痛文化

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泡泡玛特收入首超迪士尼,黄金突破3850元,小米17Pro背屏爆火
3 6 Ke· 2025-09-30 05:23
Group 1 - Pop Mart's revenue surpasses Disney for the first time, with the price of blind boxes skyrocketing to 1499 yuan, indicating strong market demand [4][1] - The secondary market price for the hidden "Little Bear Biscuit" pendant has surged to 929 yuan, a 16-fold increase from the official price of 59 yuan [4] - The overall price for a complete box has increased from 354 yuan to 1499 yuan, with over 3000 clicks on the platform indicating consumer interest [4] Group 2 - Gold prices have surged, with spot gold breaking the 3850 USD mark, reaching a record high of 3851.879 USD per ounce [3][4] - This price increase has been ongoing for seven consecutive days, surpassing the previous high of 3834.12 USD per ounce [4] Group 3 - Xiaomi's 17 Pro model has gained popularity due to its unique "back screen" feature, which has sparked discussions on social media [3][4] - The concept of "pain machines" is derived from Japanese "otaku culture," where items are customized with anime and game elements [4] Group 4 - Yu Chengdong has been appointed to lead Huawei's IRB, with the appointment personally signed off by Ren Zhengfei [5] - Jensen Huang has sold 225,000 shares of NVIDIA, cashing out over 40 million USD [6] - Apple had plans to launch an 8GB budget iPad, with a prototype recently exposed [6]
源自日本的「痛文化」在中国自主进化
36氪· 2025-09-26 13:35
Core Viewpoint - The "pain culture," which expresses deep affection for characters, is evolving independently in China, with local products like "pain gold" and "pain notebooks" emerging as popular items among young consumers [4][5][6]. Group 1: Pain Culture and Market Trends - The "pain culture" originated from Japan's otaku culture and has taken root in China, leading to the rise of character-themed products such as "pain gold" and "pain notebooks" [6]. - Young consumers with strong purchasing power are driving the spread of this new trend, as evidenced by the successful sales of character-themed gold products in jewelry stores [5][6]. - Events like "Bilibili World" in Shanghai, which gathered around 800 "pain cars," highlight the growing popularity of this culture in China [6]. Group 2: Product Offerings and Pricing - "Pain gold" products, such as gold notes priced at 520 yuan and small gold ornaments around 1300 yuan, are popular among young anime fans and parents buying gifts for children [5][6]. - The "pain notebook" launched by Japanese stationery brand Kokuyo is priced at 9.9 yuan and features a cover designed for easy writing and customization, appealing to high school students [9]. - Kokuyo is also expanding its product line to include plush toy pencil cases, targeting the growing interest in character-themed merchandise among young consumers [9]. Group 3: Consumer Behavior and Economic Context - Despite a general trend of increased frugality due to economic slowdown, consumers are willing to spend on character-related products, indicating a strong emotional connection to these items [9]. - The competition among regions to attract character fans and host related events is intensifying, reflecting the global nature of this consumer trend [9].
运动品牌抢滩“痛”赛道,1块5的成本如何烧出千亿身份生意?
3 6 Ke· 2025-09-24 00:05
1块5,如今可能连一瓶像样的饮料都买不到,但却能换来当下年轻人中最具代表性的"社交货币"之一——那些可自由搭配在鞋和包上的各式小配件,徽章 ("吧唧")、亚克力立牌、迷你树脂玩偶…… 它们不再只是不起眼的小装饰,而已然越来越多地成为运动鞋、背包上的个性化标识,悄悄地改变着运动消费生态。 以19岁的游泳爱好者蔡蔡为例,她每周都会逛谷子店,最近刚购入两枚《Free! 男子游泳部》主题吧唧别在训练包上。"训练很辛苦,但看到喜欢的角色就 特别治愈,"她表示。她还热衷于DIY装饰Crocs洞洞鞋,身边也有朋友刚入手《排球少年》痛包。对这些年轻人来说,周边产品不仅是装饰物,更承载了 情感陪伴与身份认同。 这股起源于二次元社群的"痛文化"正与蓬勃发展的"谷子经济"深度融合,席卷年轻消费市场,也开始吸引到众多运动品牌的布局。 艾媒咨询报告显示,2024年中国谷子经济市场规模已达1689亿元,预计2029年将突破3000亿元。这个市场的快速发展,离不开一条完整产业链的支撑。这 些情感附加值极高的配件,串联起从广东揭阳模具制造、浙江义乌装配生产、跨境电商销售再到新消费品牌孵化的完整产业链条。痛鞋、痛包类配饰市场 增长显著,已从早 ...
源自日本的“痛文化”在中国自主进化
日经中文网· 2025-09-21 00:33
Core Viewpoint - The "pain culture," which expresses deep affection for characters, is evolving independently in China, leading to the emergence of local "pain" products such as "pain gold" and "pain notebooks" driven by a strong consumer base of young people [2][6]. Group 1: Pain Gold Products - The popularity of "pain gold" products, such as gold notes priced at 520 yuan and small gold ornaments around 1300 yuan, is attributed to the collaboration with popular anime like "Tian Guan Ci Fu" [4]. - Despite the higher cost compared to pure gold products, the desire to keep beloved characters close and the potential for value appreciation are driving sales of "pain gold" [6]. Group 2: Pain Notebooks - The "pain notebook" (pain ben) is designed with a cover that is easy to write on and resistant to ink bleed, priced at 9.9 yuan, allowing users to customize it with stickers [8]. - The target demographic for these products includes middle and high school students, reflecting the ongoing character craze among the youth [8]. Group 3: Market Trends and Events - The "pain culture" has roots in Japan's otaku culture, with phenomena like "pain cars" and "pain bags" gaining traction in China, exemplified by the gathering of approximately 800 pain cars at the "Bilibili World" event in July [6]. - In the context of economic slowdown, consumers are becoming more frugal, yet they are willing to spend on character-related products, indicating a unique consumer behavior trend [8].
运动品牌也“痛”了 痛包频频上新引关注
Mei Ri Shang Bao· 2025-09-11 22:15
Group 1 - The "pain culture" consumption trend is gaining momentum, with brands like Converse, LEE, Dickies, and Li Ning increasing their focus on pain bags to attract young consumers [1][2] - Pain bags differ from regular bags primarily due to a transparent compartment designed for displaying merchandise, rooted in Japanese "pain bag culture" where fans showcase their favorite badges [1][2] - The market for pain bags is becoming concentrated, with over ten sports brands, including Adidas and Anta, participating, and prices generally range from 100 to 200 yuan, with some single items selling over a thousand units [1][2] Group 2 - New products are being launched in the pain bag market, such as Converse's white backpack with a large transparent compartment and Skechers' concert-specific pain bag [2] - The influence of "pain culture" is extending beyond bags, with brands exploring DIY options in footwear and clothing, enhancing the emotional connection with consumers [2] - Industry experts note that the Z generation seeks emotional value over mere functionality, suggesting brands should adopt interactive systems and customization options to meet these demands [2]
当黄金遇上二次元 年轻人迷上“痛金”
2 1 Shi Ji Jing Ji Bao Dao· 2025-08-27 23:12
Core Insights - The emergence of "pain gold" represents a cultural shift in gold consumption, particularly among younger demographics who are influenced by anime and IP collaborations [1][2][3] - "Pain gold" products are often priced at 2-3 times the market gold price, reflecting high demand and the added value of IP licensing [5][6][7] Group 1: Market Trends - "Pain gold" has gained popularity among the younger generation, particularly those aged 00s, with many customers traveling from other regions to purchase these limited edition items [2][3] - Various brands, such as Lao Feng Xiang and Lao Miao, have launched successful IP collaboration gold products, indicating a trend towards integrating pop culture with traditional gold offerings [1][3] Group 2: Consumer Behavior - Consumers are primarily motivated by emotional attachment to the IP rather than investment returns, viewing "pain gold" as a blend of personal interest and asset allocation [3][4][6] - The willingness to pay a premium for "pain gold" varies among consumers, with some accepting the high prices while others express caution regarding the investment value [5][6] Group 3: Pricing and Valuation - The pricing of "pain gold" products often exceeds traditional gold prices significantly, with examples showing prices ranging from hundreds to thousands of yuan depending on the design and weight [5][6] - The resale value of "pain gold" in the second-hand market can sometimes exceed the original purchase price, but the liquidity and potential for appreciation remain limited compared to traditional gold products [7]
每克2800元,多地卖断货!有人升值收益超12万元
2 1 Shi Ji Jing Ji Bao Dao· 2025-08-20 10:57
Core Insights - The rise of "pain culture" in the ACG (Anime, Comic, Game) community has led to the popularity of "pain gold" jewelry, which combines gold with popular IP images, appealing to young consumers as a form of emotional expression and investment [1][5]. Group 1: Market Trends - "Pain gold" has gained significant traction among young consumers, with related topics on social media surpassing 2.25 million views [2]. - The demand for "pain gold" products has led to significant price increases, with some items being sold at nearly three times their original gold price [1][2]. - The transaction volume for IP gold products has increased by 294% year-on-year, indicating a strong market trend [2]. Group 2: Product Examples - Various brands have collaborated with well-known IPs to launch "pain gold" products, including 周大福 and 老凤祥, with prices often exceeding those of standard gold jewelry [3][4]. - Specific examples include a gold card featuring Pikachu priced at 888 yuan for 0.5 grams and a Saint Seiya figure priced at 890,000 yuan for 666 grams, showcasing the premium pricing of these items [4]. Group 3: Consumer Behavior - Young consumers aged 18 to 34 contribute over one-third of gold jewelry sales, reflecting their willingness to spend on unique items like "pain gold" [5]. - The emotional connection provided by IPs encourages young consumers to pay a premium for "pain gold," which is perceived as more durable than traditional collectibles [6].
小红书造「痛」岛背后,是一场社区兴趣扩容
36氪· 2025-08-12 13:46
Core Viewpoint - The article discusses the evolution of the Xiaohongshu community, highlighting the significant growth in the gaming and ACG (Anime, Comic, Game) content sectors, which are now among the top categories on the platform, indicating a vast potential for interest-based communities [4][18][19]. Group 1: Event and Community Engagement - Xiaohongshu created a unique immersive experience called "Pain Island" to cater to the gaming and ACG community, showcasing the platform's commitment to engaging its user base [7][10]. - The event featured over 50 well-known gaming and anime IPs, including popular titles like "Honor of Kings" and "Genshin Impact," enhancing the immersive experience for attendees [11][18]. - The community's engagement was further amplified by live performances, such as the Echo Project music festival, which resonated deeply with the audience, marking a significant cultural moment for fans [13][14]. Group 2: Growth Metrics and Trends - From 2023 to 2025, Xiaohongshu's ACG content has rapidly grown, becoming the third-largest category on the platform, with a notable increase in user engagement [18][19]. - The platform reported that the number of posts related to gaming and ACG content has increased by 175% and 168% year-on-year, respectively, indicating a strong upward trend in user-generated content [19][20]. - Xiaohongshu's gaming user base has reached over 110 million monthly active users, with daily exposure of gaming posts exceeding 2 billion [18]. Group 3: Cultural Integration and User Experience - The concept of "2.5D" culture is emerging on Xiaohongshu, blending virtual and real-life experiences, allowing users to engage with gaming content in a more relatable manner [20][24]. - The platform is fostering a community where gaming and ACG culture are integrated into daily life, as seen in user-generated content that reflects real-life applications of gaming themes [25][30]. - Xiaohongshu's shift from a lifestyle guide to an interest-based community signifies a broader cultural acceptance of niche interests, allowing for deeper emotional connections among users [33][39].
线上线下协同 文创上市公司发力展会经济
Shang Hai Zheng Quan Bao· 2025-08-08 18:55
Core Insights - The Chinese animation and gaming industry is experiencing significant growth, with the market expected to exceed 270 billion yuan in 2024, making China the largest market globally for the "二次元" (2D) culture [2] - Major events like ChinaJoy and BiliBili World are becoming increasingly competitive, with cities vying for the rights to host these exhibitions, reflecting the rising commercial value of the industry [2] - The "痛" (pain) culture, characterized by the decoration of personal items with anime and gaming merchandise, is driving consumer interest and economic value, as evidenced by the rapid ticket sales for events like BW 2025 [4] Industry Trends - The rise of "痛" culture is linked to the continuous upgrade of domestic gaming companies, which are now focusing on creating a full IP value chain around popular games [4][5] - Companies like叠纸游戏 and米哈游 are successfully launching high-quality merchandise and achieving significant sales, indicating a strong market for IP-related products [4][5] - The trend of cross-industry collaborations is growing, with more consumer brands seeking partnerships with gaming and entertainment companies to tap into the lucrative market of IP merchandise [5] Event Dynamics - Major gaming companies are leveraging events like ChinaJoy to showcase their products, with companies like世纪华通 and网易游戏 presenting a diverse range of games and attracting large crowds [6][7] - The immersive experience provided at these events is crucial for gathering player feedback and enhancing marketing strategies, as players increasingly value firsthand experiences over traditional marketing [8] - The focus on high-quality, boutique games is reshaping the industry, with player reviews and word-of-mouth becoming critical for the success of new game launches [8]
“明星怼脸海报七层楼高、进商场以为钻了偶像家卧室”,打工人逛个街快成富婆应援的NPC?
3 6 Ke· 2025-08-05 08:12
Core Viewpoint - The emergence of "痛楼" (Pain Building) represents a new trend in commercial spaces, where fan culture and commercial activities converge, creating immersive experiences for fans and driving foot traffic to malls [15][62][67] Group 1: Concept and Characteristics of "痛楼" - "痛楼" is characterized by elaborate decorations and immersive experiences that cater to fan communities, often featuring large-scale displays and themed environments [1][12][32] - The term "痛" derives from Japanese culture, indicating an overt display of fandom, often associated with merchandise and themed events [21][62] - The phenomenon has become a new standard for fan support events, with costs starting at 20,000 yuan per day for mall rentals, attracting significant youth spending [15][51][62] Group 2: Economic Impact and Business Model - "痛楼" has proven to be a lucrative opportunity for malls, with over 60% of LED screens in core business districts expected to host fan support orders by 2024, with costs ranging from thousands to millions of yuan [32][62] - The model allows malls to attract younger consumers by creating a welcoming environment for fan activities, thus increasing overall foot traffic and sales [62][63] - The cost of organizing a "痛楼" event is significantly higher than traditional fan support methods, with expenses for a single day often exceeding 20,000 yuan [51][62] Group 3: Fan Engagement and Experience - Fans engage in various activities during "痛楼" events, including taking photos, participating in themed activities, and collecting exclusive merchandise, enhancing their sense of community [40][64] - The events often include interactive elements such as dance performances and custom merchandise, which further enrich the fan experience [42][47] - Malls are increasingly offering tailored services and discounts to fans, aiming to maximize emotional value and customer satisfaction [46][62] Group 4: Challenges and Considerations - While "痛楼" can drive traffic, it also requires careful planning and execution to avoid backlash from fans, as seen in instances where events did not meet expectations [63][64] - The success of "痛楼" is contingent on the mall's ability to create an authentic and immersive experience that resonates with fans, balancing commercial interests with community engagement [62][63] - Malls must navigate the competitive landscape of fan events, often requiring advance booking and strategic partnerships to secure prime locations and favorable terms [53][55]