游戏动漫
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萧山:“百工灵”IP二创 传播阅读量破亿
Hang Zhou Ri Bao· 2025-05-23 02:18
Core Viewpoint - The "Bai Gong Ling" IP, developed by Hangzhou Kaiying Network Technology Co., integrates over 30 traditional handicraft projects listed in the "Intangible Cultural Heritage" directory, aiming to awaken traditional cultural memories among youth through engaging storytelling and interactive gameplay [1][2]. Group 1: Product Development and Engagement - The "Bai Gong Ling" IP includes games, animations, comics, novels, and cultural derivative products, with over 100 million views for secondary creation content and more than 60 million views for comics [1]. - The H5 mini-game allows players to create over 120 traditional handicrafts, combining cultural transmission with fun gameplay, while simplifying complex processes [1]. Group 2: Cultural Promotion and Community Engagement - In 2023, the company launched the "Kai Xin·Bai Gong Ling" intangible cultural heritage public welfare project, developing over ten sets of non-heritage handicraft courses and conducting public teaching activities in various minority-populated provinces [1]. - The project team has collaborated with institutions like the China Animation Museum and Zhejiang Provincial Intangible Cultural Heritage Foundation, hosting over 30 offline events across eight cities [2]. - The "Bai Gong Ling" IP will participate in the China International Animation Festival alongside another traditional culture IP, "Sui Shi Ling," which focuses on 17 traditional Chinese festivals and 24 solar terms [2].
文化科技双核驱动 第二十一届文博会将于下周启幕
Zheng Quan Shi Bao Wang· 2025-05-14 08:01
Core Viewpoint - The 21st China (Shenzhen) International Cultural Industries Fair (CIFIT) will be held from May 22 to 26, 2024, focusing on the integration of culture and technology, with a theme of "Innovation Leads Trends, Creativity Lights Up Life" [3][4]. Group 1: Event Overview - The CIFIT will feature 6,280 exhibitors from government groups, cultural institutions, and enterprises, with participation from 65 countries and regions, including 305 overseas exhibitors [3]. - The event will have a total of 52 sub-venues across the city, with the main venue located at the Shenzhen International Convention and Exhibition Center [3]. - The fair aims to enhance its internationalization, marketization, professionalism, and digitization levels, establishing itself as "China's First Cultural Industry Exhibition" [4]. Group 2: Industry Insights - Shenzhen's cultural and related industries comprise 3,754 enterprises, generating a revenue of 12,875.08 billion yuan, accounting for 51.5% of the province's total and 9.1% of the national total [2]. - The city has seen significant revenue contributions from 16 sub-sectors, including multimedia gaming and wearable smart cultural device manufacturing, totaling 5,863.99 billion yuan [2]. Group 3: Highlights of the Fair - The fair will introduce five major highlights, including participation from over 300 leading brands, with more than 60 first-time exhibitors [5]. - An AI technology zone will be established, featuring over 60 AI companies showcasing applications across various scenarios [5]. - The main exhibition area will expand from over 1,300 square meters to 3,000 square meters, attracting over 100 institutions and enterprises with significant cultural products [6]. Group 4: Transaction Promotion Measures - The fair has planned 22 measures to enhance transaction capabilities, focusing on upgrading scenes, channels, and services [7]. - New transaction scenarios will include product launches, project roadshows, and supply-demand matching, with increased collaboration with major e-commerce platforms [7]. - An AI exhibition assistant named "Wen Xiao Bo" will be introduced to optimize the transaction service system, enhancing the overall visitor experience [8].
顶流集结!微博游戏动漫展点燃五一跨次元热潮
Xin Lang Ke Ji· 2025-05-06 09:36
Core Insights - The first Weibo ACG World (WAW) was held from May 3 to May 5 in Beijing, attracting over 68,000 attendees, with nearly 80% from northern regions and 77% under 30 years old [1][9] - The event featured over 100 popular esports teams, players, game streamers, and artists, showcasing more than 150 popular game, esports, and anime IPs, creating a vibrant atmosphere for ACG enthusiasts [1][2][4] - The event generated significant online engagement, with a total reading volume of 2.45 billion and 9.5 million interactions on Weibo, along with 87 trending topics [1][7] Event Highlights - WAW included four themed exhibition halls, offering a one-stop celebration of games, esports, and anime, with over 30 exciting activities that allowed fans to interact with their favorite characters [2][4] - The event featured notable appearances from popular groups and characters, including the six-year anniversary celebration of the "Infinite King Team" and a large cosplay parade from "Jian Wang 3" [2][4][5] - Exclusive game demos, such as the first offline trial of the domestic AAA game "Mingmo: Yuanshu Yu," were well-received, with fans expressing satisfaction despite long wait times [4][10] Industry Impact - The event showcased the growing ACG ecosystem on Weibo, with 666 game IPs and over 3,600 top accounts in the anime sector, indicating a robust community and resource base [9][12] - WAW aimed to establish a benchmark for northern game and anime exhibitions, enhancing offline engagement for ACG culture and facilitating a closed-loop fan operation model [10][12] - The collaboration with partners like Maoyan Entertainment for ticket sales and marketing demonstrated a successful integration of online and offline experiences, contributing to the cultural consumption landscape in the region [10][12]
首届微博游戏动漫展在北京举办,参与总人次超6.8万
news flash· 2025-05-06 09:27
Core Insights - The first Weibo ACG World (WAW) was held from May 3 to May 5 in Beijing, marking it as the largest comprehensive game and animation exhibition in Northern China [1] - The total attendance for the inaugural event exceeded 68,000, with nearly 80% of ticket purchasers coming from Northern regions and 77% being under the age of 30 [1] - Currently, Weibo's pan-ACG (Anime, Comic, and Games) bloggers produce an average of 2.6 million posts daily, attracting over 300 million users to follow pan-ACG content on the platform [1]