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B站谷子墙、Switch2随便玩……我在好博会二次元区逛成“仓鼠囤货狂”
新浪财经· 2025-06-28 00:49
Core Viewpoint - The first "Beautiful Life Expo" (好博会) held in Beijing showcases the vibrant and innovative aspects of the ACG (Anime, Comic, and Games) culture, highlighting the integration of classic IPs with modern entertainment and interactive experiences for young audiences [2][28]. Group 1: Event Overview - The expo was organized by Sina Finance, with Alibaba, JD.com, Pinduoduo, and Douyin E-commerce as co-hosts, and Weibo and Meituan as strategic partners [2]. - The YGL ACG exhibition area attracted a large number of young visitors, featuring various activities such as themed parades and interactive games [2][28]. Group 2: Highlights of the YGL ACG Exhibition Area - The "Detective Conan" trading card game launched by Card Game attracted significant attention, combining classic anime elements with innovative gameplay mechanics [4][5]. - Bilibili Goods showcased a variety of popular IP merchandise, including items from "Hatsune Miku" and "One Piece," with online purchasing options available for fans unable to attend [7][9]. - The Nintendo Switch 2 experience area was a major attraction, featuring free play of "Mario Kart World," with prizes for top players, enhancing engagement among attendees [10][12]. Group 3: Cultural Integration and Innovation - The domestic trading card game "Legend Universe" incorporated elements from traditional Chinese mythology, such as "Shan Hai Jing" and "Journey to the West," providing a unique cultural experience [14][17]. - The ANDYHOOD art brand offered limited edition toys and interactive graffiti art experiences, promoting engagement and creativity among visitors [16][19]. Group 4: Interactive Activities and Community Engagement - The event featured various competitions and interactive zones, including Pokémon card battles and DIY art activities, fostering community among fans [24][26]. - The immersive experience area created by iQIYI allowed attendees to engage with popular culture in a visually striking environment, enhancing the overall experience [26][28].
二次元与潮玩的现状与投资机会 - 消费动态
2025-06-24 15:30
Summary of Key Points from Conference Call Records Industry Overview - The current state of the collectible toy (潮玩) and anime (二次元) markets shows continued growth momentum in the first half of 2025, with a significant increase in store openings in 2024, indicating strong sales in 2023 [1][3] - The collectible toy market is characterized by high absolute store numbers, while the anime market exhibits faster growth rates, reflecting consumer demand for IP products and highly standardized items [1][4] Core Insights and Arguments - **Collectible Toy Categories**: The collectible toy market is divided into card games, blind boxes, and building toys. Blind boxes rely on direct sales to control pricing and prevent market dilution, while card games and building toys are sold through distributors or large KA channels [1][5] - **Anime Brand Expansion**: Anime brands are rapidly expanding through collective store formats in shopping centers, with grocery collective store sales expected to grow by 10%-15% year-on-year in 2024. The use of major KOL channels has accelerated sales growth, although the sustainability of IP and the maturity of the supply chain still require development [1][6] - **Shopping Center Collaboration**: Shopping centers collaborate with collectible toy brands through fixed rent, a combination of fixed rent and sales commission, or direct high commission. Leading brands like Pop Mart typically use a guaranteed minimum plus commission model, with a rental yield ratio of about 11%, lower than the retail sector average [1][7] - **Sales Performance**: The collectible toy sector has shown remarkable performance, with significant month-on-month sales increases in April and May 2025, where benchmark stores exceeded 1 million yuan in sales, contributing significantly to shopping center revenues [1][8] Additional Important Insights - **Market Dynamics**: Despite an overall negative growth in shopping center formats since 2019, the collectible toy and anime sectors have maintained a long-term growth trend in store openings [2] - **Anime Market Characteristics**: The anime market is still developing, with a relatively weak brand concentration. Leading brands achieve monthly sales of approximately 40-50 thousand yuan, while non-leading brands only reach 10-20 thousand yuan [3][17] - **Consumer Preferences**: Young consumers view purchases in the collectible toy and anime sectors as social currency, indicating that marketing strategies should focus on social engagement to attract foot traffic [14] - **Geographic Trends**: Major cities like Shanghai, Beijing, and Chengdu are leading in the anime market, with a high concentration of young consumers who are receptive to these cultural trends [16][23] Future Outlook - **Growth Potential**: The collectible toy sector is expected to maintain its popularity, with a focus on attracting more brands into shopping centers. The sales growth rate for collectible toys and anime in shopping centers is projected to be between 15%-30%, significantly higher than the overall growth rate of 5% [9][28] - **Challenges for Anime Brands**: The anime sector still faces challenges in achieving the same level of brand strength and market maturity as collectible toys, requiring further cultivation of IP sustainability and supply chain development [10][18][30] - **Consumer Behavior Trends**: The preference for Japanese IP products remains strong, with IP being a crucial factor in driving sales and market growth [24] This summary encapsulates the key points from the conference call records, highlighting the dynamics, performance, and future outlook of the collectible toy and anime markets.
漫展内卷,卖掉热爱
3 6 Ke· 2025-06-18 12:23
Core Insights - The commercial anime and manga exhibition market in non-first-tier cities is facing challenges such as rising costs, increased competition, and a singular profit model, leading to unstable revenue streams [2][29] - Ticket sales are the primary revenue source for most exhibitions, accounting for up to 90% of total income in many non-first-tier cities, making ticket sales critical for survival [4][29] - The rising costs of inviting guests, which have increased significantly post-pandemic, are straining the profitability of exhibitions, with guest fees rising four to five times compared to pre-pandemic levels [16][19] Group 1: Market Dynamics - The number of exhibitions has doubled in some areas, but the audience growth has only increased by 1.2 times, leading to decreased average attendance per event [5][19] - The lowering of entry barriers has resulted in an oversupply of smaller exhibitions, which compete for the same audience, further diluting attendance [7][19] - Major exhibitions like Bilibili World and ComicUp can secure significant sponsorship and ticket sales, while smaller events struggle to attract similar levels of interest and revenue [4][19] Group 2: Cost Structure - The cost structure of a commercial exhibition typically allocates 40% to venue and guest fees each, with the remaining 20% covering miscellaneous expenses and team salaries [10][19] - Venue operators benefit significantly from the exhibition business, often having little negotiation power over rental costs, which can further squeeze the margins of exhibition organizers [20][29] - Ticketing platforms also profit from the exhibitions, taking a commission from ticket sales, which adds to the overall cost burden on organizers [23][29] Group 3: Audience and Consumer Behavior - The primary audience for exhibitions has shifted to younger demographics, particularly middle and high school students, who have limited disposable income and are sensitive to ticket prices [8][29] - The evolution of audience preferences has led to a decline in the novelty of exhibitions, as frequent events and similar content contribute to audience fatigue [5][29] - The reliance on guest interactions, such as signings, has become a new revenue stream, but the effectiveness of this model varies and can lead to uncertain financial outcomes [17][29] Group 4: Regulatory Environment - The pandemic has led to stricter regulations for large gatherings, impacting the ability of organizers to host events and increasing compliance costs [26][28] - Government support for the anime and manga industry has not translated into tangible benefits for smaller exhibition organizers, who often face challenges in accessing subsidies [25][29] - The balance between promoting local cultural events and ensuring safety and compliance has created a complex environment for exhibition organizers [26][29]
服装、美瞳、假发三大“COSPLAY经济”增长背后,百亿市场崛起
3 6 Ke· 2025-06-17 12:39
Group 1 - The core phenomenon of "breaking the wall" in the ACG culture indicates that the subculture of Cosplay has grown into a mainstream cultural trend with significant growth potential, evidenced by approximately 10 million Cosplay enthusiasts globally and a spending of $4.8 billion in 2023, averaging $480 per user annually [1] Group 2 - The Cosplay commercial ecosystem is driven by IP, with upstream content creation from ACG, midstream productization including costumes and accessories, and downstream consumer engagement primarily from the 18-30 age demographic, who are increasingly turning their hobby into a profession [2][3] Group 3 - The global market for Cosplay costumes is projected to grow from $4.75 billion in 2024 to $8.65 billion by 2029, with a production model that favors semi-customization due to the complexity of character designs [4][5] Group 4 - The market for beauty contact lenses and wigs, while smaller than costumes, shows a trend towards refined consumption, with significant user loyalty and a growing market share for domestic brands [6][7][8] Group 5 - Brands have opportunities to penetrate the Cosplay market through IP collaborations and by embedding themselves in cultural scenes, focusing on the expressive motivations of consumers rather than just product needs [10][11]
男子卖可脱手办还发隐私部位特写图片,获利超23万!被判刑
Nan Fang Du Shi Bao· 2025-06-08 06:15
Core Viewpoint - The court sentenced Fan for selling obscene items for profit, highlighting the legal consequences of engaging in the sale of such products in the context of the growing popularity of "2D" culture and related merchandise [1][2]. Group 1: Legal Proceedings - The court found that Fan sold detachable figurines deemed obscene, constituting a serious violation of the law, and imposed a sentence of three years and six months in prison along with a fine of 50,000 yuan [2]. - Fan sold a total of 5,865 pieces of the involved figurines from January 2021 to December 2023, earning over 230,000 yuan in profit [1][2]. Group 2: Industry Context - The rise of "2D" culture has led to an increase in the popularity of figurines and related merchandise, but some sellers are blurring the lines between "2D" and "soft pornography," resulting in the distribution of obscene items [2]. - Recent cases in other regions, such as the Shanghai Baoshan District Court, have also addressed similar issues, with multiple defendants receiving sentences for producing and selling obscene items [2].
谷子“变形记”,虚拟IP的实物载体催生千亿市场 | 解码千亿谷子经济
Sou Hu Cai Jing· 2025-06-04 11:18
Core Insights - The article emphasizes the rapid growth of the "Guzi economy," a derivative of the ACG (Animation, Comic, and Game) culture, which is becoming a new engine for economic growth in China, particularly in cities like Zhengzhou [1][2]. Industry Overview - The Guzi economy, which refers to merchandise related to IP (Intellectual Property) from the ACG culture, has seen a significant market expansion, with the market size projected to grow from 120.1 billion yuan in 2023 to 168.9 billion yuan in 2024, and potentially reaching 308.9 billion yuan by 2029 [1]. - The market was historically dominated by Japanese IPs, but the rise of domestic IPs like "Genshin Impact" and "Mo Dao Zu Shi" has shifted the market dynamics, increasing the share of domestic products [6][8]. Market Dynamics - The resurgence of the Guzi economy is linked to the social needs of ACG enthusiasts, leading to the establishment of dedicated stores and commercial spaces that cater to this demographic [3][9]. - The introduction of new product categories and collaborations with well-known brands has diversified the Guzi offerings, making them more integrated into everyday life [10]. Consumer Behavior - The primary consumers of Guzi products are fans of content-driven IPs, who view these products as emotional and social symbols, enhancing their identity and community belonging [9]. - The trend indicates a growing willingness among consumers to purchase practical items that also serve as expressions of their fandom, such as headphones and passport holders [10].
“整个商场就像巨型‘谷子店’,逛完快闪店又去了其他品牌店,还上楼吃了饭” 一场“黄油小熊”风暴席卷徐家汇商圈
Jie Fang Ri Bao· 2025-05-25 02:05
Core Insights - The "Butterbear" IP has gained significant popularity in China, particularly in Shanghai, through various marketing strategies and events that resonate with the younger demographic [2][3][5] - The integration of IPs like "Butterbear" into shopping experiences has transformed consumer engagement, creating immersive environments that enhance brand loyalty and sales [3][4][6] Group 1: Popularity and Cultural Impact - "Butterbear" has become a cultural phenomenon, with its character being widely shared on social media, leading to a viral marketing effect [2] - The character's design and personality have been tailored to appeal to the emotional needs of consumers, fostering a strong connection with fans [2][5] - The rise of "Butterbear" reflects a broader trend in consumer culture where IPs are not just products but part of a lifestyle and community [5][6] Group 2: Commercial Strategies - The collaboration between commercial spaces and popular IPs has resulted in increased foot traffic and sales, with reports indicating a 36% increase in overall sales during the "Butterbear" event [4] - The event featured over 100 product types, with prices designed to be more accessible compared to other IPs like Disney, enhancing consumer participation [3][4] - The success of the "Butterbear" pop-up shop illustrates the effectiveness of experiential marketing in driving consumer engagement and sales [3][4] Group 3: Long-term Engagement and IP Evolution - The concept of "pain culture" has been leveraged to create a unique marketing strategy that emphasizes self-expression and community among fans [5][6] - The industry is moving towards long-term IP management strategies to avoid the pitfalls of short-lived consumer interest, focusing on sustainable engagement [5][6] - The evolution of IPs in China reflects a blending of virtual and physical experiences, indicating a shift in how brands interact with consumers [5][6]
广博股份分析师会议-20250520
Dong Jian Yan Bao· 2025-05-20 13:51
Group 1: General Information - The research was conducted on Guangbo Group Co., Ltd. in the household light industry on May 20, 2025 [1][8] - Participating institutions included PICC Pension, CITIC Construction Investment Fund, Guojin Fund, Zheshang Asset Management, Shanxi Securities Asset Management, etc. [2] - The company's reception staff included the board secretary and deputy general manager Jiang Shuying, and the securities affairs representative Wang Xiuna [8] Group 2: Company's Operating Performance - In Q1 2025, the company achieved an operating revenue of 484 million yuan, a year-on-year increase of 10.12%, and a net profit attributable to shareholders of 29.9103 million yuan, a year-on-year increase of 31.24% [15] Group 3: Employee Stock Ownership Plan - In March and April 2025, the company's board meeting and general meeting approved the "2025 Employee Stock Ownership Plan (Draft)" [16] - The plan intends to transfer the company's repurchased stocks through non - trading transfer at a price of 5.60 yuan per share, with a maximum of 5.3418 million shares, accounting for 0.9998% of the total share capital, and the self - raised funds do not exceed 29.91408 million yuan [16] - On April 17, 2025, the company opened a special securities account for the employee stock ownership plan [17] Group 4: Impact of US Tariffs and Countermeasures - In 2024, the company's overseas revenue accounted for 28.07%, and domestic revenue accounted for 71.93% [18] - The company will promote creative product business, increase domestic supply, and build a dual - circulation development pattern [18] - The company has three overseas production bases in Vietnam, Cambodia, and Malaysia. The Vietnam and Cambodia bases achieved an operating revenue of 451 million yuan in 2024, accounting for 63.97% of the overseas revenue of the stationery business [18] - The company will participate in international exhibitions, seek new customers, increase R & D investment, and add product value [18] Group 5: IP Resources - The company currently has external authorized IPs such as "Hatsune Miku", "Detective Conan", etc., and self - developed IPs like "Xixijiang" and "MIMO" [19] - In the future, the company will continue to build a diversified IP matrix and develop cultural and creative trendy products and second - dimension peripherals [19] Group 6: Core Competitiveness of Stationery Business - Brand advantage: The company has "Guangbo" and other sub - brands [21] - Design and R & D advantage: It has a design team in Ningbo and design centers in first - tier cities [21] - Rich IP resources: It has formed an initial IP matrix through cooperation with many popular IPs [21] - Large - scale production and manufacturing advantage: It has a mature supply chain management system and rich production and sales experience [22] - Channel advantage: It has established offices or service points in major cities and has developed cultural and creative channels [23] Group 7: Creative Products - In 2024, the company's creative product revenue was 187 million yuan, a year - on - year increase of 15.95%, and the gross profit margin was 43.29%, a year - on - year increase of 8.92% [24] - In 2025, the company will expand the product line of IP derivatives to include daily trendy peripheral products such as water cups and plush toys [25] Group 8: Stock Issuance Plan - The company's annual general meeting approved the "authorization of the board of directors to handle the issuance of stocks to specific objects in a simplified procedure" [26] - The company will decide whether to start the issuance procedure according to its development strategy, market environment, and other factors, and this matter is uncertain [26]
生产“可拆卸服饰”手办被定淫秽物品,工厂12人被判刑
Guan Cha Zhe Wang· 2025-05-06 06:35
Core Viewpoint - The Shanghai Baoshan District People's Court has ruled on a case involving the production and sale of pornographic figurines, sentencing 12 defendants, including the factory owner and clerks, for profit from the crime of producing and selling obscene materials, with prison terms ranging from four years and nine months to probation [1][6]. Group 1: Legal and Judicial Context - The court's determination of the figurine as obscene was based on police assessments and testimonies from two underage witnesses who felt embarrassed to display the figurine, indicating its pornographic nature [3][6]. - The case reflects a modern transformation of the "leniency and severity" criminal policy, with strict penalties for main offenders and more lenient treatment for accomplices, demonstrating a balanced approach to justice [6][8]. Group 2: Industry Background - The figurine in question is a female character in a kneeling position, wearing removable lingerie, with wings on her back, and simplified anatomical features, which has sparked controversy [1][3]. - The figurine industry, particularly in Dongguan, is significant, with over 4,000 toy manufacturing companies and nearly 1,500 supporting enterprises, making it a major hub for toy exports in China [4][6]. - The rise of "2D" culture has led to increased popularity of figurines, but some businesses have blurred the lines between "2D" and "soft pornography," resulting in a surge of pornographic figurines in the market [6][8].
为动漫游戏爱好者打造沉浸式体验展会 海口CCK首日观展人数近5万
Hai Nan Ri Bao· 2025-05-05 00:14
Core Insights - The Haikou CCK National Comic and Game Culture Exhibition aims to create a comprehensive ecosystem for the anime and gaming industry, attracting nearly 50,000 attendees on its first day [1] - The exhibition features over 200 participating companies from the anime, gaming, and derivative product sectors, showcasing popular IPs and engaging in deep interactions with fans [2] - The event has established a systematic operation model combining exhibitions, competitions, and cultural creation, leveraging Haikou's geographical advantages and free trade port policies to boost local anime industry development [3] Group 1 - The exhibition is themed "Linking International Dual Circulation, Decoding New Dimension Language," focusing on a full industry chain ecosystem that includes anime, games, e-sports, and digital economy [1] - Key interactive spaces include the "Dimension Star Light" main stage, cosplay photography area, and cultural zones for JK/Lolita and Hanfu, facilitating various unique activities [1] - The event promotes the integration of traditional culture and modern trends through the "Coconut City Dimension Cultural Market," featuring over 50 companies showcasing Hainan's intangible cultural heritage products [2] Group 2 - Notable brands like Kuaikan Manhua and Tianwen Kadokawa participated, offering limited-time purchases of derivative products and original work displays [2] - The exhibition also featured well-known cosplayers and creators who engaged with fans through signing events and creative sharing sessions, enhancing the cultural exchange [2] - The event serves as an important opportunity to enhance the cultural vitality of the city and support the development of the local anime industry [3]