Workflow
2.5次元文化
icon
Search documents
小红书发布《二次元创作趋势报告》
Huan Qiu Wang Zi Xun· 2025-09-10 07:44
这一人群规模,正是近两年来新一代二次元文化破圈、泛化的投射。小红书发布的《二次元创作趋势报 告》显示,近两年来,随着谷子经济、主题漫展等线下二次元消费的爆发,二次元文化不再只是一种精 神消费,而正在打破虚拟和现实的界限,从圈地自萌的小众亚文化,变成一种与现实紧密结合的大众生 活方式。 来源:大众网 近日,小红书发布了《二次元创作趋势报告》。报告数据显示,目前小红书上的二次元兴趣人群规模已 达到了1.37亿;过去一年,二次元内容发布同比增长175%,已成为小红书的第三大内容发布垂类。 当二次元走向2.5次元 近两年,谷子经济和痛文化席卷线下。"吃谷"这一IP衍生的周边内容消费,已成为许多年轻人的日常生 活仪式,在小红书上,"谷子"相关笔记数量近615万,累计阅读超过330亿,过去一年同比增长超过 160%。在小红书上,有超过20万年轻人带着谷子去探店拍照,为角色"推活"(应援),相关笔记发布 过去一年同比增长超260%;还有二次元同好会带着谷子去旅行,让动漫游戏角色也能成为一起看世界 的旅行搭子,相关话题阅读量超2亿。 而这种从收藏到陪伴、从线上线下实践的转变,只是二次元融入现实的一个切面。在小红书上,二次元 ...
小红书2.5次元的浪花,难撼二次元的深海
3 6 Ke· 2025-08-19 23:46
Core Insights - Xiaohongshu's recent foray into the ACG (Anime, Comic, and Game) community has not significantly altered the existing landscape, with core players still favoring platforms like Bilibili for in-depth content and Douyin for short videos [1][10] - The RED LAND event in Shanghai, strategically located near Bilibili's headquarters, symbolizes a new round of competition among internet platforms for the youth demographic [1][3] User and Strategic Drivers - Xiaohongshu's RED LAND marks its first large-scale offline event in the gaming and ACG sector, with a 175% increase in ACG content and a 168% rise in gaming content published on the platform over the past year [3][5] - The user demographic has shifted, with 50% of users being post-95s and 35% post-00s, predominantly female, aligning closely with the ACG audience [3][5] - The platform's rebranding from "Your Life Guide" to "Your Life Interest Community" reflects a strategic pivot towards interest-based social engagement, aiming to harness the spending potential of younger users [5][10] 2.5D User Engagement - The concept of 2.5D users, who integrate ACG interests into their daily lives, is crucial for Xiaohongshu's strategy in the ACG space [7][9] - The rise of "Guzi Economy" has facilitated the conversion of ACG enthusiasm into real-world consumption, contrasting with traditional core ACG communities [7][9] - Despite advantages in the otome game sector, Xiaohongshu struggles to attract hardcore gamers focused on in-depth content, indicating a limitation in its appeal to competitive gaming audiences [7][9] Competitive Landscape - The Chinese ACG industry is projected to reach a market size of 221.9 billion yuan in 2023, with the number of ACG users expected to grow from 210 million in 2017 to 526 million by 2025 [10][12] - Bilibili's established community culture and content ecosystem provide a more immersive ACG experience, while Xiaohongshu is still in the early stages of community expansion [12][13] - Other platforms like Douyin and Weibo are also targeting the youth demographic, leveraging their unique strengths to engage with ACG audiences [12][13] Future Challenges - Xiaohongshu's ability to convert the enthusiasm of 100,000 event participants into a sustainable community ecosystem will be critical for its success in the ACG sector [10][13] - The platform's current focus on brand exposure rather than deep partnerships with game developers may limit its long-term growth potential in the ACG market [12][13]