Group 1 - The core appeal of anime exhibitions lies in their ability to create social experiences for fans, with over 70% of attendees prioritizing in-person interactions over the exhibitions themselves [1] - The trend of "traveling with anime exhibitions" reflects the significant influence of interest-based socialization and emotional value on the travel choices of the younger generation [1] - Activities such as cosplay and purchasing merchandise serve as expressions of individuality and community recognition for fans, making anime exhibitions large-scale social gatherings [1] Group 2 - The rapid rise of domestic IPs like "Nezha" and "Black Myth: Wukong" has led to an expansion of the "ACG" (Anime, Comic, Game) user base, with the market size projected to reach approximately 597.7 billion yuan by 2024 [2] - The contribution of anime peripheral products to the anime industry has been increasing, with "IP derivatives + cultural tourism consumption" becoming a new growth driver for the "anime + tourism" sector [2] - Urban spaces are evolving to provide offline social scenes for young tourists, extending anime IP elements beyond traditional venues into shopping districts and scenic spots [2] Group 3 - Over 60 core business districts in first- and second-tier cities are actively developing "ACG" consumption landmarks by introducing IP-authorized stores and pop-up events to attract young visitors [3] - Cities are encouraged to enhance content curation and quality improvement while embracing this youthful cultural trend, creating vibrant spaces that blend cultural charm with consumer vitality [3] - The goal is to construct a "dream world" for young tourists while fostering a healthy and prosperous new landscape for urban cultural tourism [3]
让城市魅力打破“次元壁”(文旅棱镜)
Ren Min Ri Bao Hai Wai Ban·2025-07-30 01:30