The Next Evolution of Virtual Entertainment

With this post, we inaugurate SEAIL’s blog and look forward to publishing content not only from the Lab, but also courtesy of our greater network.  Coverage will be broad, ranging from the latest entertech advancements to musings on the future of entertainment.

The Next Evolution of Virtual Entertainment
Figure 1. Virtual idol group BEGRITZ recently launched in August 2026.

Virtual idols have been on our minds lately. More than half a century since the Archies – a cartoon band – topped the Billboard Hot 100 in the U.S. with “Sugar, Sugar,” virtual idols today grace the music charts in East Asia and fill stadiums.  Some use synthesized vocals, others real-time motion capture with human performers who remain unknown to the public at large.  

Beyond the specific technologies deployed, each project’s foundations share an adherence to the kind of computational law that underpins gaming environments.  Only with constant assessment and facilitation of near-limitless virtual capabilities, ensuring that they’re grounded in the familiar laws of our physical reality, can virtual idols perform as intended.

Yet for every successful project, there are many more that flop in a market projected to grow from $2 billion in 2026 to $22.6 billion by 2035. We recently touched base with South Korea-based DNABLE – the team behind the recently debuted virtual idol group BEGRITZ – regarding the granular factors that can determine success or failure.  

Per DNABLE, tech-centric studios possess strong technical capabilities but lack narrative development, fandom operations, and K-POP entertainment expertise. Entertainment-centric companies excel at artist operations but outsource all technology, resulting in slow production cycles and excessive costs. These costs prevent rapid content updates based on fan feedback, leading to the failure of revenue models and an inability to launch subsequent IPs.

DNABLE’s solution? Their IP Factory Approach with an integrated, in-house pipeline wherein three core categories activate together to synergize.

Entertainment: Artist training, music production, content planning, fandom management, and global business development.

Technology: Motion capture pipeline, real-time virtual production, AI-based asset generation, and proprietary production tools.

Original IP Development: Storytelling universes, character ecosystems, and cross-media expansion.

The Next Evolution of Virtual Entertainment 1
Figure 2. BEGRITZ is the first original IP of many to come via DNABLE’s pioneering “IP Factory Approach.”

Such innovation eliminates outsourcing costs, fully internalizing the creative process from planning to broadcasting. DNABLE operational assets include permanent on-site staff dedicated to character development, motion capture, rigging, and rendering, as well as a structured pipeline encompassing each step from start to finish. Furthermore, owned studio infrastructure in the form of a fixed, physical studio space enables rapid content creation without the need for external rentals.

Disruptive entertech continues to reduce or bypass altogether pain points and frictions that once were a way of life in a legacy entertainment space captured by old guard firms and entrenched IP incumbents. The next evolution of virtual entertainment is proving far more nimble and self-sufficient.

For further info, see DNABLE’s website or follow BEGRITZ on X.