对话市政协委员吴宜夏:将二次元产业打造成为北京新兴消费增长极
Bei Jing Shang Bao·2026-01-27 08:10

Core Insights - The Chinese ACG (Anime, Comic, Game) market is experiencing explosive growth, with a projected user base of 503 million by 2024 and a market size of 597.7 billion yuan [2][3] - There are challenges in creating a world-class, culturally unique ACG consumption hub in Beijing, including a lack of diverse consumption scenarios and insufficient depth of experience [1][2] Group 1: Market Growth and Consumer Behavior - The ACG market has seen significant growth, with "post-90s" individuals being the primary demographic driving this trend [2] - The rise of "谷子经济" (Guzi Economy) illustrates how ACG enthusiasts are willing to travel for limited-time events, boosting local consumption in transportation, accommodation, and dining [2][3] Group 2: Challenges in Local IP Development - The current ACG ecosystem in Beijing lacks a systematic approach, with low commercial conversion efficiency and weak local IP incubation capabilities [3] - There is a disconnect between content creation and commercialization, leading to situations where there are popular works but no corresponding industry development [3] Group 3: Recommendations for Improvement - To address the single consumption scenario challenge, it is suggested to create immersive theme destinations and year-round operational ACG complexes to meet the social and emotional needs of younger consumers [4] - The proposal includes establishing a "Beijing Original IP Theme Pavilion" to promote local ACG works and derivatives, integrating various cultural elements and creating a continuous offline attraction [5]

对话市政协委员吴宜夏:将二次元产业打造成为北京新兴消费增长极 - Reportify