二次元

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“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]
爱玩游戏的古巨基,20年前就开过“二次元”演唱会?
Hu Xiu· 2025-05-12 08:28
Group 1 - The article discusses the resurgence of interest in a 2005 concert performance by singer 古巨基, particularly a segment featuring the song "任天堂流泪" which has drawn attention from younger audiences due to its unique themes and presentation [1][6][8] - The performance included elements from popular video games and anime, showcasing a blend of music and pop culture that was considered ahead of its time [13][14][36] - The song "任天堂流泪" is part of the album "游戏·基," which was released in 2003 and is notable for its video game-themed content, reflecting 古巨基's personal interests in gaming [16][18][28] Group 2 - The album "游戏·基" marked a significant turning point in 古巨基's career, helping him regain popularity after a period of stagnation in the music industry [19][28] - The production of the album involved notable collaborators, including 雷颂德 as the producer and 林夕 as the primary lyricist, indicating a high level of artistic investment [23][25] - The album's unique concept and its success in the market demonstrate the potential for thematic albums in the music industry, particularly those that resonate with niche interests like gaming [28][36]
漫展,五一最年轻的“流量景区”
Xin Lang Cai Jing· 2025-05-06 09:54
这不仅仅意味着量的井喷,而是二次元从小众到破圈质的改变,漫展从地下亚文化活动演变成年轻人 的"生活刚需"。 如今,去漫展就像逛早市一样稀松平常。于是我们也趁着五一假期加入"二次元赶大集"。透过漫展这个 切面重新认识了一番市场。 令人刷新认知的是,"追星"正在成为漫展上的新形态。 "天刚刚擦亮就来'顶门'","排了一个多小时只为得到一张签名小卡" "To签海报卖到150元一张" "黄牛代排队价格涨到了500元"…… 文 | 玩世代 今年五月,全国有1000+场漫展及相关活动。 自媒体@次元漫展 统计汇总显示,全国范围兴起大量漫展、嘉年华、only展、演出派对、赛事、拍卖 等,其中江苏95场、浙江74场、广东80场、四川67场。 这一数字相较去年同期显著增长,已经接近于十年前全年场次的三分之一。(2016年漫展场次不到3000 场) 别以为这是什么明星偶像见面会,这是漫展的现状。 在首届微博游戏动漫展(WEIBO ACG WORLD,简称WAW)地图看板上,明星见面会行程占据了活动 看板的三分之一。三天100+位嘉宾活动,包括电竞选手、coser、CV配音演员、热门二创作者和画师 等。 同在假期举办的广州萤火虫动 ...