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上海推动建立动漫IP设计师技能平台 助力动漫产业发展
Xin Hua Cai Jing· 2025-06-28 13:46
Core Insights - The first International Animation IP Designer Skills Competition will be held in 2025 in Shanghai, aiming to integrate animation IP with the cultural tourism industry and cultivate high-skilled innovative talents [1][2] - The competition attracted over 500 participants and features a dual-track format of theme design collection and on-site skill competitions, innovatively creating a "competition, training, certification, exhibition, and application" model [1] Group 1 - Shanghai is establishing an animation IP designer skills platform to support the further development of the animation industry [1] - The Nanxiang Town in Jiading, a historical cultural city, is becoming a hub for the animation and gaming industry, with over 1,500 companies in the sector [1][2] - The production of the film "Nezha 2" saw a quarter of its work done in Jiading, highlighting the region's growing influence in the animation industry [1] Group 2 - Nanxiang Town has set up the "Animation Craftsman ACG Vocational Training Base" to accelerate the development of a talent pool and support high-quality growth in the animation industry [2] - The "Yingcai Hui" comprehensive service project focuses on the full-cycle needs of industry talents, providing one-stop services including housing, education, and medical care [2] - The competition will also promote the integration of animation IP with cultural heritage, exemplified by the design of products based on the national intangible cultural heritage "Nanxiang Xiaolong" [2]
从“被看见”到“常青”,动画IP如何延展生命周期
Xin Lang Cai Jing· 2025-06-27 13:19
Core Insights - The global anime consumer base has surpassed 1.2 billion, with domestic users reaching 300 million, indicating a broadening age range and aesthetic demand within the audience [1] - The Shanghai TV Festival and Tencent Video Animation co-hosted a forum discussing the lifecycle extension of animation IPs, featuring creators from around the world sharing insights on content themes, artistic forms, and international collaboration [1] Group 1: Industry Trends - The forum highlighted the importance of maintaining the vitality of an animation IP after it has gained visibility, emphasizing the need for high-quality production standards [3][6] - The animation industry is witnessing rapid changes in supply and demand, which drives continuous innovation and requires creators to engage more sincerely with their audience [10][13] - The rise of domestic animation is becoming a reality, with Tencent Video aiming to become a leading platform for cross-media works in the next decade [16] Group 2: Content Creation and Audience Engagement - Successful animation requires a deep understanding of audience preferences, with creators encouraged to collect data and engage with viewers to ensure their work resonates [13][15] - The importance of balancing innovation with audience expectations was emphasized, as creators must avoid merely catering to trends while still delivering meaningful content [17] - Various companies are exploring new technologies and narrative techniques to enhance their animation offerings, such as 3D printing and AI integration [8][20] Group 3: IP Development and Global Strategy - Companies like Wanda Animation are focusing on global operations for their IPs, aiming to represent Chinese culture on the international stage [18] - Tencent Video has developed multiple formats for its IPs, including special episodes and theatrical releases, and is planning long-term strategies for content expansion [20] - The industry is moving towards creating high-quality, large-scale domestic animation that meets diverse market demands, with a focus on technological advancements [20]
深圳:举办汽车展、家居展、宠物展、动漫展等 鼓励参展企业首发产品或服务
news flash· 2025-06-25 11:21
Core Viewpoint - Shenzhen is promoting a new consumption model by hosting various exhibitions to encourage companies to launch new products or services [1] Group 1: Policy Initiatives - The Shenzhen government has issued measures to enhance high-quality service consumption [1] - The initiative aims to create a new pattern of "exhibition-driven consumption" [1] - Support will be provided for professional exhibition organizations and related upstream and downstream enterprises [1] Group 2: Types of Exhibitions - Various exhibitions such as automotive, home furnishings, pet shows, and anime conventions will be organized [1] - Companies are encouraged to debut their products or services at these exhibitions [1] Group 3: Economic Impact - The initiative aims to leverage existing exhibitions like the Cultural Expo, Gift Fair, and Furniture Fair to stimulate consumption in dining, accommodation, travel, entertainment, and shopping [1] - The exploration of a "ticket+" model is intended to enhance the economic impact of these events [1] Group 4: International Engagement - Active participation in international events like the China International Import Expo and the China International Fair for Trade in Services is encouraged [1] - The goal is to attract more international renowned enterprises for investment and service industry establishment in Shenzhen [1]
支柱产业被中韩围剿,日本准备开启自救计划
3 6 Ke· 2025-06-19 11:45
Core Viewpoint - The Japan Economic Federation has released a proposal for the sustainable growth of the anime industry, advocating for the adaptation of previously canceled manga into animation, highlighting the industry's potential despite facing systemic risks [1][5][25]. Group 1: Industry Background - The anime industry in Japan has been a significant cultural and economic pillar since its inception, with notable successes in the early 2000s, such as "Naruto" and "Spirited Away," which contributed to its global popularity [5][7]. - In 2002, the revenue from Japanese animated products exported to the U.S. was approximately $4.359 billion, significantly surpassing the total revenue from steel exports to the same market [7]. - The Japanese government has recognized the anime industry as a key economic sector, with policies aimed at enhancing its international competitiveness [9]. Group 2: Current Challenges - The anime industry is experiencing a bifurcation, with about 43.8% of full-service studios reporting increased revenues, while 33.3% of outsourcing studios face declining profits [10]. - Rising production costs and the depreciation of the yen have made it increasingly difficult for small to medium-sized animation studios to survive, leading to a wave of closures [14]. - The industry faces a talent shortage, with 47.3% of workers being freelancers, contributing to instability within the sector [16]. Group 3: Global Competition - The rise of South Korean webtoons has significantly impacted the Japanese anime market, with the South Korean market growing from 724 billion won in 2017 to over 2 trillion won in 2023 [17][19]. - Chinese companies are leveraging advanced technology, such as AI, to reduce production costs, with AI penetration rates in China and South Korea at 62% and 57%, respectively, compared to Japan's 8% [22]. - Chinese investments in Japanese anime companies are increasing, with companies like Tencent and Bilibili actively participating in IP development [22]. Group 4: Proposed Solutions - The Japan Economic Federation's proposal includes creating a global crowdfunding platform for fans to invest in the adaptation of canceled manga into animation, although the implementation details are still under development [25]. - The success of this initiative will depend on the industry's ability to adapt to the fast-paced demands of the streaming era, moving away from traditional production processes [27].
日媒:出口“酷”文化,日本缺乏战略思维
Huan Qiu Shi Bao· 2025-06-16 23:06
Core Viewpoint - Japan's cultural output lacks a strategic approach, hindering its ability to leverage its rich cultural assets for global influence, unlike South Korea which has successfully positioned culture as a core strategic asset [1][2][3] Group 1: Comparison with South Korea - South Korea has transformed from a niche cultural exporter to a cultural superpower over the past 20 years, excelling in music, film, and fashion [1][2] - The South Korean government supports cultural industries through coordinated investment, talent development, and marketing, fostering a culture of risk-taking and long-term planning [2] - Korean dramas contributed $8 billion in streaming revenue to Netflix from 2020 to 2024, showcasing the economic impact of cultural exports [2] Group 2: Japan's Cultural Strategy - Japan possesses significant cultural capital, with globally recognized anime, games, fashion, and cuisine, yet fails to translate this into global influence due to a lack of cohesive strategy [1][2] - The Japanese cultural strategy is fragmented, with media and content policies dispersed across various institutions and dominated by traditional interest groups [2] - Young Japanese creatives face challenges such as low income, long working hours, and limited career advancement, which discourages talent retention in the creative sector [2] Group 3: Recommendations for Japan - Japan should integrate soft power with economic development, improve labor conditions in the creative sector, and modernize export and copyright infrastructure [3] - Learning from successful neighboring countries can empower Japan to enhance its cultural strategy and global presence [3] - A strategic approach that aligns with Japan's cultural assets is essential for future growth and influence [3]
动漫暑期档开打,年番成平台必争之地
Xin Lang Cai Jing· 2025-06-16 13:58
Core Insights - The summer season has ignited a fierce competition among streaming platforms in the anime sector, with Bilibili's original animation "Ling Cage 2" making a strong debut, ranking in the top three of the Yunhe Anime Hot List [1] - Tencent's acquisition of a significant stake in the production company Yihua Tiankai indicates a strategic move to consolidate its control over top IPs like "Ling Cage" [1][8] - Other platforms like iQIYI and Youku are also ramping up their anime offerings, aiming to challenge Tencent's dominance in the anime content space [1][16] Industry Dynamics - The anime content market is becoming increasingly competitive, with platforms recognizing the strategic importance of anime in attracting new subscribers [1] - Tencent's anime offerings are currently dominated by male-oriented fantasy genres, which may alienate female audiences, prompting the need for more diverse content [5][8] - The internal competition within Tencent's anime division is fostering a healthy turnover of new and old IPs, expanding the audience base for domestic animations [5] Platform Strategies - iQIYI has announced a lineup of seven new premium anime series, showcasing its commitment to diversifying its anime content and appealing to various audience segments [16][18] - Youku's "New National Style" initiative aims to blend traditional cultural elements with modern storytelling, expanding the creative boundaries of its anime offerings [20] - Bilibili's success with "Ling Cage" highlights the potential for original IPs to drive user engagement and retention, especially in a market where blockbuster titles are crucial for platform growth [9][12] Upcoming Releases - iQIYI's upcoming anime "God's Kingdom" and Youku's "Gold Player" are set to explore new narrative styles and themes, indicating a shift towards more innovative content in the anime landscape [18][20] - The performance of Bilibili's animated films, such as "Wang Wang Mountain Little Monster," will be a key indicator of the platform's ability to transition from series to theatrical releases [15]
腾讯动漫困于“饭圈”
3 6 Ke· 2025-06-12 11:30
Core Viewpoint - The acquisition of a 26.67% stake in Wuhan Yihua Kaitian by Yuewen Group for 324.8 million yuan marks a significant shift in the ownership structure of the popular anime "Ling Cage," increasing Yuewen's stake from 5.17% to 31.48%, while Tencent's total stake will rise to 61.8187%, making it the largest shareholder and gaining full control over the "Ling Cage" IP [1] Group 1: Acquisition Details - Yuewen Group announced the acquisition of a 26.67% stake in Wuhan Yihua Kaitian for 324.8 million yuan [1] - Following the acquisition, Yuewen's ownership will increase from 5.17% to 31.48% [1] - Tencent, through its subsidiaries, will hold a combined 61.8187% stake in Yihua Kaitian, becoming the largest shareholder [1] Group 2: Impact on "Ling Cage" Series - "Ling Cage" premiered in 2019 on Bilibili, achieving a viewership of 690 million and winning the "Golden Dragon Award" for Best Series Animation [1] - The second season of "Ling Cage" premiered on May 23, 2023, and has garnered 130 million views so far [1] - The future of the upcoming "Ling Cage 3" has become a topic of discussion among fans following the acquisition news [1] Group 3: Tencent's Position in the Anime Industry - Tencent is recognized as the leading platform for domestic animation, having established a strong presence through its "Hundred Series Plan" initiated in 2017 [4] - The company has invested in several prominent animation companies, including Yihua Kaitian, to secure a significant share of the market [4] - Tencent's dominance is evident, with it producing eight out of ten major annual anime series in 2024 [7] Group 4: Challenges and Criticism - Despite Tencent's success, there are concerns regarding the quality of its anime, with recent seasons of popular series like "Bad People" receiving criticism [3] - The influence of fan culture on anime production has led to issues, such as the prioritization of fan preferences over narrative coherence [8][9] - The company faces challenges in balancing the demands of its primarily female fanbase with the traditional male-oriented content of its source material [13][17] Group 5: Competitive Landscape - Other platforms like iQIYI and Bilibili are actively developing their anime offerings, with iQIYI announcing plans for 40 new series, including seven major annual titles [16] - Bilibili continues to rely on its anime business as a key revenue driver, with successful series like "Mortal Cultivation" and "Gods' Record" [16] - The competitive environment suggests that while Tencent currently leads, it must adapt to maintain its market position amid rising competition [17][18]
推动城市数字文化产业高质量发展
Xin Hua Ri Bao· 2025-06-11 23:38
Core Insights - The digital cultural industry is becoming a core component of cultural industry development and a significant part of the digital economy, with high-quality development being essential for urban industrial growth and enhancing competitiveness [1][2][3] Group 1: Development Direction - Cities should focus on building comparative advantages in the digital cultural industry by enhancing competitiveness in key segments and supporting the specialized development of small and medium-sized enterprises [2][3] - Emphasis on leveraging existing industry chain advantages to extend into upstream and downstream sectors, particularly in areas like animation, to boost regional competitiveness [2][3] Group 2: Leading Enterprises - The growth of leading enterprises in the digital cultural industry chain is crucial for fostering new productive forces in the cultural sector, with a focus on sectors like online gaming and animation [3][4] - Local state-owned capital should play a role in supporting the digital transformation of cultural resources and exploring forward-looking investment projects [3][4] Group 3: Industrial Parks - Strengthening digital cultural industry parks is an effective way to promote industrial clustering and innovation-driven development, providing financing support for new technologies and business models [4][5] - Establishing a cultural finance service system in collaboration with financial enterprises to support the development of companies within the parks [4][5] Group 4: Talent Development - Enhancing the quality of digital cultural talent training through collaboration between government, industry, and educational institutions, focusing on practical and innovative skills [5][6] - Establishing a cross-regional cooperation network to improve the efficiency of talent acquisition and integrating talent development into urban policies [5][6] Group 5: Public Services - Improving public service levels for the digital cultural industry by exploring innovative financial products and establishing special funds to support growth-oriented enterprises [6][7] - Creating a public service platform to connect government and industry parks, enhancing the overall service network for the digital cultural industry [6][7]
流媒体时代,中国动漫如何向日本学习?
Huan Qiu Shi Bao· 2025-06-09 22:29
Core Insights - Japanese animation has become a powerful soft power tool for the country, enhancing its global influence through decades of creative accumulation and artistic innovation [1][2] - The global revenue from Japanese anime reached $19.8 billion in 2023, with merchandise sales typically three times the revenue from streaming, indicating significant business opportunities [1] - The Japanese government has recognized the anime industry as a strategic asset capable of driving economic growth [1] Industry Analysis - The unique narrative style and aesthetic of Japanese anime are particularly appealing to global Generation Z audiences, who view these works as part of their cultural identity [2] - However, the Japanese anime industry faces challenges, including lower compensation for creators compared to foreign counterparts and the need for reform in the traditional production committee model [2] - Increasing competition from countries like China, South Korea, and Southeast Asian nations poses a threat to Japan's current dominance in content production [2] Competitive Landscape - China's "Nezha: The Devil's Birth" has become the highest-grossing animated film globally, earning over $2 billion, which allows the Chinese entertainment industry to invest further in production and reach a broader audience [2] - Experts suggest that while China has advantages in cultural depth and technological innovation, it must learn from Japan to build a unique cultural output system [2] - The global streaming revolution presents unprecedented opportunities for countries to share their stories and drive economic growth through cultural exports [2]
文化新观察|国漫扬帆、科技赋能、全球共振——第二十一届中国国际动漫节展现产业新气象
Xin Hua She· 2025-06-05 14:17
Group 1: Event Overview - The 21st China International Animation Festival was held in Hangzhou from May 29 to June 2, showcasing the theme "Together to Create 'Guoman' Destiny" and highlighting cultural confidence, technological empowerment, and global cultural exchange [2][3] - The event attracted over 2,500 enterprises from 42 countries and regions, with more than 3,000 professional visitors and over 1.46 million attendees, reflecting the robust development of China's animation industry [2] Group 2: Highlights of the Festival - A special "Guoman Boutique Exhibition Area" was created to showcase national-level awards and original works, with the animated film "Nezha: Birth of the Demon Child" winning the Golden Monkey Award, setting a benchmark for Chinese original animation [3] - Various themed activities were held, including the global launch of the classic comic "Cai Zhizhong," the 30th anniversary celebration of "Big Head Son and Little Head Dad," and a 20-year exhibition of "Tianyan" by Zhongnan Cartoon [3][4] Group 3: Technological Integration - The festival emphasized the integration of technology and culture, exploring the fusion of cutting-edge technologies like AIGC with the animation industry, creating immersive experiences [4][5] - Notable technology products showcased included humanoid combat robots, AI immersive experience zones, and various innovative applications, demonstrating the limitless possibilities of technology in animation [4][6] Group 4: International Collaboration - The festival featured the "International Symphony of Animation: Hangzhou-Zagreb Animation Art Exhibition," promoting cultural exchange and showcasing the artistic characteristics of Zagreb as an "Animation City" [7][8] - The International Animation and Game Business Conference (iABC) facilitated multiple cross-border cooperation projects, with intended transaction amounts exceeding 1.1 billion yuan, highlighting the strong demand in the international market for Chinese animation [7][8]