二次元

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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]
“史上最卷”动画暑期档,有些可惜
Xin Lang Cai Jing· 2025-07-19 08:03
Group 1 - This summer marks the richest supply of animated films in the past five years, with 21 animated films released, compared to 12, 14, 12, and 17 in the previous four years [1] - The highest-grossing animated film so far is "Detective Conan: The Lonely Castle," with a box office of 353 million, while the highest-grossing domestic animation is "Time's Son" at 188 million [1] - The overall box office for the summer season has decreased by 14.56% compared to last year, prompting many films to adjust their release dates to boost performance [5] Group 2 - Original domestic animations have become a popular investment, with 7 out of 17 animated films this summer being purely original stories, heavily relying on traditional cultural themes [6][16] - The "New Culture" series by Pursuit Animation, which includes "Liao Zhai: Lan Ruo Temple," aims to present classic Chinese stories to a new generation [11][14] - The success of traditional cultural stories in attracting audiences is evident, as "Liao Zhai: Lan Ruo Temple" consistently breaks 10 million in daily box office, while "Time's Son" struggles to reach similar figures [16] Group 3 - The summer season has seen a significant presence of both domestic and international children's IPs, with "Pleasant Goat and Big Big Wolf" releasing its 10th film, achieving a box office of 91.23 million [19][21] - Classic international children's IPs like "The Smurfs" and "Pirates: The Last Adventure" are also making a comeback, although their reception in the domestic market varies [22][23] - The goal for children's IPs is to evolve into family-friendly content, which requires consistent content output and user habit cultivation [23] Group 4 - The ongoing popularity of the "二次元" (two-dimensional) culture is reflected in the growing user base, with nearly 500 million users and a market size exceeding 100 billion [24] - "Detective Conan: The Lonely Castle" is the highest-grossing animated film this summer, with a box office likely to stop at 400 million, while other films struggle to reach significant figures [31] - The film industry is exploring more business opportunities beyond box office revenue, with companies integrating IP content, merchandise, and interactive experiences [34][36]
第十二届深圳国际电玩节要来了 7月18日启幕,中国动画学会40周年特展将亮相
Shen Zhen Shang Bao· 2025-07-14 16:20
Core Insights - The 12th Shenzhen International Game Festival will be held from July 18 to 20, featuring over 100 domestic and international animation and gaming companies [1][2] - The festival will showcase a special exhibition celebrating the 40th anniversary of the China Animation Association, highlighting the evolution of Chinese animation [1][2] Industry Overview - The event is recognized as the largest animation and gaming exhibition in the Guangdong-Hong Kong-Macao Greater Bay Area, attracting over 5,000 companies and 1.35 million visitors since its inception in 2014 [1] - The two-dimensional market in China is experiencing explosive growth, with projections indicating that the user base will reach 503 million by 2024, primarily driven by Generation Z [2] Exhibition Highlights - The special exhibition will feature classic Chinese animations such as "Big Head Son and Small Head Dad" and "Eight Immortals Crossing the Sea," as well as contemporary works like "Boonie Bears" and "White Snake 2: The Tribulation of the Green Snake" [1][2] - Renowned institutions like Beijing Film Academy and Nanjing University of the Arts will showcase award-winning works, emphasizing the strength of the new generation in Chinese animation [2] Participation and Engagement - Major companies such as CCTV Animation, Bilibili, and Tencent Animation will participate, alongside popular guests who will engage with fans [2]
周大福把金饰雕成悟空金箍、建行吆喝开卡赠会员⋯⋯十余家品牌“围攻”BW漫展,只为抓住二次元年轻人?
Mei Ri Jing Ji Xin Wen· 2025-07-13 11:02
Group 1 - The "Bilibili World 2025" (BW2025) exhibition in Shanghai has gained immense popularity, with nearly 900,000 people attempting to purchase tickets, leading to rapid sellouts [1][3] - The exhibition features a diverse range of sponsors, including brands like Chow Tai Fook and China Construction Bank, which are not traditionally associated with the ACGN (Animation, Comic, Game, Novel) culture [2][7] - The event is part of a broader trend in the booming ACGN market in China, which has over 500 million users, predominantly young individuals under 35 years old [2][13] Group 2 - The BW2025 exhibition has seen a 30% increase in both venue size and ticket availability compared to previous years, attracting around 700 exhibitors and over 1,000 global content creators [5][6] - The event has significantly boosted local tourism and consumption, with hotel bookings around the exhibition area tripling compared to the previous week [5] - The exhibition's sponsors are primarily consumer-facing brands, with about 80% targeting end-users in sectors like food, beauty, and automotive [8][11] Group 3 - The rapid growth of the ACGN market is evident, with projections estimating the market size to reach 597.7 billion yuan in 2024 and 834.4 billion yuan by 2029 [2][13] - The demographic of the ACGN audience is heavily skewed towards younger individuals, with 70% of Bilibili's users aged between 18 and 30 [17][18] - Brands are increasingly recognizing the purchasing power of young women, who are seen as a key demographic in the ACGN community [18]
痛车、痛巴、痛包出没!00后跟着漫展去旅行
Zhong Guo Qing Nian Bao· 2025-07-10 13:40
Core Insights - The BilibiliWorld2025 (BW2025) event will take place in Shanghai from July 11 to 13, attracting a large number of young attendees, particularly from the post-00s and post-05s generations [1][3] Group 1: Event Impact on Tourism - During the BW2025 event week, Shanghai saw a 35% month-on-month increase in cultural and tourism bookings, with train ticket searches rising by 36% and flight bookings increasing by nearly 50% year-on-year [3][5] - The demand for high-end hotels near the event venue surged, with a staggering 475% increase in advance bookings for the summer [3][5] - The peak travel day for post-00s to Shanghai was July 10, the day before the event commenced, indicating strong interest from this demographic [5] Group 2: Demographic Insights - Major sources of flight bookings for the event included first- and second-tier cities, with rapid growth from third- and fourth-tier cities. Cities like Shenzhen and Wuhan saw nearly 100% growth in flight bookings from post-00s [5][6] - The BW2025 event has led to increased local spending in transportation, accommodation, dining, and entertainment, with food searches near the "Shanghai Bai Lian ZX" area rising over 800% in the first week of July [6] Group 3: Market Trends - The number of pan-ACG (Anime, Comic, and Games) users in China is projected to reach 503 million by 2024, with the ACG industry expected to exceed 270 billion yuan, making China the largest ACG market globally [6][7] - Searches for "二次元" (two-dimensional) related services, such as themed cafes and beauty services, have seen significant increases, with searches for "二次元咖啡厅" rising over 202% and "二次元女孩美甲美睫" increasing by nearly 80% [6]
二次元巨物破圈,徐汇这个街区里藏着多少新玩法?
Xin Lang Cai Jing· 2025-07-08 22:56
Core Insights - The "Yuanjie Neo World" in Xuhui District, Shanghai, is a new landmark that merges gaming IP with real-world experiences, featuring a 1.9 km long metaverse street that integrates "metaverse technology + two-dimensional creativity + urban renewal" [1][19] - The area showcases large-scale installations from popular games, creating a unique "dimension-breaking" landscape that attracts fans and visitors [1][19] Group 1: Integration of Gaming and Urban Space - The street features iconic installations such as the 7-meter tall "Honkai: Star Rail" Sam Mecha and the giant dragon Bolukes, alongside other game-related sculptures, enhancing the area's appeal [1][5][7] - The integration of two-dimensional culture into urban infrastructure includes interactive elements like the "Xiu Xiu" mascot and themed urban furniture, blurring the lines between virtual and real [7][9] Group 2: Economic and Cultural Impact - The area is home to major gaming companies like Tencent, NetEase, and miHoYo, providing a strong IP foundation that drives foot traffic and fan engagement [9][19] - The "Yuanjie Summer Carnival" scheduled from July 18 to August 17 will feature various IP-themed activities, enhancing community participation and consumer engagement [12][19] Group 3: Innovation and Development - The Xuhui District aims to position the area as a hub for innovation and creativity, with the establishment of professional incubators to support game companies from inception to growth [17][18] - The collaboration between gaming companies and local businesses is expected to foster a co-creation ecosystem, encouraging fans to actively participate in the development of the area [9][19]
关注走私“二次元”淫秽漫画案|七万册走私出版物被查获 含大量淫秽书刊
Yang Shi Wang· 2025-06-18 16:42
Core Viewpoint - The rise in popularity of "2D" comics has led to an increase in smuggling activities involving obscene content, with smugglers using various methods to bypass customs regulations [1][2][4]. Group 1: Smuggling Activities - Xiamen Customs has seized over 70,000 illegal publications, including more than 20,000 identified as obscene books since last year [2][4]. - A specific case involved the smuggling of over 700 suspected obscene "2D" comic books discovered during an investigation into maritime smuggling [4]. - The smuggling operations were conducted by individuals like Yang, who utilized social media platforms to attract customers and employed deceptive practices to import these materials [4][5]. Group 2: Criminal Network - Investigations revealed a network of smugglers, including Yang's supplier, a Taiwanese individual named Huang, who facilitated the transport of illegal publications [7]. - Huang categorized the smuggled goods into ordinary and special items, using high shipping fees for the latter, which included prohibited materials [7]. - The criminal activities extended to multiple individuals across various regions, with several suspects identified in cities like Beijing, Shanghai, and Fuzhou [7][8]. Group 3: Impact on Youth - The distribution of obscene materials has been linked to significant social harm, particularly among teenagers, with over half of the buyers identified as minors [14][16]. - Experts have expressed concerns about the potential psychological and behavioral impacts on youth, emphasizing the need for parental involvement in monitoring children's exposure to such content [17]. - The legal framework in China imposes severe penalties for the smuggling of obscene publications, with potential prison sentences ranging from three to ten years for offenders [17].
晨光文具携手腾讯视频 跨界融合撬动“国潮+二次元”消费
Zhong Guo Jin Rong Xin Xi Wang· 2025-06-06 06:35
Core Insights - Shanghai M&G Stationery Inc. has announced a strategic partnership with Tencent Video to launch new co-branded products based on popular domestic animation IPs, tapping into the "Guochao + ACG" consumer market [1][3] - The current demographic shift and generational integration have transformed ACG consumption from a niche market to a mainstream trend, with 526 million people in China identified as part of the broader ACG community and a market size of 650 billion yuan [1][3] - The rise of domestic trends is significantly influencing young consumers, with 80.7% of surveyed youth considering Guochao a trend indicator and 78.9% willing to purchase products featuring Guochao elements [3][4] Company Strategy - M&G has a long history of collaborating with various IPs, including international and domestic brands, to innovate and embrace ACG culture [3][4] - The company aims to enhance brand value by deeply connecting with consumers and creating products that resonate with the cultural identity of young people [3][4] - M&G is focusing on the development of ACG-related products through various business models, including IP incubation, brand collaboration, and derivative products, to accelerate the cultural transformation of stationery [4]