China ACG Culture
China’s XR Development 101: How Chinese Tech Giants are Navigating Towards the Metaverse
Chinese tech giants are massively investing in virtual reality and in the technologies that are building up the Chinese metaverse.

Published
3 years agoon
By
Jialing Xie
Virtual, Augmented, and Mixed Reality technologies are blurring the lines between the real and digital worlds and are powering the metaverse. Chinese tech giants are at the forefront of the latest developments on the mainland market, including XR, that are making the metaverse possible. Time for a round-up of what China’s key players are focusing on and which virtual initiatives are already live.
2021 is the year in which the concept of ‘metaverse’ has blossomed. In March of last year, the hugely successful online multiplayer game and game creation system Roblox went public with a market value of over $41 billion at the time, earning its reputation as the world’s first metaverse IPO.
Following the release of the 2021 sci-fi comedy Free Guy – which is set in a fictional metaverse-like video game, – and Facebook’s rebranding to ‘Meta’ last fall, ‘metaverse’ became one of the hottest buzzwords on the internet.
The term metaverse is actually decades old. In the 1981 novel True Names, the American computer scientist Vernor Steffen Vinge already envisioned a virtual world that could be accessed through a brain-computer interface, and the term ‘metaverse’ was first mentioned in the 1992 Snow Crash science fiction novel by Neal Stephenson.
Now, 5G, AI, VR, Blockchain, 3D modeling, and other new technologies converged on the concept of the metaverse industry are seeing an explosive growth in China.
At the recent 20th Party Congress, it became clear once again that the digital economy is key in China’s long-term strategies, with Chinese leader Xi Jinping promoting digitalization as one of the new “engines” of future growth.
About Metaverse (元宇宙) in China
In Chinese, ‘metaverse’ is referred to as yuányǔzhòu (元宇宙), which is a literal translation of ‘meta-verse’ – meaning ‘transcending universe’ (超越宇宙). Chinese tech sources also describe the year 2021 as “the metaverse year” (元宇宙元年).
Metaverse is a collective, shared virtual realm that can interact with the real world and where people can interact with each other and the spaces around them. There is not just one single metaverse – there can be many digital living spaces referred to as the ‘metaverse.’
Metaverse is a fluid concept or virtual experience that is still developing and due to the differences in cyber regulations, digital ecosystems, and strict control on online information flows, the Chinese metaverse will unquestionably be very different from the metaverse spheres that companies such as Facebook are working on.
The metaverse is made possible through a wide range of technologies including AI, IoT, Blockchain, Interaction Technology, computer games, and network computing. XR is key to the rise of the metaverse. XR, or Extended Reality, is an umbrella term for a range of immersive technologies including VR (Virtual Reality 虚拟现实), AR (Augmented Reality 增强现实), and MR (Mixed Reality 混合现实). A 2020 Deloitte report suggests that the global XR market consists of mainly VR technologies (48% of market share), followed by AR (34%) and MR (18%).
In December of 2020, Tencent’s CEO Ma Huateng (马化腾) announced the concept of the “All-real Internet” (全真互联网) in a special internal publication regarding the company’s growth and major changes. Ma proposed that the deep integration of the virtual and real world, the “All-real Internet,” is the future opportunity to focus on as the next stage of the (mobile) internet. Although there are some subtle differences, Ma’s idea of the “All-real Internet” overlaps with the concept of the metaverse.
The metaverse, XR, and related technologies are not just a hot issue for Chinese tech companies, they are also an important theme for Chinese authorities. The 20th Party Congress was by no means the first time for China’s leadership to stress the country’s focus on the latest digital innovations. In October 2021, President Xi Jinping also spoke about evolving China’s digital economy during the 19th CPC Central Committee. He asserted that one of the focal points within the development strategy of China’s digital economy is the further integration of digital technologies and real-world economies.
This idea was further clarified in the outline of the 14th Five-Year Plan issued by the State Council at the end of 2021, which listed VR and AR as one of the seven key industries of China’s digital economy along with cloud computing, IoT, AI, and others.
Subsequently, many local governments incorporated metaverse (“元宇宙”) and related relevant terms into their respective 14th Five-Year Plans. For example, Shanghai authorities stated it will focus on the further developments of industries related to quantum computing, 3rd-gen semiconductors, 6G communications, and metaverse.
Here, we will provide an overview of XR industry development in present-day China, going over the key players Baidu, Alibaba, and Tencent (BAT) along with the younger Chinese tech giant ByteDance. We provide an overview of what they are investing in, what their respective strategies are when it comes to XR, and give examples of the kind of initiatives that they have already launched. To limit the scope of this article, we have left out Netease, Huawei, Bilibili, and some other relevant Chinese players for now (we might still make a part two later on!).
Key Players and Strategies
▶︎ BAIDU
As one of the leading artificial intelligence (AI) and internet companies in the world, Baidu specializes in internet and AI-related products and services. Baidu is mostly known as China’s number one search engine, but its ambitions go far beyond that. “We want to be like Amazon Web Services (AWS) for the metaverse,” Ma Jie (马杰), vice president at Baidu, recently said.
The company has taken a special interest in building the infrastructure to support metaverse-related projects, deviating from the strategies that focus more on the XR-related content development and distribution that you see at Tencent or Bytedance.
What’s Happening?
Investments
◼︎ iQiyi (爱奇艺), one of China’s top media streaming platforms (sometimes also referred to as the ‘Chinese Netflix’), released its all-in-one virtual reality headset ‘Adventure Dream’ in December 2021 powered by Snapdragon XR2. Baidu owns 53% of iQiyi and holds more than 90% of its shareholder voting rights.
Research & Development
◼︎ Baidu launched the ‘Baidu VR Browser’ on July 15, 2016, becoming China’s first browser powered by webVR technology.

Xirang
◼︎ In 2017, Baidu launched ‘Baidu VR’ platform, which is now offering a wide range of VR-related software and hardware products and services, including the Baidu VR Headset, VR Creation Center, AI app, and XiRang (希壤), which is referred to as China’s “first metaverse platform.”
What’s Live?
Retail
◼︎ In 2018, Baidu VR and UXin Limited, a Chinese online used car marketplace, jointly developed VR 360° interior panoramas that put viewers in the driver’s seat to see how interior details come together and to better understand the details of each vehicle such as scratches, wheels and engine models.
◼︎ Baidu’s ‘Meta Ziwu’ (元宇宙誌屋Meta ZiWU), a virtual space within XiRang, hosts various fashion shows for international brands. In August of 2022, Italian luxury fashion house Prada livestreamed its Fall 2022 collection within the interactive realms of ‘Meta Ziwu,’ and so did Dior, the French fashion house which has also launched its first-ever metaverse exhibition “On the Road” (在路上) via Meta Ziwu.
Social Networking
◼︎ In late 2021, Baidu launched its metaverse project XiRang (希壤, ‘the land of hope’) as “the first Chinese-made metaverse product.” In December, Baidu held ‘Baidu Create 2021′, a three-day annual developers’ conference in a virtual world generated by the XiRang platform, hosting 100,000 people on one set of servers at the same time. Baidu’s Vice President Ma Jie, also Head of the Metaverse XiRang project, shared that the main goal behind this project is to lay the infrastructure of the metaverse by providing developers and content creators with the tools to build their metaverse projects.
Chinese architect Ma Yansong (马岩松), founder of MAD architects, also works together with Meta Ziwu as a virtual architect.
▶︎ALIBABA
Founded in 1999, Alibaba is one of the world’s largest e-commerce and cloud computing companies in Asia Pacific. Its massive success in e-commerce also established Alibaba’s leading position in artificial intelligence and other key technologies that have supported e-commerce, as well as in the future of metaverse.
As one of the biggest venture capital firms and investment corporations in the world, Alibaba struck several deals with prominent XR companies including Magic Leap and Nreal to gain footing in the Extended Reality industry.
As for R&D, Alibaba’s ambition in becoming the world’s fifth-largest economy led to a strong emphasis on technological research and XR-focused innovation and the founding of DAMO Academy.
Within the field of XR, Alibaba primarily focuses on two aspects: underlying technology solutions (e.g. cloud computing) and XR application in its own core business model (e-commerce).
What’s Happening?
Investments
◼︎ In February 2016 and October 2017, Alibaba led the investment rounds in Magic Leap, an augmented reality firm headquartered in Florida.
◼︎ In March of this year, Alibaba led a $60 million investment round of Beijing-based augmented reality glasses maker Nreal. Nreal, founded in 2017, has since launched two AR glasses for the Chinese market: Nreal X for developers and content creators and Nreal Air for regular consumers. Nreal Air glasses have been released in Japan and the UK in February and May of this year. In addition to AR glasses, Nreal also cooperated with iQiyi, China Mobile Migu, Weilai, and Kuaishou to develop AR content.
Research & Development
◼︎ In March 2016, Alibaba announced its own VR research lab, GM LAB ( ‘GnomeMagic’ Lab), which aims to power its e-commerce platform and other subsidiary businesses such as the VR content production for its film and music platforms.
◼︎ Alibaba registered several metaverse-related trademarks, including “Ali Metaverse.”
◼︎ In 2021, Alibaba’s DAMO Academy, a global research program in cutting-edge technologies, launched ‘X Lab’ that focuses on research in key areas related to the metaverse industry, including quantum computing, XR, and xG Technology. Tan Ping (谭平), the former Head of XR Lab, shared several of their ongoing projects at the time. One example he mentioned is the virtual character Xiaomo (小莫), who is very versatile and can, among other things, convert textual information into sign language to enable smoother communication for the hearing impaired.

Xiaomo by Alibaba can turn spoken text into sign language.
‘X Lab’ is also experimenting with making history come alive through virtual initiatives. Recently, Alibaba’s cloud gaming platform Yuanjing made it possible for visitors at their Alibaba Cloud’s Apsara conference to virtually visit the Xi’an Museum and check out its artifacts via mobile phone or laptop, or to have an immersive experience of the Tang dynasty’s imperial palace complex, powered by automatic 3D space creation and visual localization technology.
What’s Live?
eCommerce
◼︎ In November 2016, Alibaba launched the Mobile BUY+ feature in Taobao mobile apps in light of its annual Single’s Day Global Shopping Festival. With VR headsets and the app, China-based Taobao shoppers could experience shopping in-store at Target, Macy’s, or Costco in the US and other malls located in countries such as Japan and Australia.
◼︎ As Alibaba constantly keeps innovating its e-commerce landscape, its research institute DAMO Academy, in collaboration with its licensing platform Alifish, rolled out an XR-powered marketplace on Alibaba’s e-commerce platforms Tmall and Taobao for its November 2022 Single’s Day festival that allows consumers to visit virtual shopping streets and shop for merchandise as their own customizable avatars.
Entertainment
◼︎ In 2021, Alibaba led a $20 million Series A financing round of DGene, a virtual reality and immersive entertainment developer. Among others, DGene creates digital influencers or can even recreate historical figures based on its AI-driven technologies.

Dong Dong was launched as the first virtual brand ambassador for the Winter Olympics in 2022.
◼︎ For the Olympic Winter Olympics in 2022, Alibaba launched Dong Dong, a digital persona developed by Damo Academy using cloud-based digital technologies. Dong Dong was able to engage with fans and online viewers through livestreams, respond to questions in real time, and she even hosted online talkshows.
▶︎TENCENT
As a multinational technology and entertainment conglomerate with the highest-grossing revenue in the world, Tencent has the financial resources to gain an upper hand in technological innovation through acquisition and investment. In 2021 alone, Tencent made a total of 76 investments in Gaming, accounting for 25.2% of Tencent’s total investment throughout the year – a 9.3% increase compared to 2020. Tencent is now the biggest gaming company in the world.
Tencent also ramped up the company’s total headcount working in R&D department by 41%, accounting for 68% of its total workforce in 2021.
Although XR is used to create immersive experiences in different industries including healthcare, manufacturing, or education, its primary fields are still gaming and social – which just so happen to be Tencent’s main focus areas. It is therefore perhaps unsurprising that Tencent, as the country’s Gaming & Social giant, has made XR part of its core business.
What’s Happening?
Investments
◼︎ In 2012, Tencent made an investment in Epic Games, the owner of Unreal Engine which powers well-known video games such as Fortnite, purchasing approximately 40% of the total Epic capital, making it the second largest shareholder. Epic Games’ major businesses span across RT3D game engine (Unreal), in-house developed games (Fortnite), and platform games. This investment is one of the reasons why Tencent conquered a leading position in the metaverse realm when it comes to games.
◼︎ As early as 2014, Tencent already tapped into the VR market by investing in social VR platform AltspaceVR, which was later acquired by Microsoft in 2017.
◼︎ In May 2019, Tencent and Roblox announced a joint venture in which Tencent holds a 49% controlling stake.
◼︎ In September of 2021, Tencent became the new investor behind Beijing-based VR game developer Vanimals (威魔纪元), known for its flagship games Undying and Eternity Warriors VR.
◼︎ In November 2021, Tencent joined the $82M Series D fundraising of Ultraleap, the world leader in mid-air haptics and 3D hand tracking. Ultraleap’s hand-tracking platform has been built into multiple platforms including Qualcomm’s XR and VR devices.
◼︎ In March 2022, Tencent invested in the Chinese AR glasses manufacturer SUPERHEXA (蜂巢科技) holding 7.3% of its shares.
Research & Development
◼︎ In 2015, Tencent announced its avant-garde VR Project ‘Tencent VR,’ a plan consisting of building its own VR games and releasing Tencent Virtual reality software development kits (VR SDKs) to support other VR game developers.
◼︎ As of September 2021, Tencent applied for registration of nearly 100 trademarks related to the metaverse, including “Tencent Music Metaverse” (腾讯音乐元宇宙).
◼︎ In June 2022, Tencent officially set up its XR department led by its Interactive Entertainment Division (IEG) game developer NExT Studios. During Tencent’s annual gaming conference SPARK 2022, the Head of IEG, Ma Xiaoyi (马晓轶), shared Tencent’s ambitions in charting all segments of the VR industry in the next 5 years, from developer software tools and SDKs to VR hardware, to consumer-facing content.
◼︎ NExT Studios, which is the youngest studio within the Tencent Games family, has partnered with the Shenzhen-based FACEGOOD, a 3D content generation technology company that is focused on building metaverse infrastructure.
What’s Live?
Gaming
◼︎ At ChinaJoy 2019, the largest gaming and digital entertainment exhibition across Asia, Tencent launched its cloud gaming solution on its WeGame client, allowing users to play several games instantly without a download. In December of that year, Tencent Games and global leader AI hardware & software leader Nvidia announced a new partnership to launch the START (云游戏) cloud gaming service for PC and console titles.
◼︎ Following the Sino-American joint venture with Roblox in May 2021, Tencent officially launched the Chinese version of Roblox (罗布乐思) topping the App Store free game list in July of 2021.
Social Networking
◼︎ In November 2021, Tencent led a $25 million Series A funding in the British developer Lockwood Publishing best known for the metaverse app Avakin Life, which allows users to create 3D characters and socialize in the virtual community.
◼︎ During the Lunar New Year in February 2022, Tencent’s instant messaging software QQ launched a new feature called “Super QQ Show” (超级QQ秀), which is an upgrade of its ‘QQ Show’ service that’s been running since 2003. Super QQ Show allows users to create their own 3D avatars and use them in an interactive context. It added AI face recognition and rendering. The platform is an interesting one for brands. Fast-food chain KFC even has its own restaurant in this virtual world.

Visiting KFC in the Super QQ Show.
◼︎ In the summer of 2022, the Tencent-backed app developer company Soulgate Inc., which operates the social networking app Soul, applied to be listed on the Hong Kong Stock Exchange. Tencent is the largest shareholder holding 49.9% of the shares. Soul is a virtual social playground with the mission of “building a ‘Soul’cial Metaverse for young generations” where users can connect with other users through the virtual identity they develop in the app. The majority of its users, nearly 75%, belong to Gen-Z.
Entertainment
◼︎ On New Year’s Eve of 2021, Tencent Music Entertainment (TME) Group launched China’s first virtual social music platform TMELAND, where users can create their own avatars and interact with each other through their “digital identity.” It’s worth mentioning that TMELAND was powered by the ‘Hybrid Edge-Cloud Platform Solution’ developed by XVERSE (元象科技), which was founded by a former Tencent executive committed to building a one-stop shop for 3D content development.

Coca Cola zone in TMLAND.
Recently, Coca-Cola partnered up with TMELAND to open a new metaverse zone, accessible via the TMELAND mini-programme on WeChat.
▶︎BYTEDANCE
Known as “the world’s most valuable startup,” the Bytedance success story started with the algorithm-powered Toutiao (头条 ‘Headlines’) in 2012, a news and content platform that personalizes content for each user based on their own preferences. The Bytedance app TikTok (Douyin in China) conquered the world as one of most successful Chinese apps internationally.
Bytedance is a social networking leader, but is also focused on its in-house development in VR/AR. By 2021, Bytedance had completed at least 76 investment events, more than the previous two years combined.
From ByteDance’s activities in the XR industry, the company seems to have its strategy primarily focused on hardware, content development, and distribution across gaming, social networking, and entertainment industries.
What’s Happening?
Investments
◼︎ As early as 2018, Toutiao (Bytedance’s core product) acquired VSCENE (维境视讯) a Beijing-based solution provider for VR Live streaming.
◼︎ In July 2020, Bytedance participated in Series A funding of Seizet (熵智科技), an industrial automation company that provides a 3D industrial camera and software.
◼︎ In February 2021, Bytedance invested in Moore Threads (摩尔线程), a company that specialized in visual computing and artificial intelligence fields. In November last year, Moore Threads announced it has developed China’s first domestic full-fledged graphic processing unit (GPU) chip. Along with 5G communications, Wi-Fi 6, cloud computing, and chip technology, GPU is considered one of the main infrastructure technologies of the metaverse.
◼︎ In August 2021, ByteDance acquired Chinese VR hardware maker & software platform Pico for approximately $771 million to support its long-term investment in the VR ecosystem. By the end of Q1 2022, Pico is estimated to hold a 4.5% share of the global VR market, following Meta which is the dominant global player (90%). This year, Bytedance has set a higher sales target for Pico headsets to reach 1.6 million device output. To meet its VR industry goals, Bytedance is investing more into promotion and hiring more staff for Pico to catch up with or even surpass Meta’s Quest.
◼︎ In June 2022, ByteDance acquired PoliQ (波粒子), a team specialized in making virtual social platforms that allow users to interact with one another using their self-invented avatars in the virtual world. Jiesi Ma, the founder of PoliQ, is appointed to lead the VR Social department at ByteDance.
Research & Development
◼︎ To boost its entire VR ecosystem, Pico is engaging in more partnerships with Hollywood’s major film studios and leading streaming media companies in China (iQiyi, Youku, Tencent Video, Bilibili, and so on). In July 2022, Pico hosted Pico WangFeng@VR Music + Drifting Fantasy concert which leveraged 3D 8K VR Live Streaming technology to create a “magical” and immersive visual musical experience. By wearing Pico’s VR headsets, the audience can enjoy Wang’s performance from 5 different angles and as close as a meter away.
What’s Live?
Gaming
◼︎ On February 22, 2021, Bytedance released its game development and publishing brand Nuverse (朝夕光年). To date, Nuverse has launched several successful games through APAC and the western markets including “Burning Streetball” (热血街篮), “Houchi Shoujo” (放置少女), “Ragnarok X: Next Generation” (RO仙境传说:新世代的诞生), “Mobile Legends: Bang Bang”, and “Warhammer 40,000: Lost Crusade.”
◼︎ In April 2021, Bytedance put another US$15 million into Chinese Roblox competitor Reworld (代码乾坤), a platform for creating game worlds and playing games using the company’s own simulation engine.
Social Networking
◼︎ In September 2021, Bytedance launched its avatar app Pixsoul in Southeast Asian markets and Brazil. Users can create personalized avatars and use them to socialize.
◼︎ In January 2022, Bytedance launched a beta version of its virtual social app “Party Island” (派对岛) where users can make friends with people sharing similar interests and hang out with avatars in various virtual settings such as parks and movie theaters. However, the app was reportedly removed from app stores again and its date of relaunching is unknown.
Entertainment
◼︎ In September 2021, TikTok introduced its creator-led NFT collection titled “TikTok Top Moments” where TikTok will feature a selection of culturally-significant TikTok videos from some of the most beloved creators on the platform. Powered by Immutable X, users can ‘own’ a moment on TikTok that broke the internet and trade the TikTok Top Moments NFTs.

Li Weike, image via Pandaily.
◼︎ In January 2022, ByteDance bought a 20% stake in Hangzhou Li Weike Technology Co., Ltd. (Li Weike, 李未可). The company aspires to build China’s first AI+AR-powered glasses that connect users with the virtual idol Li Weike, a digital character built by the company to help users with various tasks and essentially provide users with social and emotional support.
By Jialing Xie and Manya Koetse
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Jialing is a Baruch College Business School graduate and a former student at the Beijing University of Technology. She currently works in the US-China business development industry in the San Francisco Bay Area. With a passion for literature and humanity studies, Jialing aims to deepen the general understanding of developments in contemporary China.

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China ACG Culture
Inside the Labubu Craze and the Globalization of Chinese Designer Toys
Labubu is not ‘Chinese’ at all—and at the same time, it is very much a product of present-day China.

Published
2 weeks agoon
June 8, 2025
Labubu – the hottest toy of 2025 – is making headlines everywhere these days. The little creature is all over TikTok, and from New York to Bangkok and Dubai, people are lining up for hours to get their hands on the popular keyring doll.
In the UK, the Labubu hype has gone so far that its maker temporarily pulled the toys from all of its stores for “safety reasons,” following reports of customers fighting over them. In the Netherlands, the sole store where fans can buy the toys also had to hire extra security to manage the crowds, and Chinese customs authorities have intensified their efforts to prevent the dolls from being smuggled out of the country.
While the Labubu craze had slightly cooled in China compared to its initial peak, the character remains hugely popular and surged back into the top trending charts with the launch of POP MART’s Labubu 3.0 series in late April 2025 (which instantly sold out).
Following the global popularity of the Chinese game Black Myth: Wukong, state media are citing Labubu as another example of a successful Chinese cultural export—calling it ‘a benchmark for China’s pop culture’ and viewing its success as a sign of the globalization of Chinese designer toys.
But how ‘Chinese’ is Labubu, really? Here’s a closer look at its cultural identity and the story behind the trend.
The Journey to Labubu
In the perhaps unlikely case you have never heard of Labubu, I’ll explain: it’s a keyring toy with a naughty and, frankly, somewhat bizarre face and gremlin-like appearance that comes in various colors and variations. It’s mainly loved by young (Gen Z) women, who like to hang the toys on their bags or just keep them as collectibles.
The figurine is based on a character created by renowned Hong Kong-born artist Kasing Lung (龍家昇/龙家升, born 1972), whose work is inspired by Nordic legends of elves.

Kasung Lung, image via Bangkok Post.
Lung’s story is quite inspirational, and very international.
As a child, Lung immigrated to the Netherlands with his parents. Struggling to learn Dutch, young Kasing was given plenty of picture books. The picture books weren’t just a way to connect with his new environment, it also sparked a lifelong love for illustration.
Among Kasing’s favorite books were Where the Wild Things Are by Maurice Sendak and those by Edward Gorey — all full of fantasy, with some scary elements and artistic quality.
Later, as his Dutch improved, Kasing became an avid reader and turned into a true bookworm. The many fantasy novels and legendary tales he devoured planted the seed for creating his own world of elves and mythical creatures.

Kasing as a young boy on the right, and one of his children’s illustration books on the left.
After initially returning to Hong Kong in the 1990s, Lung later moved back to the Netherlands and eventually settled in Belgium.
Following a journey of many rejections and persistence, he began publishing his own illustrations and picture books for the European market.

Image via Sina.
In 2010, Hong Kong toy brand How2work’s Howard Lee reached out to Lung. One of How2work’s missions is cultivating creative talent and supporting the Hong Kong art scene. Lee invited Kasung to turn his illustrations into 3D, collectible figurines. Kasung, a collector of Playmobil figures since childhood, agreed to the collaboration for the sake of curiosity and creativity.
Lung’s partnership with How2work marked a transition to toy designer, although Lung also continued to stay active as an illustrator. Besides his own “Max is moe” (Max is tired) picture book, he also did illustrations for a series by renowned Belgian author Brigitte Minne (Lizzy leert zwemmen, Lizzy leert dansen).
A few years later, Lung introduced what would become known as The Monsters Trilogy: a fantasy universe populated by elf-like creatures. Much like The Smurfs, the Monsters formed a tribe of distinct characters, each with their own personalities and traits, led by a tribal leader named Zimomo.
With its quirky appearance, sharp teeth, and mischievous grin, Labubu stood out as one of the long-eared elves.
When Labubu Met POPMART
Although the Labubu character has been around since 2015, it took some time to gain fame. It wasn’t until Labubu became part of POP MART’s (泡泡玛特) toy lineup in 2019 that it began reaching a mass audience.
POP MART is a Chinese company specializing in artsy toys, figurines, and trendy, pop culture-inspired goods. Founded in 2010 by a then college student, the brand launched with a mission to “light up passion and bring joy,” with a particular focus on young female consumers (15-30 age group) (Wang 2023).
One of POP MART’s most iconic art toy characters—and its first major commercial success—is Molly, designed by Hong Kong artist Kenny Wong in collaboration with How2work.
Prices vary depending on the toy, but small figurines start as low as 34 RMB (about US$5), while collectibles can go as high as 5,999 yuan (US$835). Resellers often charge significantly more.

Pop Mart and its first major commercial success: Molly (source).
POP MART is more than just a store, it’s an operational platform that covers the entire chain of trendy toys, from product development to retail and marketing (Liu 2025).
Within a decade of opening it first store in Beijing, POP MART experienced explosive growth, expanded globally, and was listed on the Hong Kong Stock Exchange.
The enormous success of POP MART has been the subject of countless marketing studies, drawing various conclusions about how the company managed to hit such a cultural and commercial sweet spot beyond its mere focus on female Gen Z consumers.
🎁 Gamifying consumption | One common conclusion about the success of POP MART, is that it offers more than just products—it offers an experience. At the heart of the brand is its signature blind box model, where customers purchase mystery boxes from specific product lines without knowing which item is inside. Those who are lucky enough will unpack a special ‘hidden edition.’ Originating in Japanese capsule toy culture, this element of surprise gamifies the shopping experience, makes it more shareable on social media, and fuels the desire to complete collections or hunt for rare figures through repeat purchases.
🌍 Creating a POP MART universe | Although POP MART has partnerships with major international brands such as Disney, Marvel, and Snoopy, it places a strong focus on developing its own intellectual property (IP) toys and figurines. In doing so, POP MART has created a universe of original characters, giving them a life beyond the store through things like collaborations, art shows and exhibitions, and even its own theme park in Beijing.
💖 Emotional consumption | What makes POP MART particularly irresistible to so many consumers is the emotional appeal of its toys and collectibles. It taps into nostalgia, cuteness, and aesthetic charm. The toys become companions, either as a desktop buddy or travel buddy. Much of the toys’ value lies in their role as social currency, driven by hype, emotional gratification, and a sense of social bonding and identity (Ge 2024).
The man behind POP MART and its strategy is founder and CEO Wang Ning (王宁), a former street dance champion (!) and passionate entrepreneur with a clear vision for the company. He consistently aims to discover the next iconic design, something that could actually rival Mickey Mouse or Hello Kitty.
In past interviews, Wang has discussed how consumer values are gradually shifting. The rise of niche toys into the mainstream, he says, reflects this transformation. Platforms like Douyin, China’s strong e-commerce infrastructure, and the digital era more broadly have all contributed to changing attitudes, where people are increasingly buying not for utility, but for the sake of happy moments.
While Wang Ning dreams of a more joyful world, he also knows how to make money (with a net worth of $20.3 billion USD, it was actually just announced that he’s Henan’s richest person now)—every new artist and toy design under POP MART is carefully researched and strategically evaluated before being signed.
Labubu’s journey before its POP MART partnership had already shown its appeal: Kasing Lung and How2Work had built a small but loyal fanbase pre-2019. But it was through the power of POP MART that Labubu really reached global fame.
Labubu: Most Wanted
Riding the wave of POP MART’s global expansion, Labubu became a breakout success, eventually evolving into a global phenomenon and cultural icon.
Now, celebrities around the world are flaunting their Labubus, further fueling the hype—from K-pop star Lisa Manobal to Thai Princess Sirivannavari and Barbadian singer Rihanna.
In China, one of the most-discussed topics on social media recently is the staggering resale price of the Labubu dolls.

Third edition of the beloved Labubu series titled “Big into energy” (Image via Pop Mart Hong Kong).
“The 99 yuan [$13.75] Labubu blind box is being hyped up to 2,600 yuan [$360]” (#99元Labubu隐藏款被炒至2600元#), Fengmian News recently reported.
Labubu collaborations and limited editions are even more expensive. Some, like the Labubu x Vans edition, originally retailed for 599 yuan ($83) and are now listed for as much as 14,800 yuan ($2,055).
Recently, Taiwanese singer and actor Jiro Wang (汪东城) posted a video venting his frustration over scalpers buying up all the Labubus and reselling them at outrageous prices. “It’s infuriating!” he said. “I can’t even buy one myself!” (#汪东城批Labubu黄牛是恶人#).
One Weibo hashtag asks: “Who is actually buying these expensive Labubus?” (#几千块的Labubu到底谁在买#).
Turns out—many people are.
Not only is Labubu adored and collected by millions, an entire subculture has emerged around the toy. Especially in China, where Labubu was famous before, the monster is now entering a new phase: playful customization. Fans are using the toy as a canvas to tell new stories and deepen their emotional connection, transforming Labubu from a collectible into a DIY project.

Labubu getting braces and net outfits – evolving from collectible to DIY project.
There’s a growing trend of dressing Labubu in designer couture or dynastic costumes (Taobao offers a wide array of outfits), but fans are going further—customizing flower headbands, adorning their dolls with tooth gems, or even giving them orthodontic braces for their famously crooked teeth (#labubu牙套#).
In online communities, some fans have gone as far as creating dedicated generative AI agents for Labubu, allowing others to generate images of the character in various outfits, environments, and scenarios.

Labubu AI by Mewpie.
It’s no longer just the POP MART universe—it’s the Labubu universe now.
“Culturally Odorless”
So, how ‘Chinese’ is Labubu really? Actually, Labubu is not ‘Chinese’ at all—and at the same time, it is very much a product of present-day China.
🌍 Not Chinese at all
Like other famous IP characters, from the Dutch Miffy to Japan’s Pikachu and Hello Kitty, Labubu is “culturally odorless,” a term used to refer to how cultural features of the country of invention are absent from the product itself.
The term was coined by Japanese scholar Koichi Iwabuchi to describe how Japanese media products—particularly in animation—are designed or marketed to minimize identifiable Japanese cultural traits. This erasure of “Japaneseness” helped anime (from Astro Boy to Super Mario and Pokémon) become a globally appealing and commercially successful cultural export, especially in post-WWII America and beyond.
Moreover, by avoiding culturally or nationally specific traits, these creations are placed in a kind of fantasy realm, detached from real-world identities. Somewhat ironically, it is precisely this neutrality that has made Japanese IPs so distinctively recognizable as “Japanese” (Du 2019, 15).
Many Labubu fans probably also don’t see the toy as “Chinese” at all—there are no obvious cultural references in its design. Its style and fantasy feel are arguably closer to Japanese anime than anything tied to Chinese identity.
When a Weibo blogger recently argued that Labubu’s international rise represents a more powerful example of soft power than DeepSeek, one popular reply asked: “But what’s Chinese about it?”
🇨🇳 Actually very Chinese
Yet, Labubu is undeniably a product of today’s China—not necessarily because of Kasing Lung (Hong Kong/Dutch/Belgian) or How2work (Hong Kong), but because of the Beijing-based POP MART.
Wang Ning’s POP MART is a true product of its time, inspired by and aligned with China’s new wave of digital startups. From Bytedance to Xiaohongshu and Bilibili, many of China’s most innovative companies move beyond horizontal product offerings or traditional service goals. Instead, they think vertically and break out of the box—evolving into entire ecosystems of their own. (Fun fact: the entrepreneurs behind these companies were all born in the 1980s, between 1983 and 1989).
In that sense, state media like People’s Daily calling Labubu “a benchmark of China’s pop culture” isn’t off the mark.
Still, some marketing critics argue there’s room for more ‘Chineseness’ in Labubu and POP MART’s brand-building strategies—particularly through collections inspired by Chinese heritage, which could further promote national culture on the global stage (Wang 2023).
Meanwhile, Chinese official channels have already begun positioning Labubu as a cultural ambassador. In the summer of 2024, a life-sized Labubu doll embarked on a four-day tour of Thailand to celebrate the 50th anniversary of China–Thailand diplomatic relations.

The life-sized mascot of a popular Chinese toy character, Labubu, visited Bangkok landmarks and was named “Amazing Thailand Experience Explorer” to boost Chinese tourism. Photo Credit: Facebook/Pop Mart, via TrvelWeekly Asia.
In the future, Labubu, just like Hello Kitty in Japan, is likely to become the face of more campaigns promoting tourism and cross-cultural exchange.
Whatever happens next, it’s undeniable that Labubu stands at the forefront of a breakthrough moment for Chinese designer toys in the global market, and, from that position, serves as a unique ambassador for a new wave of Chinese creative exports that resonate with international audiences.
For now, most Labubu fans, however, don’t care about all of that – they are still on the hunt for the next little monster, and that’s enough to keep the Labubu hype burning.🔥
By Manya Koetse
(follow on X, LinkedIn, or Instagram)
References (other sources included in hyperlinks)
• Du, Daisy Yan. 2019. Animated Encounters: Transnational Movements of Chinese Animation, 1940-1970s. Honolulu: University of Hawaii Press.
• Ge, Tongyu. 2024. “The Role of Emotional Value of Goods in Guiding Consumer Behaviour: A Case Study Based on Pop Mart.” Proceedings of the 5th International Conference on Education Innovation and Philosophical Inquiries. DOI: 10.54254/2753-7048/54/20241623.
• Liu, Enyong. 2025. “Analysis of Marketing Strategies of POP MART,” Proceedings of the 3rd International Conference on Financial Technology and Business Analysis DOI: 10.54254/2754-1169/149/2024.
• Wang, Zitao. 2023. “A Case Study of POP MART Marketing Strategy.” Proceedings of the 2023 International Conference on Management Research and Economic Development. DOI: 10.54254/2754-1169/20/
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China ACG Culture
10 Viral Chinese Phrases You Didn’t Know Came From Video Games
Gaming lingo isn’t just for players — it’s become part of modern-day Chinese language.

Published
3 weeks agoon
May 27, 2025
China has a thriving gaming culture with far-reaching impact — not just on pop culture, but on language too. Even those who aren’t into gaming inevitably use expressions that come from it. RealTime Mandarin’s Andrew Methven explains.
It might be an unexpected source, but online gaming has had a significant impact on the evolution of modern Chinese slang. Words and expressions that once appeared in gaming chat rooms or livestreams have made their way into mainstream media, business headlines, and even government rhetoric.
Let’s take one recent news story as an example: the ongoing competition between Chinese tech giants JD.com (京东) and Meituan (美团), where headlines describe the rivalry using the term “PK.”
📰 “JD “PK” Meituan: Who will dominate the trillion-yuan instant retail market?” (“京东PK美团,谁能主宰万亿即时零售市场”)
The term “PK” stands out because it’s not Chinese characters. “PK” is one of those Chinese phrases which originated from online gaming—from an imported video game—and is now common in spoken language and news coverage.
The phrase began life in the early 1990s, when text-based online games were popular in China. Those early computer games were mainly imports, and with them came the English language gaming slang.
“PK” originally was how player deaths were described in these games, meaning a “Player Kill”, to be killed by another in-game player, as opposed to a non-player character.
“Player Kill” morphed into “PK”, which is much easier to pronounce for Chinese speakers, and became common in Chinese language gameplay.
The term made its way into daily language, originally as a noun, and later evolved into a verb, with different meanings depending on context, such as to “challenge”, “defeat”, “kill”, or “eliminate”.
In the context of the battle between JD and Meituan, “PK” in the title of the news story can be translated as “vs”, “challenges” or “battles”.
“PK” is just one of many modern slang terms in Chinese which have come from online gaming, some of which we’ll share below.
But before that, even more surprising, is which games these phrases come from.
Most phrases come from a small number of blockbuster foreign games popular in China. The three main ones are:
- League of Legends (英雄联盟): developed by Riot Games, entered China in 2011 through Tencent (China’s largest gaming company).
- World of Warcraft (魔兽世界), released in 2004, entered China in 2005 under NetEase, another top gaming company in China.
- Dota 2 (刀塔), the full title is Defense of the Ancients 2, which was developed by Valve and launched in 2013 and localised for the China market by Perfect World (完美世界) in the same year.
In more recent years, two homegrown Chinese video games have also generated more online slang phrases which have then gone mainstream:
- Honour of Kings (王者荣耀), is one of the most popular mobile multiplayer online battle arena games in China, developed by Tencent, released in 2015
- Black Myth: Wukong (黑神话:悟空) is an action role-playing game developed by the Chinese studio, Game Science. Released in 2024, Black Myth is China’s most successful video game ever.
Of these two, Honour of Kings has became so popular that it has its own slang title: “pesticide”.
The word for pesticide in Chinese is “农药” (nóng yào), which has a similar pronunciation to the word for “honour” (荣耀 róng yào) from the game’s title. So the game is jokingly called “pesticide” by its fans.
In more recent years, the term “pesticide” has taken on a darker tone, meaning the gaming industry as a whole. It’s often used in government narratives pejoratively to draw attention to the negatives of gaming, as a poisonous “spiritual opium” (精神鸦片).
Despite official pushback—including limits on how many hours children can play online each day, restrictions on gaming companies, and increasingly negative rhetoric—online games still play an important role in everyday life and language in China today.
So here’s a top 10 trending internet slang words you probably did not know came from online gaming (these have also been featured in previous Realtime Mandarin episodes).
TWO-CHARACTER PHRASES:
1. 氪金 kè jīn
🔍 “Spending virtual money” — over-spending online, or being tricked into online purchases
👉 氪金的实质是一种炫耀性消费,粉丝凭借大量氪金的经济实力攀爬权力阶梯
Spending virtual cash is a kind of ‘show off consumerism’ – the more fans spend the higher they climb within fan groups.
📝Background: In the gaming context, this means “in-game purchasing” or paying for virtual goods in online games. This term was popularised by the phrase, “24K Pay-to-win Dog Eyes” (24K氪金狗眼), where “氪金” means spending large amounts of money on rare in-game items. In mainstream Chinese it means spending lots of money online, and even being conned into online or in-app purchases.
Source: World of Warcraft (魔兽世界)
In context: Gaming stocks lose $80 billion in one day
2. 冲塔 chōng tǎ
🔍 “Attack the tower” — challenge or protest against those in authority
👉 通过在公司内网“冲塔”的方式声援该名员工
Other employees showed solidarity with her through protesting on the company’s internal web.
📝Background: This literally means “charging the tower”. In gaming it refers to a reckless move where a player, not yet strong enough, attacks a defense tower, often resulting in their own defeat. As an internet slang it means “asking for trouble” and now describes provocative actions or statements that challenge authority or censorship.
Source: League of Legends (英雄联盟)
In context: Our favourite phrases of 2021
3. 上头 shàng tou
🔍 “Gone in the head” — obsessed, addicted
👉 这个产品会上瘾,太有毒、上头了
This product is very addictive, users have become obsessed.
📝Background: In gaming lingo, this describes a moment of impulsiveness or being irrational, and a situation where a player, after achieving several kills, becomes over confident, ignores potential risks, and charges ahead—usually resulting in their death. In modern Chinese, the phrase has come to describe any impulsive or irrational behaviour driven by emotion or excitement, and even to become addicted to something.
Source: Defence of the Ancients 2 (刀塔 2)
In context: Catching Sheep: A new computer game with an old format takes off
4. 团灭 tuán miè
🔍 “Total wipeout” — complete or total failure
👉 最坏的情况下,储能在美国的业务会被“团灭”
In the worst-case scenario, the energy storage business in the U.S. will be totally wiped out.
📝Background: In gaming this means the complete defeat of an entire team during a group battle or raid, where all members are killed. In modern Chinese it describes any collective failure or complete annihilation of a group, sector, or even industry.
Source: World of Warcraft (魔兽世界), League of Legends (英雄联盟)
In context: China’s exporters are feeling the pain
5. 破防 pò fáng
🔍 “Guard break” — emotionally overwhelmed
👉 网友们瞬间集体破防
Netizens were instantly overwhelmed.
📝Background: Originally from fighting games, this phrase’s direct translation is “guard break”, which means to break through an opponent’s defences (“破” means “break”; “防” means “defences”). As a modern internet slang, it means to be emotionally overwhelmed, to burst into tears, or to feel devastated. It’s normally used humorously or in an exaggerated way. The phrase became so popular it was voted one of China’s top internet slang phrases in 2023.
Source: Unknown
In context: Crashing stock markets, 31 July
6. 秒杀 miǎo shā
🔍 “Instant kill” — totally wiped out, flash sale, to snap up
👉 最近频繁刷到烤全羊秒杀套餐的钱怡,考虑再三过后还是被这个超低价给劝退了
Recently, Qian Yi kept seeing flash sale deals for whole roasted lamb, but she was discouraged by the ultra-low price after much thought.
📝Background: The direct meaning is to “kill in seconds” (“秒” is “seconds; “杀” is to “kill”). In gaming it means to kill an opponent or a monster in an instant, using a single skill or physical attack. As a mainstream slang phrase, it can mean something similar, to beat, overwhelm, or wipeout a competitor in a very short time. It has more recently evolved into a common phrase heard in livestream e-commerce broadcasts, where products are sold within a short time period—which translates as “flash sale”.
Source: Red Moon (红月)
In context: Meituan “group take-out” boom signals shifting consumer habits
THREE-CHARACTER PHRASES:
7. 带节奏 dài jié zòu
🔍 “Set the tempo” — to mislead public opinion (against the interests of China)
👉 不能由个别国家的单边主义给整个世界“带节奏”
We must not let the rules set by one or a few countries be imposed on others, or allow unilateralism pursued by certain countries to set the pace for the whole world (against the interests of China).
📝Background: Originally translated as “set the tempo”, this phrase was first popularised by game commentators as they described how experienced players would take the lead, organise their team, and execute coordinated attacks—which was known as “starting a wave of tempo” (“带一波节奏”). Over time, the term expanded beyond gaming into broader internet slang. It even made its way into official Chinese government rhetoric, used by its “Wolf Warrior” diplomats to mean “steering or influencing public opinion against the interests of China.”
Source: Defence of the Ancients 2 (刀塔2)
In context: Our favourite phrases of 2021
8. 拉仇恨 lā chóu hèn
🔍 “Pull hatred” — to attract criticism, or provoke resentment
👉 丁太升其实不是第一个骂的,只不过这人确实自带流量,也自带拉仇恨属性
Ding Taisheng is actually not the first one to criticise the song, but he has a big profile and what he says attracts a lot of criticism.
📝Background: This original meaning is when a player deliberately draws attention from and attacks by monsters in a game, by increasing their own “aggro” or “hate”. In these games, monsters choose their targets based on each player’s level of hate—the higher the level, the more likely a player is to be attacked. So in team battles, one teammate intentionally “pulls aggro” (拉仇恨) to draw the enemy’s attention, allowing others coordinate their attacks while the enemy is distracted. In modern Chinese, this is now commonly used to describe people who provoke resentment or jealousy—such as flaunting a romantic relationship, or showing off wealth or superiority.
Source: Unknown
In context: Pop singer is too tacky
9. 血槽姐 xuě cáo jiě
🔍 “Blood bar sister” — elites who abuse power and privilege for personal gain
👉 昨天开始,一位来自上海的余小姐,因为遭遇一场严重车祸后逃出生天,而火遍全网,进而竟获封“血槽姐”这个让人浑身不适的称号
Since yesterday, Miss Yu, a woman from Shanghai, has gone viral across the internet after surviving a severe car accident. She has since been given the disturbing nickname “Blood Bar Sister”
📝Background: The health bar, or “blood bar” (血槽 xuě cáo) in Chinese, first appeared in the 1978 arcade game Space Invaders (太空侵略者). The first graphical health bar emerged in the 1980 game Space Warrior (太空战士). Since then, the “health bar” has been a key feature in many games, offering a visual on a character’s health. The term “health bar” became part of a viral meme in November 2023, following a scandal involving a woman who became known as “blood bar sister” (血槽姐), after she shared a video online explaining how she used a powerful relative to force local officials in the Tibetan region of Ali to donate blood to her following her injury in a car crash. The “Blood Bar Sister” meme has since evolved into a more general term, representing the abuse of power and the over privilege of China’s elite.
In context: ‘Sister Blood Points’ Controversy
10. 黑神话 hēi shén huà
🔍 “Black myth” — legendary, a stunning or sector-leading success
👉 胖东来这家河南本土超市,早已成了商超领域的“黑神话” –
Pangdonglai, this local supermarket from Henan, has already become a legendary success in grocery retail.
📝Background: This is a reference to the title of China’s most successful video game ever, Wukong: Black Myth, which was released in August 2024. Its popularity was so great that the phrase “black myth” (黑神话) has taken on its own meaning as a stunning or “legendary” success of a product or company in a particular sector, which has shot to fame out of nowhere.
Source: Black Myth: Wukong
In context: Local shopping mall builds national brand
Other gaming phrases you should know:
As well as these ten phrases, all of which have now entered mainstream use, there are many more common Chinese phrases which have come from video games. Including:
● PK pī kēi — to battle
● GG gī gī — I’m done for, or it’s over
● 完爆 wán bào — totally outperform
● 农药 nóng yào — poisonous computer games (“pesticides”)
● 开挂 kāi guà — achieving something amazing or unbelievable
● 毒奶 dú nǎi – when positive words backfire
● 满血复活 mǎn xuě fù huó — significant recovery in physical or mental state
● 6666 (溜溜溜溜) liù liù liù liù — awesome, well played
So now you know—these expressions, along with many others, are Chinese “hot internet slang phrases” (网络热词) that originated in video games and have since entered widespread mainstream use.
If you want to ‘level up,’ subscribe to RealTime Mandarin, the resource to help you bridge the gap to real-world fluency, stay informed about China, and communicate with confidence in Mandarin.
By Andrew Methven
Ps—When you’re ready, there’s only one way to keep up with latest slang and lingo coming out of China every week…Join our membership, RTM Plus! It’s a self-paced program offering weekly news-based content through newsletters and podcasts, along with app integrations and tailored resources.
Members also receive personalised onboarding, one-month check-ins, and ongoing support. Find out what’s inside RTM Plus here.
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