400 billion yuan.
Netease. Available at:
https://www.163.com/dy/article/FTM9AKBC0517FH
QO.html. (Accessed: November 01, 2022).
Zhou, J., & Deng, S. (2015). Research on the impact of
brand attachment on consumer inertia and brand
loyalty”(in Chinese), Marketing, 6, p73-75.
NMDME 2022 - The International Conference on New Media Development and Modernized Education
640