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小红书对着B站“贴脸开大”
经济观察报· 2025-08-10 13:21
Core Viewpoint - The article discusses the significance of the RED LAND event organized by Xiaohongshu as a strategic move to penetrate the ACG (Animation, Comics, Games) market and directly challenge Bilibili's dominance in the two-dimensional space [4][15]. Group 1: Event Overview - RED LAND, Xiaohongshu's first offline event focused on gaming and two-dimensional IPs, took place on Shanghai's Fuxing Island, covering nearly 80,000 square meters and featuring popular IPs from Tencent, NetEase, and MiHoYo [2][4]. - The event attracted approximately 100,000 attendees, showcasing a mix of adventure experiences during the day and immersive music festivals at night [2][4]. Group 2: Market Strategy - Xiaohongshu aims to capture the rapidly growing gaming and two-dimensional community, which has shown significant content growth of 175% for two-dimensional content and 168% for gaming content over the past year [7][16]. - The company is transitioning from an online "grass-planting" community to a platform that can lead and shape offline lifestyle experiences [16]. Group 3: Competitive Landscape - RED LAND is positioned as a direct competitor to Bilibili's Bilibili World (BW), which has been running since 2017 and focuses on creating a "home" for its core users [15]. - While BW emphasizes strengthening connections between UP owners and fans, RED LAND leverages Xiaohongshu's community and commercial capabilities to connect B-end clients (IP and brand owners) with C-end users [15]. Group 4: Event Challenges - The event faced challenges such as extreme heat, with temperatures reaching 35-37 degrees Celsius, leading to long wait times and some attendees experiencing heat-related issues [10][11]. - Despite the difficulties, the event's popularity exceeded expectations, with many attendees queuing for hours to participate [9][10].
小红书对着B站“贴脸开大”
Jing Ji Guan Cha Wang· 2025-08-10 13:11
Group 1 - The core event, RED LAND, is the first offline venture of Xiaohongshu into the ACG (Animation, Comics, Games) sector, aiming to compete directly with Bilibili in the Chinese two-dimensional market [4][15] - The event attracted approximately 100,000 attendees, showcasing popular IPs from Tencent, NetEase, and Mihayou, among others, in a transformed venue on Shanghai's Fuxing Island [6][15] - Xiaohongshu's content strategy has shifted, with a new slogan emphasizing community interests, and significant growth in two-dimensional and gaming content, which saw year-on-year increases of 175% and 168% respectively [7][16] Group 2 - The event's location was strategically chosen to be in close proximity to Bilibili's headquarters, symbolizing a direct challenge to Bilibili's dominance in the sector [4][15] - The preparation for RED LAND involved extensive renovations and setup within a short timeframe of about 20 days, indicating a strong commitment to creating an immersive experience [8][15] - Despite the high attendance, the event faced challenges due to extreme heat and logistical issues, leading to some negative feedback from attendees [8][10] Group 3 - Xiaohongshu aims to transition from an online community to a platform that shapes offline lifestyle experiences, leveraging the growing two-dimensional market, which is projected to reach a scale of 221.9 billion yuan in 2023 [16] - The event's theme, "Welcome Home, Forever the Protagonist," resonates with the community's desire for connection, similar to Bilibili's approach but with a focus on commercial opportunities for brands [15][16] - The emergence of a "2.5-dimensional" community indicates a trend where younger generations integrate gaming and anime experiences into their real-life activities, presenting a significant market opportunity for Xiaohongshu [16]
小红书二次元、游戏笔记同比增超一倍
Bei Jing Shang Bao· 2025-08-10 12:41
Group 1 - The core viewpoint of the article highlights the significant growth in the publishing volume of content related to the ACG (Anime, Comic, Game) sector on Xiaohongshu, ranking third and fourth among all categories with year-on-year increases of 175% and 168% respectively, making it the third largest category after fashion and food [1][1][1] Group 2 - Xiaohongshu recently launched an event called "RED LAND" in Shanghai, which is an open-world adventure island, taking place from August 8 to August 10 [1][1] - The "RED LAND" venue spans 80,000 square meters and features over 50 popular IPs globally, including more than 20 classic anime IPs from companies like Pokémon, Aniplex, and others, as well as over 30 popular game IPs such as Honor of Kings, Genshin Impact, and Cyberpunk 2077 [1][1][1]
上海复兴岛变“痛岛”,50+顶级动漫游戏IP打造二次元狂欢
第一财经· 2025-08-10 01:23
Core Viewpoint - The article discusses the transformation of Shanghai's Fuxing Island into a "Pain Island" for anime and gaming enthusiasts, highlighting the growing popularity of the two-dimensional culture and its integration into daily life [2][3]. Group 1: Event Overview - The event, organized by Xiaohongshu, featured over 50 global top-tier anime and gaming IPs, including Pokémon and Cyberpunk 2077, as part of the Shanghai Summer International Animation Month [2]. - Approximately 300,000 people participated in a quiz to obtain free tickets, with tickets selling out rapidly, indicating strong demand from the gaming and anime community [3]. Group 2: Community Engagement - Xiaohongshu's community market manager noted that the platform has seen a 175% year-on-year growth in two-dimensional content and a 168% increase in gaming content, making it the third-largest category after fashion and food [3]. - Users on Xiaohongshu are increasingly integrating gaming and anime into their real lives, such as celebrating game character birthdays, reflecting a trend among younger generations to blend virtual experiences with physical activities [3]. Group 3: Economic Impact - During the event, Yangpu District distributed 5 million yuan in consumption vouchers, collaborating with local businesses to enhance the event's reach and impact on the surrounding commercial area [4].
RED LAND开岛,二次元热潮撞上小红书“破圈”野心
Core Insights - The article highlights the successful launch of "RED LAND," a large-scale offline event by Xiaohongshu, aimed at engaging the growing community of anime and gaming enthusiasts, marking the company's entry into the two-dimensional culture market [1][2][3] Group 1: Event Overview - "RED LAND" attracted nearly 300,000 users for a ticket giveaway activity, with tickets selling out in seconds during the public sale phase [1][2] - The event featured popular IPs from various gaming companies, indicating a strategic collaboration to enhance user engagement [2][4] Group 2: Market Trends - The two-dimensional culture is transitioning from a subculture to a mainstream consumer market, as evidenced by record attendance at recent major events like BW and ChinaJoy [2] - Xiaohongshu's content in the two-dimensional and gaming categories has seen significant growth, with a year-on-year increase of 175% for two-dimensional content and 168% for gaming content [3][4] Group 3: Strategic Shifts - Xiaohongshu is evolving from a utility-focused platform to an interest-based social community, as reflected in its rebranding strategy [3][4] - The platform aims to diversify its user base by attracting male users through esports and gaming content, while maintaining engagement with its core young female demographic [5][6] Group 4: Competitive Landscape - Xiaohongshu faces competition from established players like Douyin and Bilibili, which have a strong foothold in the gaming and two-dimensional culture sectors [5][6] - The introduction of esports content is seen as a way to enhance user stickiness and attract a broader range of advertisers [5]
上海复兴岛变“痛岛”,50+顶级动漫游戏IP打造二次元狂欢
Di Yi Cai Jing· 2025-08-09 07:40
Core Insights - The event "Pain Island" was held from August 8 to 10 at Shanghai's Yangpu Fuxing Island, featuring over 50 global top anime and game IPs, including Pokémon, Honor of Kings, and EVA, marking it as a significant part of Shanghai's Summer International Animation Month [1][2] Group 1: Event Overview - The concept of "Pain Island" was developed to cater to the growing community of anime and gaming enthusiasts, transforming the island into a vibrant space filled with 2D elements [2][3] - The event attracted nearly 300,000 participants who engaged in a ticketing process that included answering questions for free tickets, with some tickets selling out in mere seconds, indicating strong demand [3][5] Group 2: Community Engagement - The growth of 2D and gaming content on Xiaohongshu has surged, with a year-on-year increase of 175% for 2D content and 168% for gaming content, making it the third-largest category after fashion and food [3][5] - Participants are increasingly integrating gaming and anime into their daily lives, showcasing a trend where the younger generation seeks to break the dimensional wall and experience these interests in real-life settings [4][5] Group 3: Economic Impact - The event also included a distribution of 5 million yuan in consumption vouchers to stimulate local commerce, linking various businesses in the Wujiaochang shopping district and Shanghai International Fashion Center [5]
小红书:近30万用户参与RED LAND答题免费领票
Xin Lang Ke Ji· 2025-08-08 07:58
专题:2025世界机器人大会 新浪科技讯 8月8日下午消息,8月8日-8月10日,小红书在上海杨浦复兴岛打造全球首个开放世界冒险 岛活动"RED LAND",这也是小红书首个为游戏、二次元爱好者打造的超大型线下IP。 小红书社区市场负责人白板谈到,第一次登岛就被复兴岛独特的时空交错所吸引,和游戏、二次元动漫 里的很多场景非常契合,小红书希望在这里为游戏、二次元爱好者们打造一个"痛岛"。 他透露,截止到活动开幕前一周,近30万用户参与了RED LAND答题免费领票,在两轮公开售票中, 日间活动"巡礼票"最快3秒抢光,全天"巡礼票+特别乐章票"的组合联票最快2秒抢光。 据悉,过去一年,二次元、游戏相关内容的笔记发布量在小红书所有品类中排在第三和第四,同比分别 增长175%、168%。(闫妍) 19 p 100 电视 2008 H Firsty 0, 0 C 14 5 III 1 600- to) T tl 10 f 图 -19 12 责任编辑:王翔 ...
每一个二次元,都会染上“在句尾加括号”的怪癖(
Hu Xiu· 2025-08-04 03:49
Core Viewpoint - The article discusses the cultural significance and evolution of using parentheses in online communication, particularly within the "二次元" (anime and manga) community, highlighting how this practice has become a symbol of identity among younger internet users [4][60]. Group 1: Origin and Evolution - The use of parentheses in communication is traced back to its origins in written language, where it served to provide annotations and context [15][16]. - In early Japanese internet culture, parentheses were used to capture emotions and reactions in written records, which later transitioned into online expressions [18][20]. - The practice of adding parentheses has evolved from a niche usage in the 二次元 community to a broader application among younger internet users, reflecting a shift in communication styles [60][61]. Group 2: Cultural Significance - The addition of parentheses has become a marker of "二次元浓度" (degree of involvement in the 二次元 culture), serving as a subtle indicator of one's cultural identity [5][9]. - The phenomenon of using parentheses has been embraced by various online communities, including "语C" (language cosplay), where participants enhance their character portrayals through detailed descriptions [41][44]. - As the 二次元 culture integrates into mainstream society, the use of parentheses has transformed from a niche habit to a widely recognized form of expression among young people [60][61]. Group 3: Functional Uses - Parentheses serve multiple functions in communication, such as softening statements, expressing uncertainty, or adding humor, thereby enriching the conversational context [55][57][59]. - The practice allows users to convey complex emotions or thoughts succinctly, often creating a playful or ironic tone in their messages [58][60]. - The evolution of parentheses usage reflects a broader trend in online communication, where brevity and expressiveness are increasingly valued [54][61].
痛车巡游、谷子市集……上海浦东首届“谷子嘉年华”启幕
Xin Lang Cai Jing· 2025-08-01 12:55
Group 1 - The "Guzi Carnival" in Shanghai's Pudong New District is a key event of the "Shanghai Summer" International Animation Month, featuring a theme of "Lighting Up Dimensions, Enjoying Passion" and connecting with the ChinaJoy exhibition [1][2] - The carnival runs from August 1 to August 10, showcasing four main themes: pain car parade, IP flash events, Guzi market, and stage performances [2] - The main venue at L+MALL includes international brands presenting themed IP flash events, such as Aniplex's limited exhibition for "Fate/Strange Fake" and immersive experiences from Comiplus [2][3] Group 2 - The outdoor area of L+MALL hosts a pain car art exhibition featuring eight "pain cars" designed by ACG culture enthusiasts, attracting fans and the public to engage with the dimension universe [3] - The "Hutong Group," consisting of around 800 members, has seen a growth of 500 new members in 2024, indicating increasing interest in personalized pain cars among young people [3] - Multiple sub-venues across shopping districts are set up for the carnival, including a Sony movie-themed immersive exhibition and a "One Piece Adventure Carnival" [3][4] Group 3 - Free shuttle bus services will connect the ChinaJoy venue and the Guzi Carnival main venue, facilitating easy transitions for attendees [4] - The Pudong New District is also launching the second round of the "2025 Shopping in Pudong" consumption vouchers to boost spending during the carnival, with weekly releases starting from August 29 [6]
Switch配件卖4w件,二次元撑起罗小黑IP
3 6 Ke· 2025-08-01 10:01
Core Insights - The film "The King's Avatar: For the Glory" has achieved a high rating of 8.7 on Douban, making it the highest-rated theatrical release of 2025 so far, indicating its strong reception among audiences [1] - The IP "The King's Avatar" has successfully maintained a clear positioning, focusing on niche markets while still generating significant revenue through merchandise and collaborations [3][25] - The audience demographics for "The King's Avatar" have evolved, with a notable increase in younger viewers, particularly those born after 2000, indicating a successful retention and expansion of its fanbase [11][14] Audience Engagement - The film's release has led to a surge in user-generated content and discussions on social media, particularly among the core fanbase, showcasing the strong community engagement surrounding the IP [8][39] - The primary audience remains female, with a gender ratio of 34:66, and the film has seen a more balanced distribution of viewers across different city tiers compared to its predecessor [17][22] Merchandise and Collaborations - The film has launched 15 collaborative merchandise lines, with a significant focus on toys and collectibles, which have proven to be the best-selling categories [25][26] - The most successful products are low-priced items, such as blind boxes and plush toys, which cater to the high-frequency purchasing behavior of the core audience [31][32] Market Positioning - Despite its success, "The King's Avatar" has not achieved a broad mainstream appeal akin to other popular IPs, remaining primarily within the niche of its dedicated fanbase [36][39] - The unique storytelling and aesthetic of "The King's Avatar" may limit its accessibility to a wider audience, as it requires a deeper understanding of its themes and characters [37][40]