Challenges and Opportunities of Japan’s Pop Culture Export in the
Context of Globalization: Example of Virtual Idols
Lirun Zhu
School of Global Japanese Studies, Meiji University, Tokyo, Japan
Keywords: Virtual Idols, Cultural Export, Globalization, Cross-Cultural Communication, Digital Diplomacy.
Abstract: The global influence of Japan's virtual idols has garnered significant attention, yet existing studies lack
empirical depth and dynamic analysis of their cross-cultural adaptability and socio-technological implications.
This essay examines the challenges and opportunities facing Japan's virtual idol exports in the context of
globalization. Key findings reveal that cultural barriers, critiques of consumerism and gender objectification,
and rising global competition pose critical challenges. Conversely, technological innovations and strategic
cultural diplomacy under Japan's "Cool Japan" initiative enable virtual idols to transcend geographical
boundaries and serve as soft power tools. To enhance cultural exports, it is recommended that nations integrate
localized cultural elements with global trends, leverage participatory fan cultures, and adopt adaptive
technological frameworks. This essay underscores the necessity of balancing cultural authenticity with
technological advancement to navigate the complexities of global cultural markets effectively.
1 INTRODUCTION
In the context of globalization, Japanese pop culture
has spread widely around the world with its unique
creativity and attractiveness. Japanese anime, music,
games, and other cultural products have attracted
countless fans. They are not only popular in Asia, but
also in Western countries such as the United States,
occupying an important position in the global cultural
industry (Iwabuchi, 2002; Kelts, 2006; Otmazgin,
2008). As an emerging representative of Japanese pop
culture, virtual idols have been developing rapidly in
recent years. From the holographic concerts of
Hatsune Miku, to the cross-platform interactions of
VTuber Kizuna AI, to the commercial cooperation of
the hyper-realistic virtual idol Imma, these non-
physical digital stars have not only become an
important carrier of Japanese cultural output, but also
triggered deep thinking about cultural
communication and technological innovation
(Anderson, 2021; Le, 2014; Miyake, 2023).
The cultural export of Japanese virtual idols faces
many challenges and opportunities, including cultural
barriers, criticisms of consumerism, gender
materialization, technological dependence, and
overseas competitions (Iwabuchi, 2018; Yin et al.,
2025; Kobayashi & Taguchi, 2019). At the same time,
the rapid development of technology has provided
new opportunities for virtual idol innovation and
dissemination. Holographic projection technology
has allowed Hatsune Miku's concerts to break
through the limitations of physical space, VR
interactions have enhanced fan immersion, and AI
technology has given the characters more flexible
real-time response capabilities. With technology and
marketing strategy, virtual idols have become "soft
tools" for Japanese cultural diplomacy.
This essay focuses on the cultural export of
Japanese virtual idols in the context of globalization,
taking Hatsune Miku and imma as the key cases, and
discusses in depth the challenges and opportunities
faced by the cultural export of Japanese virtual idols.
This essay argues that the export of Japanese culture,
including virtual idols, is not only economically
significant but also a tool for cultural diplomacy.
Through detailed analysis, this essay attempts to
show how Japan has reconfigured its cultural
communication paradigm in the digital era with the
help of virtual idols, and provides references and
suggestions for the cultural export of other countries
in the future.
208
Zhu, L.
Challenges and Opportunities of Japan’s Pop Culture Export in the Context of Globalization: Example of Virtual Idols.
DOI: 10.5220/0013988600004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 208-212
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
2 BACKGROUND OF VIRTUAL
IDOLS AND RELEVANT
STUDIES
The concept of virtual idols in Japan can be traced
back to the 1980s, with early examples including
Lynn Minmay from the Japanese anime series
Macross, who established the precedent of how
fictional characters could be hugely successful in the
real-world music industry (Kong et al., 2021). The
rise of virtual idols in Japan began in the early 21st
century, and is centered on a "participatory culture"
that breaks through physical limitations. Taking
Hatsune Miku as an example, she is a virtual singer
launched by Crypton Future Media and based on
Vocaloid voice synthesis technology. She started the
virtual idol trend through the dissemination of the
Internet and social media. Her Fans not only
supported her by purchasing albums and concert
tickets, but also created a large number of musical
compositions featuring Hatsune Miku using Vocaloid
software and shared them on online platforms,
creating a unique fan culture (Anderson, 2021; Le,
2014). Her image - an anime girl with blue hair and
twin ponytails - has become a symbol of Japan's "moe
culture". In recent years, the forms of virtual idols
have become more diversified. YouTuber Kizuna AI
uses real-time motion capture technology to interact
with viewers in live broadcasts as an "AI idol",
attracting millions of subscribers (Zhou, 2020). The
hyper-realistic virtual idol Imma cooperates with
luxury brands and beauty brands with a 3D image that
is close to a real person, demonstrating the potential
of virtual idols in the commercial field (Miyake,
2023). These cases reflect the penetration of Japan's
virtual idol industry from subculture to the
mainstream market, demonstrating the innovation of
expression brought about by technological iterations
and their role in cultural export.
There is currently a lot of literature on the
Japanese virtual idol, covering many aspects such as
its origin and development, cultural influence,
marketing model, technology model, and so on,
demonstrating the current status and impact of virtual
idol development comprehensively. However, the
common problem of the literature in this field is the
lack of sufficient empirical evidence. After all, virtual
idol is a relatively new culture, and most of the studies
on it are conducted statistically, with insufficient
concern for the dynamic changes of virtual idols in
different times and social contexts, so the reliability
and universality of the studies need to be further
verified.
3 CHALLENGES OF JAPANESE
VIRTUAL IDOLS
3.1 Cultural Difference
Although Japanese virtual idols have made some
achievements in cultural export, they also face many
challenges. Firstly, cultural differences in different
countries and regions may affect the acceptance of
Japanese popular culture in the communication
process (Iwabuchi, 2018; Yin et al., 2025). Yu,
Kwong, and Bannasilp's study found that consumers'
acceptance and preferences for virtual idols varied
greatly across regions, with factors such as different
cultural backgrounds and aesthetic concepts
influencing viewers' preferences for idols (Yu et al.,
2023). This means that Japanese companies face the
challenge of cultural adaptation and audience
acceptance when introducing virtual idol culture to
international audiences, and virtual idols must take
into account the needs of audiences in different
regions in terms of image design and interaction
methods. For example, "Kawaii" in Japanese
aesthetics has received mixed reactions globally
(Huang, 2024). The style is more likely to be popular
in Asia, but in countries in Europe and the United
States, some viewers may consider the style to be too
childish or not in line with their aesthetic customs.
3.2 Language Barrier
The language barrier is also a challenge. Japanese
virtual idol content relies heavily on the Japanese
language, and direct translations often fail to convey
the humor and subtle meanings of the original
content. For example, in some Japanese virtual idols'
music, unique Japanese puns and wordplay contribute
to their charm, but when translated into other
languages, these fun elements are greatly reduced,
making it difficult for foreign viewers to understand
the punchlines (Kong et al., 2021). In addition,
studies have found that Easterners under collectivist
cultures are more inclined to personify non-human
entities than Westerners under the influence of
individualist cultures, are more likely to project their
own emotions and abilities onto others, and are more
likely to assume that avatars have mental abilities
similar to real people (Letheren et al., 2016; Wu &
Challenges and Opportunities of Japan’s Pop Culture Export in the Context of Globalization: Example of Virtual Idols
209
Keysar, 2007). Therefore, the promotion of Japanese
virtual idols in the European and American markets
may be more difficult than in Asian markets such as
China.
3.3 Competition
Thirdly, the virtual idol market is highly competitive,
with new virtual idols emerging from other countries,
posing a threat to the market share of Japanese virtual
idols (Yu et al., 2023). For example, the Chinese
virtual idol Luo Tianyi, with her unique image
combined with traditional Chinese elements, has a
large fan base in the Chinese market, with advertising
sponsorships reaching as high as US$138,900 in 2021
(Kong et al., 2021). Virtual idol groups in South
Korea are also growing, such as aespa, a girl group
launched by SM Entertainment that consists of four
real-world members and four virtual-world members,
and more purely virtual idol groups such as plave and
afots, which have attracted many fans using the
influence of K-pop. These virtual idols from other
countries have their own characteristics in terms of
image design, content creation, and marketing. If
Japanese virtual idols want to maintain their position
in the international market, they need to continue to
innovate and improve their competitiveness.
3.4 Other Criticisms
Some scholars have pointed out that virtual idols may
involve problems like consumerism, gender
materialization, and technological dependence
(Kobayashi & Taguchi, 2019). The business model of
virtual idols has prompted fans to purchase a large
number of peripheral products, concert tickets, and so
on. Some fans, to support their favorite virtual idols,
may spend money recklessly. In terms of gender
objectification, the image design of some virtual idols
has been criticized for emphasizing too much on
female appearance, with some virtual idols' clothes
being too revealing and their personalities being
stereotypical, portraying female characters as objects
that satisfy the fantasies of male viewers. This not
only limits the diversity of virtual idol roles, but also
hurts gender concepts in society. The high
dependence of virtual idols on technology also brings
risks, and in case of technological failures, such as
lagging during live broadcasting, it will seriously
affect the audience's experience and even damage the
image of the virtual idol (Kobayashi & Taguchi,
2019).
4 OPPORTUNITIES FOR
JAPANESE VIRTUAL IDOLS
4.1 Large Market
Hatsune Miku has held world tours with sold-out
concerts; her songs, such as the "Levan Polkka," have
been widely shared on the internet, with hundreds of
millions of plays (Anderson, 2021). In the gaming
industry, Miku has the Hatsune Miku: Project DIVA
Mega Mix+ series, which allows players to interact
with her and enjoy her music (Anderson, 2021).
The influence of virtual idols is not only limited
to the entertainment field; it also has significant
commercial value. Taking Hatsune Miku as an
example, she has co-branded with Toyota and Sony,
and directly boosts the consumer market; the data
shows that the sales of co-branded products have
increased by 20-30% on average (Huang, 2024).
Imma has collaborated with international brands such
as Porsche, Calvin Klein, Magnum, IKEA, and so on,
and she has also appeared on the cover of many
fashion and computer magazines (Miyake, 2023).
4.2 Japanese Soft Power
In this context, Japan uses virtual idols as a soft power
tool to promote cultural diplomacy. The Japanese
government has adopted the "Cool Japan" strategy as
a national policy to promote Japanese cultural soft
power internationally, which includes the well-
known Japanese comics, karaoke, and so on, and
virtual idols and cultural IPs are also one of the means
to enhance the country's soft power (Iwabuchi, 2018).
For example, Hatsune Miku was invited to participate
in the promotional campaign for the Tokyo Olympics,
and its virtual image was given the symbolic meaning
of "connecting the world". Its songs have been widely
distributed on the Internet with hundreds of millions
of plays, greatly enhancing the international
popularity of Japanese pop culture and strongly
shaping Japan's vibrant and innovative cultural image
(Anderson, 2021). Imma, on the other hand, through
her cooperation with international brands, subtly
integrates elements of Japanese culture into her brand
promotion, conveying Japan's understanding of
technology and aesthetics. Her Instagram page is full
of photos showing elements of Japanese culture, such
as her walking on Enoshima in a traditional kimono
and holding the Japanese drink ramune.
It can be seen that the success of these virtual
idols is closely related to the widespread popularity
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of Japanese popular culture around the world. The
widespread popularity of anime, manga, and Japanese
video games around the world has attracted a large
number of fans who are familiar with and
appreciative of the aesthetic concepts and themes
embedded in Japanese culture (Iwabuchi, 2002). This
established cultural interest and fan base provides a
solid foundation for virtual idols to attract new
audiences and consolidate existing fan communities.
The growing influence and attraction of Japanese pop
culture globally have created extremely favorable
conditions for the development and spread of virtual
idols, and at the same time, they have also contributed
to Japanese culture, attracting a wider audience and
becoming a unique bridge and business card for
Japanese culture to the world.
4.3 New Technology
With the development of technology, Japanese virtual
idols are also facing more opportunities on the
technical level. For example, the development of 3D
holographic projection technology, VR, and AR
technology has expanded virtual idols' commercial
performances. The previously mentioned Hatsune
Miku's concerts used this technology, which allows
her to perform as if she were standing on the stage.
From the audience's point of view, they can seem to
see the idol standing outside of the screen, and this
kind of interdimensional performance form can bring
a much better interactive experience to the audience.
The development of motion capture technology also
enables virtual idols to have more vivid movements
and more realistic images (Kong et al., 2021). The
gesture control technology is also important to the
development of virtual idols, which can now make
more specific and complex gestures (Kong et al.,
2021). More and more individual artists can create
virtual images at home with simple motion capture
devices, they are called Vtubers (Perry, 2025).
5 IMPLICATIONS AND THE
FUTURE
Driven by the trend of globalization, the digital
transmission of pop culture has become an
irreversible global trend. Japanese virtual idols have
been able to break through the traditional limitations
of geography and media forms and achieve rapid and
wide cultural spread by making use of the Internet,
social media, and advanced digital technology. This
indicates that when countries carry out cultural
diplomacy in the future, they may consider using
virtual idols to make cultural content reach global
audiences. Japanese virtual idols cleverly blend local
cultural elements with global trends in their image
design and content creation, retaining their cultural
uniqueness while meeting the diverse aesthetic needs
of international audiences. Countries can also create
virtual images with distinctive national cultural
characteristics, explore the essence of their traditional
culture, combine modern popular elements with
international cultural trends, and create cultural
products with national characteristics that can be
widely accepted globally, to enhance the
attractiveness and influence of culture in the
international market.
Take China's virtual idol development and
cultural export as an example. Although there is
already a successful virtual idol in China, Luo Tianyi
(as mentioned above), she is only famous in China
and is still a long way behind Miku's influence.
China's recent successful cases in cultural export,
such as the game Black Myth: Wukong and the movie
Nezha, have shown that only by exploring the
country's traditional cultural symbols can one achieve
the goal of cultural export. When China creates
virtual idols in the future, it should build a rich
backstory for them, consider incorporating national
historical events or ancient Chinese myths into them,
and portray characters with legendary features that
have been adapted in modern ways, so that fans can
learn about the idols while being exposed to China's
historical heritage. In terms of publicity, Chinese
virtual idols can share the process of learning Chinese
calligraphy, painting, traditional opera, and other
traditional cultural skills on global mainstream social
media platforms such as Instagram and TikTok. In
brand cooperation, fashion items incorporating
traditional Chinese crafts of embroidery and printing
should be launched to spread the traditional culture.
With the help of global sales, the cultural elements
represented by the virtual idol can be spread all over
the world. In addition, Miku's success also shows that
companies should encourage fans to create content
related to virtual idols, such as fan music and fan-
videos, to form a unique fan culture.
In the future, as 3D modeling and AI technologies
become more advanced, it can be expected that virtual
idols will become more integrated into the lives. It
can be seen from the popular VTubers' avatars that
with the advancement of CGI technology, the image
design of avatars has gradually shifted from 2D to 3D,
Challenges and Opportunities of Japan’s Pop Culture Export in the Context of Globalization: Example of Virtual Idols
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and the virtual idols can interact with the audience in
a three-dimensional way (Perry, 2025). Virtual idols
are already shooting commercials and short videos,
but perhaps due to cost or technical considerations, it
is rare for virtual idols to be involved in full-length
movies or TV series. However, it is not unthinkable
to imagine that as the technology improves, virtual
idols could take the lead roles in movies and TV
series. Their 3D models, capable of complex stunts,
may create roles that would be difficult for human
actors to portray, bringing major transformations to
the entertainment industry. With the rapid
development of AI in 2024 and early 2025, in the
future, AI technology may give virtual idols a higher
level of intelligence, allowing them to communicate
more naturally and deeply with their fans.
6 CONCLUSION
In conclusion, this essay has systematically examined
the dual dynamics of challenges and opportunities
shaping Japan's virtual idol exports in the era of
globalization, with Hatsune Miku and Imma serving
as pivotal case studies. While cultural barrierssuch
as divergent aesthetic preferences and linguistic
nuances constrain global acceptance, Japan's
participatory fan cultures enable virtual idols to
navigate cross-cultural complexities. Technological
advancements, particularly in holography, AI, and
VR, are redefining virtual idols' scalability and
immersion, allowing them to transcend physical and
media boundaries. Japan's "Cool Japan" policy
institutionalizes virtual idols as soft power
instruments, leveraging their commercial success to
reinforce national cultural diplomacy. These insights
offer actionable strategies for nations aiming to
emulate Japan's success: cultivating fan-driven
content ecosystems, embedding traditional
symbolism into digital personas, and aligning cultural
exports with technological infrastructure
development. Future research should explore how AI-
driven virtual idols might disrupt creative industries
or reshape labor dynamics in entertainment.
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