BLACKPINK and YouTube’s ‘THE SHOW’ Draws 280 Thousand Viewers… Ticket Sales Add Up to 10B KRW

2021-02-01 03:22 pm

[중앙일보=민경원 기자] BLACKPINK successfully held their first-ever online concert. On February 1, YG Entertainment announced, “The membership subscribers for ‘THE SHOW’, BLACKPINK’s first-ever livestream concert held through the group’s official YouTube channel last month on the 31st, has been initially aggregated as approximately 280 thousand” and added, “It is the biggest number of livestream concert audience gathered by a K-Pop girl group in history”. It surpasses the 205 thousand audience gathered through the group’s Japan Dome Tour held last year.

The ticket sales for the concert amounts to at least 10B KRW. The concert was accessible for membership owners on BLACKPINK’s YouTube channel. Standard membership cost 36,000 KRW, while PLUS membership cost 48,000 KRW. The Standard membership gave access to the livestream concert and reruns, while PLUS membership gave added access to the behind video series. It is expected that actual revenue will surpass 10B KRW after adding sales on merchandise and etc.

The number of BLACKPINK’s YouTube channel subscribers also rapidly increased. After announcing the concert last year on December, approximately 2.7M people newly subscribed to BLACKPINK’s YouTube channel. As of February 1, BLACKPINK’s YouTube has 56.7M subscribers, and is right behind Canadian Pop star Justin Bieber(60.6M) who is the most subscribed artist in the world. YG revealed, “At the day of the concert, the hashtag ‘#THESHOWToday’ was ranked at no. 1 on Twitter’s Trend rankings, while the names of all 4 BLACKPINK members were listed within the top 10”.

BLACKPINK performed 20 songs during their 90-minute concert. The revealed performances of songs from their official debut album ‘THE ALBUM’, which became the first-ever million selling girl group album last year, in addition to ROSÉ’s upcoming solo sub-title track ‘GONE’. The concert aimed for analog presentation by actually creating stage sets rather than utilizing state-of-the-art technology such as VR.

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