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没有二次元能笑着走出「抖音团播」
3 6 Ke· 2025-12-10 08:49
Core Viewpoint - Douyin's group broadcasting has begun to target the ACG (Anime, Comic, Game) community, leading to a rise in content that blends various elements from different IPs, often lacking respect for the original works [5][28]. Group 1: Douyin's Group Broadcasting Trends - The "group broadcasting" format is expected to peak in 2025, with ACG-themed broadcasts emerging rapidly on Douyin since the summer [5]. - Initial gameplay involved "lights off voting," where hosts dressed as various characters would perform based on audience votes [5]. - The format has evolved to include more diverse activities beyond simple voting, such as PKs, group battles, and outdoor events [22]. Group 2: Content Quality and Audience Engagement - The quality of ACG group broadcasts is often criticized for being superficial, with hosts frequently failing to accurately portray the characters they represent [7][15]. - Many broadcasts feature a mix of unrelated content, leading to confusion and a lack of coherent themes [11][13]. - Audience interaction often revolves around gift-giving and voting, with hosts heavily relying on emotional appeals to encourage viewer participation [20][22]. Group 3: Legal and Copyright Issues - Douyin's ACG group broadcasts have raised significant copyright concerns, as many popular IPs are used without proper authorization, leading to potential legal risks for content creators [28][29]. - Despite the presence of numerous copyright holders, enforcing rights has proven difficult due to the transient nature of the broadcasts and the low visibility of the accounts involved [32]. - The lack of regulatory oversight from Douyin has allowed these broadcasts to proliferate, raising alarms about the potential harm to underage viewers [37]. Group 4: Market Dynamics and Future Outlook - The group broadcasting market is projected to exceed 15 billion yuan by 2025, with a significant increase in daily broadcast rooms [33]. - The industry faces challenges in improving content quality, protecting the rights of creators, and ensuring compliance among participants [33]. - The current trend indicates a growing acceptance of ACG group broadcasts, despite their controversial nature, suggesting a complex future for this segment of the market [35].
莉莉丝再次赞助中国DOTA队,意义早已超越商业范畴
Guan Cha Zhe Wang· 2025-07-04 02:13
Core Viewpoint - The sponsorship of Chinese DOTA teams by Lilith's game "Small Ice Ice Legend" signifies a deeper commitment to the esports ecosystem, transcending mere commercial interests [1][7]. Group 1: Sponsorship and Support - "Small Ice Ice Legend" has previously sponsored four Chinese DOTA2 clubs for the Riyadh Masters, demonstrating ongoing support for the Chinese DOTA2 training system [2][3]. - The game has announced sponsorship for the YB team, which is self-funded, as well as for the DOTA16 league finals, indicating a proactive approach to nurturing the esports community [1][12]. Group 2: Historical Context and Impact - "Small Ice Ice Legend," originally known as "Dota Legend," launched in July 2014 and achieved significant success, generating over 2.16 billion in revenue within six months [5]. - The game faced copyright disputes with Blizzard and Valve, leading to a name change and a substantial settlement, highlighting the importance of intellectual property in the gaming industry [5][7]. Group 3: Current Challenges in DOTA2 - The DOTA2 scene in China is experiencing a decline, marked by talent loss and reduced sponsorship, with TI prize pools dropping from 40 million in 2021 to just 2.6 million for TI13 in 2024 [8][10]. - The lack of stable sponsorship and the operational challenges faced by clubs, such as LGD, indicate a critical need for revitalization in the DOTA2 ecosystem [10][11]. Group 4: Future Outlook - The revival of "Small Ice Ice Legend" through the launch of a nostalgic version has garnered positive player feedback, suggesting potential for a resurgence in both the game and the DOTA2 scene [5][7]. - The commitment from "Small Ice Ice Legend" to support the esports community reflects a belief in the eventual revival of Chinese DOTA2, as expressed by the game's team [13].
热闻|LABUBU火出天际,深圳水贝还出现单价几十元黄金版“仿品”!律师警告
Qi Lu Wan Bao· 2025-06-12 11:25
Core Viewpoint - The LABUBU brand has gained significant popularity, evidenced by a recent auction where 48 LABUBU artworks sold for a total of 3.73 million yuan, highlighting its status as a valuable IP [2] Group 1: Market Demand and Trends - The LABUBU brand is experiencing high demand, with official channels unable to meet supply, leading to the emergence of counterfeit products [5] - Similar IPs such as "Lagogo," "Lafufu," and "Lababa" have started appearing in the market, indicating a trend of imitation driven by LABUBU's success [4] - In Shenzhen, various merchants have introduced LABUBU-themed gold jewelry, priced affordably, which has become popular among young consumers [12][13] Group 2: Counterfeit Concerns - Counterfeit products like "Lafufu" have been criticized for poor quality, with issues such as asymmetrical features and lack of mobility [7] - Merchants selling gold versions of LABUBU claim their products are not exact replicas, raising questions about potential copyright infringement [15] - The official LABUBU brand has not authorized any gold jewelry production, and any such products may be considered counterfeit [15] Group 3: Legal Implications - Unauthorized production and sale of LABUBU-themed items may infringe on the copyright held by the brand, allowing for legal action against infringing parties [17] - If the LABUBU design is trademarked, using similar branding could lead to trademark infringement claims [18] - Serious violations could result in civil liabilities and administrative penalties from market regulators [19][20]