According to the global population of 7.597 billion in the "2021 State of World Population" released by the United Nations Population Fund, the global infection rate of the new crown epidemic per unit population is about 37, that is, one in every 37 people in the world is diagnosed with new coronary pneumonia. Metaverse, NFT, virtual human... Inventory of the 12 hotspots in the cultural industry in 2021 Metaverse, NFT, virtual human... Inventory of the 12 hotspots in the cultural industry in 2021 Global COVID-19 (as of December 29, 2021) Data source: World Health Organization official website The COVID-19 epidemic has had an unprecedented impact on the global and national cultural industry, constantly changing the industrial logic and business model of the development of the cultural industry. Affected by the continuous impact of the epidemic, the development of the cultural industry in 2021 will tend to be slow, especially offline cultural consumption has been severely impacted by the epidemic, and a large number of enterprises are facing the dilemma of declining performance, operational difficulties, and personnel loss.
However, with the in-depth integration of culture and technology, under the epidemic, the industrial status of "cloud economy" such as cloud performances, cloud exhibitions, and cloud movie viewing has been continuously improved. Digital film and television, online social networking, e-sports, live shopping and other sub-sectors The rapid growth has further accelerated the digital transformation and upgrading of the cultural industry, while promoting the further sms marketing service integration of the cultural industry with technology, commerce, retail, manufacturing, services and other fields. 2. Digital culture deepens "Going to the cloud and empowering wisdom with numbers" Against the background of normalization of epidemic prevention and control, continuous development of science and technology, and people's increasing demand for a better life, the development of digital technology has profoundly changed people's entertainment methods, and the frequency of mass consumption of digital cultural products and services is increasing,