Digital media Virtual humans (Artificial intelligence) Avatars (Virtual reality)
This thesis seeks to explore the virtual YouTuber (vtuber) phenomenon, focusing on the visual design and exploring how the feminine form is represented in these avatars. This was achieved through research on how the interactions between users are mediated by digital avatars and connecting vtubers to existing frameworks such as performing femininity, affective economics, and digital third places. In addition, interviews with vtubers were conducted to gather first-hand knowledge on vtubers. The research investigated what personality and visual features attracted viewers and held sustained engagement, as well as looked for potential existing trends that inspired the appearances of vtubers. a survey was conducted to gather the opinions of viewers and vtubers. After this, the data was analysis and used in part to create an "idealized vtuber." While not a perfect model, it was created to start conversations on what makes a vtuber gain viewership. The research was inconclusive. There appears to be a diverse range of opinions on what is preferred in an entertainer, both visually and in content. In addition, became clear that there is no one way of performing femininity, rather, a vtuber can performer their version of femininity, and then the audience creates assumptions about the vtuber that reinforces that femininity. The survey indicated that there may be a connection to having a likeable personality and being popular, but what type of personality does well is inconclusive. What can assist in being successful is having a model that has distinct eyes that catch a viewer's attention, and then surrounding those eyes with expressions. There appeared to be no indication that existing trends inspired appearance in vtubers. The responses to the survey varied widely, indicating that self-expression was more important that following a particular trend.