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光鲜的真人影游,与“虚火”的演员们
Hu Xiu· 2025-10-23 00:22
Core Insights - The article discusses the paradox of the booming interactive film and game industry, where the success of games like "盛世天下" does not translate into increased commercial value for the actors involved [2][4][5]. Group 1: Game Success Metrics - "盛世天下" has sold over 1 million copies since its launch on September 9, generating nearly 40 million yuan in revenue based on a price of 39 yuan per copy [2]. - The game has achieved significant online engagement, with a total of 550 million views on Douyin and 260 million on Xiaohongshu within two weeks of its release [2]. Group 2: Actor Value and Market Dynamics - Despite the game's success, the commercial value of the actors has not kept pace, as evidenced by poor sales of related merchandise, such as a magazine featuring the lead actors, which sold fewer than 1800 copies in two hours [4][11]. - The interactive nature of these games has led to a shift in audience perception, where actors are viewed more as "NPCs" rather than stars, diminishing their appeal and marketability [6][20]. Group 3: Fan Engagement and Conversion Rates - Actors from interactive films face challenges in converting social media followers into paying fans, with notable drops in follower counts after initial surges [10][12]. - For instance, actress 钟晨瑶 saw her follower count rise from 100,000 to 1.13 million after her game role but faced significant follower loss shortly thereafter [10]. Group 4: Comparison with Short Dramas - The article contrasts the success of actors in short dramas, who have been able to leverage their roles into broader entertainment opportunities, with the struggles of interactive film actors to maintain long-term fan engagement and market presence [8][16]. - Short drama actors have successfully transitioned into mainstream media, while interactive film actors remain largely confined to their original genre [11][25]. Group 5: Content and Audience Interaction - The article highlights that the narrative structure of interactive films leads to a different relationship between the audience and characters, where viewers analyze character actions from a rational perspective rather than forming emotional connections [20][21]. - This shift in audience engagement diminishes the perceived charm and allure of the actors, as they are no longer seen as distant stars but rather as characters serving the audience's decision-making process [22][25]. Group 6: Future Directions for Actors - To overcome these challenges, actors in the interactive film space may need to focus on building personal brands outside of their roles, utilizing social media to enhance their IP attributes [23][24]. - The article suggests that while the interactive film genre is growing, actors should still seek opportunities in traditional media to refine their skills and build a more sustainable fan base [25][26].