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上海谷子经济有多火?中日企业联手深耕二次元市场
Di Yi Cai Jing· 2025-05-07 08:58
Core Insights - The opening of the first global flagship stores for Production I.G & WIT STUDIO and Sega in Shanghai marks a significant milestone in the expansion of Japanese anime and gaming companies into the Chinese market [1][4][9] - The stores aim to cater to the growing demand for anime and gaming merchandise, leveraging popular IPs to attract a dedicated fanbase [3][9] Company Overview - Production I.G & WIT STUDIO are renowned for iconic works such as "Ghost in the Shell" and "Attack on Titan," establishing a strong presence in the anime industry over the past 40 years [3][4][5] - Sega, originally known for arcade games, has created popular franchises like "Sonic the Hedgehog" and "Persona," contributing significantly to the gaming landscape [3][4] Market Potential - The "Guzi Economy" (derivative products from anime and gaming IPs) in China is projected to reach a market size of 1,689 billion yuan in 2024, with expectations to exceed 3,000 billion yuan by 2029 [3][4] - The collaboration between Japanese companies and local partners like GuGuGuGu is seen as a strategic move to tap into the lucrative Chinese market [9][13] Consumer Engagement - The flagship stores feature exclusive, original, and limited-edition merchandise, along with interactive experience zones to enhance fan engagement [3][4] - During the trial operation period, the stores achieved sales exceeding several million yuan, indicating strong consumer interest [3][4] Strategic Importance - Shanghai is viewed as a vibrant hub for anime fans, making it a strategic location for the flagship stores to foster ongoing communication with Chinese consumers [8][9] - The partnership with GuGuGuGu allows for better market penetration and understanding of local consumer preferences, which is crucial for success in the competitive landscape [9][13] Future Outlook - The collaboration aims to create unique products based on original materials, avoiding the pitfalls of market saturation and sameness [13][14] - The overall trend in the anime and gaming market is expected to remain positive, driven by a growing consumer base that seeks imaginative and engaging content [16]
和讯投顾何兵:大盘冲关不缺,新的主升开始?
He Xun Cai Jing· 2025-05-06 10:08
冲刺要来了,最后的冲刺,大盘补完缺口之后该何去何从?整个假期内这个港股、美股都是利好,包括这个贸易方面啊也是一些这个缓和的利 好。和讯投顾何兵表示,今天大A小幅高开之后,震荡之后,大概10点左右怎么样?重新高开高走,继续往上,成绩不错,量能也放大了。创业 板也是一个放量突破。说白点大盘现在还是要去完成补充缺口。我们说缺口的第一关是3320,第二关是3343,因为呃320是看得见的缺口,还有看 不见的缺口,看不见的缺口是3340。 那么补完缺口大家可以发现补完缺口之后怎么走?这里面我们要看一下,今天带领我们大盘反攻的是谁,那么毫无疑问还是我们的大客机,这个 人工智能和机器人,双线驱动是吧?其他的方向就是基本上就是跟着一起怎么样?混日子,打酱油的什么核电也好,稀土也好是吧?包括什么 CPU、数字货币,都有点偏打酱油的感觉。机器人类跟我们的特别是机器人,这块就是连续走势超预期,虽然集合竞价走的一般,但是大概10:30 之后啊开始逐渐走强了。当然我们可以发现啊整个市场呢其实今天有一个股票非常非常这个带动性比较强的,就是我们的精进电动啊这个创业板 的二板是吧?这个在节前最后一天,我们小树林有很多人也跟着一起打板了,是吧 ...
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
5月6日消息,近日,上海市宝山区人民法院宣判了一起团伙制售黄色手办被认定为淫秽物品犯罪案。从手办工厂老板到文员12名被告人被判决犯制 作(贩卖)淫秽物品牟利罪,刑期从四年九个月到判一缓一不等。 根据判决书,这款争议较大的案涉手办是一个女性跪在地上的形象,上身和下体都穿有可脱卸式内衣裤,背后有一对翅膀;胸部和关节部位做了色 素沉淀,没有特地制作乳头,下体简化成一条线。 宝山区人民法院认定案涉手办为淫秽物品依据的是公安机关的鉴定结论以及两名购买手办时未满18岁的证人认为有色情内容而羞于展示,故其诲淫 性不言而喻。 手办起源于日本,是动漫、游戏中人物的衍生模型,制作工艺精细,通常按一定比例还原原作中的角色或场景,在动漫爱好者群体中有较高收藏价 值。 目前,全球动漫衍生品1/4在东莞生产,中国近85%的潮玩产自东莞,东莞也是中国最大的玩具出口基地。 广东东莞素有"中国潮玩之都"之称,截至2025年3月,东莞拥有超过4000家玩具生产企业、近1500家上下游配套企业。 这种"分层追责"的模式,避免了"一刀切"治理可能引发的社会排斥效应。 王志远教授表示,当新兴业态中特定行为已实质侵害刑法保护的法益时,刑法的介入具有正当 ...
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]
高达45年,着眼中美实现新增长
日经中文网· 2025-05-04 08:19
高达的塑料拼装模型 高达是日本数一数二的长寿IP。万代南梦宫控股打算进一步打磨这一IP,借助开拓海外实现进一步增 长。在北美,该公司将通过投放高达的好莱坞真人电影来提高知名度。而在中国,将把高达模型专卖店 数量增加到现在的3倍…… 日本机器人动画《机动战士高达》首次播出至今已45年。日本万代南梦宫控股(BANDAI NAMCO Holdings)打算通过打磨年销售额达到1400 亿日元的"高达IP(知识产权)",借助开拓海外,实现进一 步增长。在北美,该公司将通过投放高达的好莱坞真人电影来提高知名度。作为支柱业务的塑料拼装模 型方面,随着新工厂的投产,产能将提高35%,还将把中国的模型专卖店数量增加到现在的3倍。 万代南梦宫控股2月发布消息称,正在与美国电影制作公司传奇影业(Legendary Pictures)合作,在好 莱坞推进真人版《高达》电影的制作。由于自2018年宣布启动相关策划以来一直没有后续消息。此次的 消息让日本国内外的很多粉丝大为吃惊。 动画作品和塑料拼装模型是驱动万代南梦宫控股增长的两大动力。通过动画获得的粉丝又被引流到了塑 料模型新作品的销售上。从2024财年(截至2025年3月)预测值 ...
喜欢宝可梦的美国人,把皮卡丘炒成“纸片黄金”
Hu Xiu· 2025-05-03 23:05
Core Insights - The global collectible card market is experiencing a rapid growth rate of 21% CAGR, with an expected market size exceeding $10.19 billion by 2028 [1] - The Chinese player Pokecolor has made significant strides in the Pokémon card trading market, achieving over $1 million GMV on eBay within seven months [1] - The Pokémon card market has transitioned from a niche hobby to an investment asset, particularly since 2020, with notable price surges observed in 2023 [3][4] Market Dynamics - The Pokémon card market is characterized by cyclical volatility, influenced by macroeconomic conditions and consumer sentiment [5][6] - The market is divided into "standard" cards, which have limited collectible value, and "non-standard" cards, which are rare and sought after [10] - Scarcity is a key factor determining the value of cards, with uneven distribution contributing to price fluctuations [9] Investment Attributes - The investment potential of Pokémon cards has been recognized, with some cards experiencing price increases from tens of thousands to over a million in a short period [4] - The market's dual structure of standard and non-standard cards creates a unique business model that combines elements of traditional retail and art market pricing [10] Trust and Competition - Trust is a critical component in the collectible card trading space, with platforms needing to establish credibility to facilitate transactions [11][12] - Pokecolor has developed a unique operational mechanism to address pain points in C2C trading, ensuring fairness and protecting buyer rights [13] Cultural and Regional Insights - The Pokémon card market in China is still developing, with significant differences in consumer behavior compared to established markets like the U.S. and Europe [16][19] - Cultural preferences vary by region, with certain cards being more popular in specific markets, highlighting the complexity of the global collectible ecosystem [19][21] Cross-Border Challenges - Cross-border trading presents logistical challenges, particularly for high-value cards, necessitating innovative solutions like "human courier" methods for secure delivery [22] - Building recognition and trust among overseas buyers remains a significant hurdle for Chinese platforms like Pokecolor [23][24] Emerging Opportunities - The recent popularity of Chinese-language Pokémon cards in international markets presents a unique opportunity for cross-border trading [27][28] - As Chinese collectors mature, the influence of Chinese trading platforms is expected to grow, contributing to a more integrated global collectible market [28][29]
“吃谷游”走热 二次元成文旅产业新引擎
Zhong Guo Xin Wen Wang· 2025-05-03 05:35
Core Insights - The rise of "eating谷" (referring to purchasing peripheral products related to anime and games) is becoming a new driving force in the cultural tourism industry, particularly among younger tourists [2][4] - The integration of二次元 culture with local tourism resources is enhancing visitor experiences and attracting a significant number of young tourists to various cities [2][4] Industry Trends - The "eating谷" trend is transforming二次元-related industries into new tourist destinations and themes, with cities like Nanchang, Shanghai, and Wuhan becoming popular spots for young visitors [2] - The demographic shift towards "post-90s" and "post-00s" generations is leading to a more youthful and personalized tourism market [2] Market Potential - According to iMedia Consulting, the market size of China's泛二次元 and peripheral market is expected to reach 597.7 billion RMB by 2024, with the谷子 economy projected to exceed 300 billion RMB by 2029 [4] - Companies are encouraged to organize events like anime carnivals to enhance city cultural competitiveness and attract more visitors [4] Collaborative Efforts - Companies like谷子科技集团 are working with local governments in Nanchang to create new cultural tourism experiences that combine technology with traditional economic elements [4] - The二次元 culture is increasingly influencing urban youth expression, leading to the emergence of niche subcultures and related industry chains [4]
超5万平方米动漫盛宴!2025燚热浪国际动漫游戏博览会5月1日启幕
Chang Sha Wan Bao· 2025-04-30 13:30
Core Insights - The 2025 Yirelang International Animation and Game Expo will be held from May 1 to 3, 2025, at the Changsha International Convention Center, focusing on the theme "Cultural Breaking Walls, Cross-Border Coexistence" [1][16] - The expo aims to integrate local animation and gaming industries with high-quality resources from major brands like Tencent Video and NetEase Games, creating a comprehensive platform for cultural exchange and industry collaboration [1][3] Group 1: Event Overview - The expo will feature over 30 top IPs, including popular titles such as "Douluo Continent" and "Honor of Kings," across four themed exhibition halls [7][12] - The event will serve as a significant platform for the local animation and gaming industry, enhancing Changsha's cultural tourism and exhibition economy [1][16] Group 2: Industry Collaboration - The expo has partnered with leading companies in the industry, including Tencent Video, Youku Animation, and Didi Chuxing, to create a robust ecosystem that spans multiple sectors [3][5] - A local IP industry exchange forum will be introduced to facilitate discussions on IP commercialization and share industry trends, contributing to the development of Hunan's animation and gaming IP ecosystem [5] Group 3: Exhibition Features - Hall W1 will focus on events and photography, featuring top-tier competitions and a dedicated area for photography enthusiasts [7][12] - Hall W2 will combine culture and technology, showcasing over 20 large IP booths and immersive experiences through collaborations with major brands [9] - Hall W3 will offer diverse entertainment options with nearly 20 large anime and game zones, creating a one-stop destination for fans [12] - Hall W4 will feature a "pain car" area and interactive signings with popular guests, enhancing fan engagement [14]
清丰县:首季会展经济“开门红”
Sou Hu Cai Jing· 2025-04-30 02:51
大象新闻记者 张松涛 通讯员 巩志超 张彦峰 近日,自清丰县商务局获悉,2025年第一季度,清丰县通过创新实施《发展会展经济方案》,以"主导 产业+特色农业+节庆消费"三核驱动,成功打造"月月有展会"的会展经济新格局。 一季度展会聚焦家居装饰、特色农产品、文化创意等产业领域,形成"产业+会展"双向赋能模式。其 中,蓝装家博会吸引28家品牌家居企业参展,促成订单额超1200万元;濮阳市迎新春年货节实现农特产 品交易额800万元,带动本地农产品销售增长45%;祈缘漫展作为豫北地区首个大型动漫展会,单日最 高客流6000余人次。 产业链效应带动消费升级 据清丰县商务局统计,展会期间周边酒店入住率同比提升62%,餐饮企业日均营业额增长2.3倍,县域 交通客运量突破15万人次。更值得关注的是,会展经济催生"1+N"乘数效应——鸿兴巡展参展软体企业 100余家,极大促进本地软体家具发展;青年交友联谊会促进婚庆摄影等关联行业增收80万元,形成"以 展促产、以展兴城、产展一体"的良性循环。 构建会展经济新生态 "首季度成绩标志着我县会展经济完成从单点突破到体系化发展的转型。"清丰县商务局负责人表示,通 过建立"政府引导、企业 ...
从“流量入口”到“生态闭环” 成都锦江发布首发经济产业生态圈
Sou Hu Cai Jing· 2025-04-29 10:10
图据主办方 会上,锦江区首发经济发展促进中心负责人解读,首发经济产业生态圈的发布,标志着锦江区开启以"首店流量入口"到"首发生态闭环"的发展部署,首批 将打造COSMO潮流聚变场、天府红国漫主场、白鹭湾科技展场等标杆性首发载体,逐步形成"一核引领、两翼联动、五圈共荣"的生态布局,强化产业链 聚合与全球要素吸附力,打响"首发春熙"品牌。未来,锦江区将持续推出消费新场景、新业态、新模式,加速"首店、首展、首秀"矩阵落地,推动"春熙 行动"实现百家首店招引与千亿商圈建设目标。同时,深化跨区域产业协作,以锦江为全球新品首发核心平台,联动都江堰市、中江县等制造业集群优 势,构建"研发设计-智能制造-首发推广"全链条协同体系,优化资源配置,培育具有国际影响力的首发经济高地。 封面新闻记者 赖芳杰 摄影报道 图据主办方 从比拼"首店数量"到竞争"首发生态",首发经济正在倒逼产业转型升级。 4月29日,由成都市锦江区首发经济发展促进中心、春熙路街道办事处主办的锦江区首发经济产业生态圈发布暨首发经济产业融合研讨会举行。 "数据显示,64%的年轻人更重视精神消费。情绪消费正逐步重塑年轻人的消费习惯,也带来更多新的消费趋势。"戴德 ...