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日本谷子经济报告
2025-08-13 14:53
Summary of Japanese "Gaki" Economy Report Industry Overview - The Japanese "Gaki" economy is a significant part of the anime industry chain, with a commercialization market share exceeding 20% and rapid growth in online distribution, alongside steady growth in overseas and commercialization markets [1][2] - The collectible card game segment is the largest category within the Japanese "Gaki" economy, exceeding 300 billion yen, closely related to IPs like Pokémon and Dragon Ball, and has been the fastest-growing subcategory over the past five and ten years [1][3] Key Insights - The core second-dimensional group in Japan accounts for approximately 37%, while the broader second-dimensional group reaches 85%, significantly higher than the Chinese market, which has a penetration rate of around 20% [1][4] - Per capita spending on collectible cards in Japan is about 120 yen, compared to less than 20 yen in China, indicating substantial growth potential for the Chinese market [1][5] - The Japanese anime industry employs a production committee model, which shares risks and profits among stakeholders, ensuring coordinated efforts across the supply chain [1][6] Success Factors of the Japanese Anime Industry - Internal factors contributing to the success of the Japanese anime industry include high-quality IP supply, advancements in animation technology, changes in media distribution, audience expansion, and evolving business models [1][7] - External factors include government support and a favorable economic environment, with the Japanese government recognizing the anime industry as a key sector since 1996 [1][7][8] Historical Development of the Japanese Anime Industry - The development of the Japanese anime industry can be divided into several key stages, from pre-1945 when the industry was not fully formed, to the 1970s when it began to industrialize, and to the present day where it has become a mature and efficient system with global influence [1][9][10] Company-Specific Strategies Bandai - Bandai focuses on story-driven IPs and employs a full industry chain capability to expand its IP matrix, emphasizing channel development and overseas market expansion to ensure product success and supply chain stability [1][12][13][14] - Bandai's unique advantage lies in its comprehensive industry chain capabilities, allowing for synergy between content creation, animation production, and sales channels [1][14] Sanrio - Sanrio emphasizes character-driven IPs, particularly through its flagship character Hello Kitty, leveraging emotional connections and a well-structured industry chain to maintain relevance [1][12][17] - Sanrio's strategy includes a strong focus on licensing, accounting for over 50% of its business, and diversifying its IP portfolio to reduce reliance on single characters [1][18][19] Market Strategies - Both companies adopt localized strategies for different markets, with Bandai focusing on global supply chain management and Sanrio emphasizing digital channels and local partnerships to enhance brand presence [1][16][20] Implications for Chinese Enterprises - The Japanese toy economy offers valuable lessons for Chinese companies, highlighting the importance of continuous product innovation for story-driven IPs and the potential for growth in character-driven IPs through open licensing and diversification [1][21]
上映不到1个月狂揽10亿票房,原著作者分了还不到40万?
3 6 Ke· 2025-08-13 12:05
Core Insights - The film "Demon Slayer: Infinity Castle Chapter" has achieved a box office of 22 billion yen (approximately 1 billion RMB), surpassing the entire run of "One Piece: Red-Haired Songstress" which grossed 20.33 billion yen (approximately 1 billion RMB) [2][3] - The momentum of "Demon Slayer" continues, positioning it as a strong contender for the annual box office champion in Japan, with its previous film "Demon Slayer: Mugen Train" holding a total box office of 40.43 billion yen [3] - The original creator, Koyoharu Gotouge, is unlikely to benefit significantly from the box office success due to Japan's copyright regulations, which limit the maximum royalty to 10 million yen (approximately 470,000 RMB) [5][6][10] Box Office Performance - "Demon Slayer: Infinity Castle Chapter" is on track to become one of the top ten highest-grossing films in Japanese history within a month of its release [3] - The film's success is expected to contribute to a total box office of over 100 billion yen when combined with other planned films in the franchise [5] Creator's Earnings - The earnings for original creators in Japan are minimal, with Koyoharu Gotouge potentially receiving only 7 to 8 million yen (approximately 350,000 to 390,000 RMB) after deductions from the maximum royalty [6][8] - Other creators have expressed frustration over the low earnings from box office successes, with the majority of profits going to production committees and distributors [8][10] Industry Context - The anime industry in Japan faces significant challenges, including low salaries and long working hours, leading to high turnover rates among new creators [18][20] - Despite the limited financial benefits from the film's box office, Gotouge's income from manga royalties has significantly increased, with projected sales of over 220 million copies by 2025 [20][22]
这些国家如何做大动漫产业(国际视点)
Ren Min Ri Bao· 2025-08-12 22:29
Group 1: Global Animation Market Overview - The global animation market has been growing steadily since 2020, with a projected market size exceeding $300 billion by 2024 and an expected annual compound growth rate of 8.64% from 2024 to 2031 [1] - Major animation-producing countries like France, Japan, and the United States are focusing on combining creativity and technology to produce diverse and expressive works, enhancing their competitive edge in the global animation industry [1] Group 2: France's Animation Industry - France has become a leading animation production country, with 120 active animation studios and two-thirds of its box office revenue coming from international markets [2] - The French animation industry is characterized by a lack of a unified "style," with various directors employing unique creative methods, often challenging traditional narrative structures [3] - The French government supports artistic and market-challenging films through a prepayment funding model, promoting the production of original content [3] Group 3: Japan's Animation Industry - Japan's animation market has surpassed 3 trillion yen in 2023, with overseas markets accounting for 1.7 trillion yen, reflecting a 14.3% year-on-year growth [4] - The success of Japanese animation is attributed to content creation and technological innovation, exemplified by the global box office success of "The Super Mario Bros. Movie," which grossed $1.3 billion [4][5] - Japan aims to expand its content industry's overseas market size to 20 trillion yen by 2033, quadrupling the 2022 figure [5] Group 4: United States Animation Industry - The U.S. animation industry dominates the global market, with all top 20 highest-grossing animated films being American, including "Frozen" and "Toy Story" [6] - The U.S. animation sector benefits from a mature industry system, advanced production technology, and a strong global market strategy, with four out of the top ten domestic films in 2024 being animated [6][7] - The U.S. animation industry faces challenges, including a trend of outsourcing production and a significant number of job vacancies for visual effects artists and animators [7]
中国国际漫博会举办
Ren Min Ri Bao· 2025-08-12 22:09
Core Viewpoint - The 15th China International Animation and Copyright Trade Expo was held in Dongguan, showcasing over 2,000 film and animation IPs from more than 40 countries and regions, integrating copyright trading, industry connections, and cultural exchanges [1] Group 1 - The expo marked its first occurrence in the core area of the潮玩 (trendy toys) industry in Shipaizhen, Dongguan, transitioning from a single exhibition scene to a full industry chain park [1] - Multiple international orders worth over 100 million yuan were facilitated during the expo, covering areas such as trendy toy AI technology transformation and traditional cultural IP export [1] - The event utilized innovative models like "IP + live streaming" to achieve online and offline integration, attracting both audiences and buyers [1]
2024—2031年全球动漫产业年复合增长率将达到8.64% 这些国家如何做大动漫产业(国际视点)
Ren Min Ri Bao· 2025-08-12 22:07
Core Insights - The global animation industry is experiencing significant growth, with the market expected to exceed $300 billion by 2024 and a projected annual growth rate of 8.64% from 2024 to 2031 [1] Group 1: France - France has become a major player in the global animation industry, with 120 active animation studios and two-thirds of box office revenue coming from international markets [2] - The country emphasizes diverse storytelling and innovative narrative techniques, often challenging traditional storytelling methods [3] - France's support for artistic and market-challenging films through a prepayment funding model has fostered a unique and varied animation landscape [3] Group 2: Japan - Japan's animation industry has a market size that surpassed 3 trillion yen in 2023, with overseas markets accounting for 1.7 trillion yen, reflecting a 14.3% year-on-year growth [4] - The integration of gaming and animation, as seen in the success of "Super Mario Bros. Movie," showcases Japan's innovative approach to content creation [4] - Japan aims to expand its content industry's overseas market to 20 trillion yen by 2033, which is four times the size in 2022 [5] Group 3: United States - The U.S. animation industry dominates the global market, with top-grossing films like "Inside Out 2" achieving approximately $1.7 billion in global box office revenue in 2024 [6] - The industry benefits from a well-established production system, advanced technology, and a strong distribution network, with major studios like Disney and Warner Bros. leading the way [7] - Despite its success, the U.S. animation industry faces challenges, including a trend of outsourcing production and a projected shortage of visual effects artists and animators in the coming years [8]
阅文上半年归母净利同比大增68.5%,短剧爆款率超60%
Sou Hu Cai Jing· 2025-08-12 09:07
Core Viewpoint - In the first half of 2025, the company reported strong financial performance with a revenue of 3.19 billion yuan and a net profit of 850 million yuan, reflecting a year-on-year growth of 68.5% [1][2] Financial Performance - Total revenue reached 3.19 billion yuan, with a net profit of 850 million yuan, marking a 68.5% increase year-on-year [1][2] - Online business revenue was 1.99 billion yuan, while copyright operations and other income amounted to 1.21 billion yuan [2] - Online business revenue grew by 2.3% compared to the previous year [2][6] IP Ecosystem and Content Creation - The company's IP ecosystem demonstrated strong growth resilience, with several adaptations of premium IPs achieving significant success in the film and television market [1][7] - The number of new authors increased by 200,000, and 410,000 new novels were added, with a total of approximately 20 billion new words created [3][6] - The number of new signed authors achieving over 10,000 subscriptions increased by 45% year-on-year [3][4] User Engagement and Growth - The average monthly paid user count reached 9.2 million, reflecting a 4.5% year-on-year increase [6] - The number of works with over 10,000 monthly subscriptions grew by 20%, while those with over 100,000 increased by 200% [6][4] Short Video and Derivative Products - The company’s short video and IP derivative products experienced rapid growth, with GMV for derivative products reaching 480 million yuan, nearing last year's total [11] - The short drama "Good Luck Sweet Wife" achieved over 80 million yuan in revenue, ranking second in the short drama market [11][9] AI Integration and Global Expansion - The company has integrated AI technology into its IP ecosystem, launching the first AI web literature knowledge base, enhancing author interaction and productivity [20] - Revenue from AI-translated works on the overseas platform WebNovel grew by 38%, accounting for over 35% of total platform revenue [20]
《时代摘要》对话王德顺:从“最飒爷爷”到“无量仙翁” 人生不设限
Xin Hua Wang· 2025-08-12 05:59
Group 1 - The article highlights the remarkable life and career of Wang Deshun, an 89-year-old voice actor known for his role as the "Infinite Immortal" in the animated film "Nezha 2" [1][2][4] - Wang Deshun's voice acting experience is backed by over 60 years in performance, allowing him to effectively portray a character that transitions from a kind elder to a fierce antagonist [4][6] - The success of "Nezha 2" reflects the growing confidence of Chinese animation on the global stage, showcasing unique aspects of Chinese culture [4][6] Group 2 - Wang Deshun's journey includes significant milestones such as moving to Beijing at the age of 50 to pursue his dreams, which he describes as the beginning of his life [7][9] - His innovative performances, including the creation of "living sculpture" acts, demonstrate his commitment to continually challenge himself and redefine his artistic boundaries [9][11] - The article emphasizes that age should not be a limitation, as Wang Deshun continues to engage in new activities, such as obtaining a pilot's license at 89, showcasing a philosophy of lifelong learning and exploration [11][13]
从《浪浪山小妖怪》看国漫人如何“拼好团”
Zhong Guo Xin Wen Wang· 2025-08-11 14:01
Core Insights - The animated film "Wang Wang Mountain Little Monsters" has achieved significant success, grossing over 600 million yuan, setting a record for domestic 2D animated films in China [1] - The film is a derivative of the short animation "Chinese Tales" and features a story about a grassroots team embarking on an adventure [1] - The film's success is attributed to a collaborative approach among industry professionals, fostering innovation and creativity within the animation sector [4] Group 1 - "Wang Wang Mountain Little Monsters" has surpassed 600 million yuan in box office revenue, breaking the record for domestic 2D animated films in China [1] - The film was released on August 2 and is based on the short animation "Chinese Tales: The Summer of Little Monsters" [1] - A themed exhibition at the Zhejiang Provincial Museum complements the film, offering an immersive experience that redefines the interaction between animation and the public [1][2] Group 2 - The exhibition features interactive games and realistic recreations of scenes from the film, enhancing audience engagement [2] - The collaborative environment in Hangzhou's Yichuang Town has led to a community of creators sharing ideas and resources, which is essential for the growth of the animation industry [4] - The film has over 30 announced collaborations across various sectors, including automotive, food and beverage, and merchandise, creating a comprehensive commercial strategy [4] Group 3 - The success of "Wang Wang Mountain Little Monsters" is seen as a sign of maturity in the Chinese animation industry, showcasing a full industry chain collaboration [6] - The film effectively transforms classic symbols from "Journey to the West" into contemporary narratives that resonate with young audiences [6] - The emphasis on content and cross-industry collaboration is viewed as crucial for establishing a unique position for Chinese animation on the global stage [6]
东莞发力潮玩和动漫产业 计划拿出1.2亿元产业扶持资金
Nan Fang Ri Bao Wang Luo Ban· 2025-08-11 08:08
近日,在第十五届中国国际影视动漫版权保护和贸易博览会上,据中国潮玩之都·动漫潮玩产业招商推 介会消息,《东莞市加快潮玩和动漫产业发展若干措施》发布,东莞计划拿出1.2亿元产业扶持资金, 从产业生态、开拓市场、内容创作、动漫产业、要素保障等五大方面支持潮玩和动漫产业高质量发展。 在产业生态方面,支持潮玩和动漫企业提升原创设计能力,进一步强化品牌建设,推动人工智能赋能潮 玩,鼓励打造潮玩相关城市文化地标,发展"潮玩+"工业旅游,最高给予300万元的资助。其中,政策关 注人工智能领域,对国家、省、市级AI赋能潮玩应用场景最高给予100万元的资助,助力企业领跑人工 智能新赛道。 在开拓市场方面,聚焦打通内外销环节,对参加国内外重点展会的潮玩和动漫组织和企业,最高给予20 万元的参展补贴;支持潮玩和动漫企业开展跨境电商和内贸电商,对平台服务费、国际认证费,最高给 予20万元的补助,助力企业开拓新市场。 在动漫产业方面,扶持打造顶级原创动漫精品,其中,对获得权威奖项的自主版权动漫作品,最高给予 500万元资助;对在头部网络平台首播且播放量在动漫类年度排前20位的,最高奖励100万元;国内电影 票房达1亿元的,奖励100万 ...
中国潮玩之都·动漫潮玩产业招商推介会举行!
Nan Fang Du Shi Bao· 2025-08-10 07:54
Core Insights - The event held on August 8 aimed to promote the development of the animation and toy industry in Dongguan, attracting over 80 key guests and exhibitors from 13 countries and regions to discuss industry growth [1][3] Group 1: Industry Support Measures - Dongguan plans to allocate 120 million yuan (approximately 17 million USD) in industrial support funds to enhance the toy and animation industry through five key areas: industrial ecology, market expansion, content creation, animation industry, and resource assurance [3][5] - In terms of industrial ecology, support will be provided for enhancing original design capabilities and brand building, with a maximum subsidy of 3 million yuan (approximately 420,000 USD) for AI-enabled toy applications [5][6] - Market expansion efforts include subsidies of up to 200,000 yuan (approximately 28,000 USD) for participation in key domestic and international exhibitions, as well as support for cross-border e-commerce initiatives [5][6] Group 2: Project Promotion - Dongguan is recognized as the largest toy production base in China, producing approximately 85% of the country's toys and 25% of global animation derivatives [7][9] - Shipa Town and Chashan Town presented their project proposals, highlighting their advantages in the toy industry and inviting enterprises to invest [7][9] - Shipa Town's toy industry cluster accounts for about 10% of the national output value, with plans to create a unique industrial town that integrates cultural and ecological elements [9][11] Group 3: Future Development Plans - Chashan Town focuses on AI-driven toy development, with a plush toy industry cluster valued over 10 billion yuan (approximately 1.4 billion USD) and an average annual growth rate of 12% over the past three years [11] - The town plans to implement a 10 million yuan (approximately 1.4 million USD) incentive fund to enhance various aspects of the industry, including technology and market development [11] - Dongguan will continue to enhance its support for the animation and toy industry, optimizing the business environment and ensuring rapid project implementation [11]