Workflow
动漫
icon
Search documents
从情绪消费到价值共创 推动“谷子经济”可持续发展
Xiao Fei Ri Bao Wang· 2025-08-22 03:39
Group 1 - The "Guzi Economy" is transforming from mere emotional consumption to deeper value co-creation, connecting young consumers' emotional needs with cultural industry economic benefits [1] - Successful IPs like "The King's Avatar 2" have not only achieved box office and critical success but also stimulated fan enthusiasm for peripheral products such as figurines and blind boxes, showcasing strong cultural identity and consumption motivation [1] - Beijing's recent action plan supports the development of the "Guzi Economy," encouraging quality animation creation and the establishment of hubs for the second dimension and new generation trendy toys, while also supporting domestic brands' overseas expansion [1] Group 2 - Innovations in the "Guzi Economy" include the rise of "pain gold" phenomena, where traditional fast-moving consumer goods are upgraded to cultural assets with both emotional and investment value [2] - The emergence of virtual idols and digital IPs is expanding the "Guzi Economy," as these virtual IPs have strong cross-media capabilities, long lifecycles, and high fan loyalty, allowing for deep integration of physical and virtual products [2] - The business model is shifting from a single "IP licensing + derivative product sales" approach to "user co-creation + scene embedding," enhancing user engagement and loyalty through participatory design and experiential activities [2] Group 3 - To address challenges, businesses need to diversify content by introducing more niche and potential second-dimensional IPs, enhancing community engagement through offline activities like themed events and IP experience exhibitions [3] - For sustainable development, the "Guzi Economy" must continuously innovate in content and operational models, balancing copyright protection with market vitality, and ensuring the collaborative development of gold jewelry, trendy toys, digital collectibles, and offline experiences [3] - The new gameplay of the "Guzi Economy" is reshaping the cultural consumption ecosystem, and addressing key issues such as copyright, content, operations, and user experience is essential to unlock its long-term potential and promote a healthy, innovative, and prosperous industry [3]
郑州国际会展中心 金秋十月展会云集
Zheng Zhou Ri Bao· 2025-08-22 00:48
Core Viewpoint - The upcoming exhibitions in Zhengzhou are expected to showcase both emerging industries and local advantageous industries, contributing to the city's economic vitality and development momentum [1] Industry Summary - The Zhengzhou International Convention and Exhibition Center will host a series of exhibitions in October, including: - The 6th Zhengzhou ACC Animation Exhibition from October 2 to 4 - The 9th Central Plains International Pet Supply Chain Expo and the 25th Zhengzhou Beauty and Cosmetics Industry Expo from October 10 to 12 - The 21st China (Zhengzhou) International Tea Industry Expo and Beverage Exhibition from October 10 to 13 - The 27th China International Software Expo and the 3rd Central Plains Zhengzhou International Aluminum Industry Exhibition from October 15 to 17 - The Central China Printing and Packaging Expo and the Central China Plastics and Rubber Industry Expo from October 17 to 19 - The China (Zhengzhou) Tourism Leisure and Entertainment Industry Expo from October 22 to 24 - The Global Meat Industry Expo from October 28 to 30 [1] Economic Impact - Industry insiders believe that the exhibition economy serves as a resilient link connecting global market resources and opportunities while stimulating local industry innovation and development, positioning it as a new engine for high-quality development in Zhengzhou [1]
游戏ETF(516010)涨超1.1%,政策助力内容供给优化或提振行业信心
Mei Ri Jing Ji Xin Wen· 2025-08-21 05:52
Group 1 - The gaming industry shows positive high-frequency data and good mid-term report expectations, indicating a sustained outlook for the sector [1] - The gaming ETF (516010) tracks the animation and gaming index (930901), which selects listed companies involved in game development, animation production, and related services to reflect the overall performance of the animation and gaming industry [1] - The animation and gaming index focuses on the animation and gaming industry, covering companies with innovative capabilities and market competitiveness, with a bias towards information technology and media entertainment sectors [1] Group 2 - Investors without stock accounts can consider the Guotai Zhongzheng Animation and Gaming ETF Connect A (012728) and Connect C (012729) [1]
文化大家“东南飞”:一场书香盛宴折射广东文化供给力
Core Insights - The 2025 South China Book Festival has attracted over 200 cultural figures from home and abroad, marking the largest gathering of its kind [1] - Guangdong has established itself as a cultural highland, leading the nation in cultural industry revenue and innovation [2][10] - The festival has evolved since its inception in 1993, becoming a significant platform for cultural exchange and international collaboration [3][5] Group 1: Cultural Significance - The South China Book Festival has been held for 32 years, showcasing a commitment to cultural promotion and internationalization [3] - The festival serves as a bridge for understanding overseas publishing trends and fostering copyright cooperation [3][5] - Notable authors and cultural figures frequently participate, enhancing the festival's reputation as a cultural hub [3] Group 2: Economic Impact - Guangdong's cultural industry generated approximately 2.5 trillion yuan in revenue in 2024, accounting for over one-sixth of the national total [2] - The new cultural economy, including digital publishing and gaming, has seen a revenue increase of 10.5% [2] - The province's GDP has consistently ranked first in the country for 35 years, providing a robust foundation for cultural investment and consumption [8] Group 3: Industry Development - Guangdong has implemented a comprehensive policy package to stimulate high-quality development in the cultural sector, covering various fields such as film and gaming [11][14] - Major film and television companies are establishing operations in Guangdong, with over 40 key domestic enterprises already present [11] - The province has allocated over 100 million yuan annually to support film production and promotion, resulting in significant box office success [13] Group 4: Future Prospects - New cultural projects and collaborations are emerging, indicating strong confidence in Guangdong's cultural industry [14] - The region is expected to continue attracting cultural enterprises and talent due to its favorable policies and market conditions [14] - The integration of technology and culture is anticipated to drive further innovation and growth in the sector [14]
知名歌手去世,年仅61岁!他唱的《圣斗士星矢》主题曲家喻户晓,离世前一天还在谈创作歌曲相关事宜,网友:童年的回忆
Mei Ri Jing Ji Xin Wen· 2025-08-14 12:47
Core Points - Japanese music company MOJOST announced the passing of singer NoB (Yamada Nobuo) on August 9 due to kidney cancer, at the age of 61 [1][2][3] - His death marks the end of an era and evokes memories of courage, dreams, and youth for many fans [1] Group 1 - NoB was born on January 20, 1964, and debuted as the vocalist of MAKE-UP in 1984, gaining fame for singing the opening theme "Pegasus Fantasy" for the anime "Saint Seiya" [3][8] - He was diagnosed with kidney cancer eight years ago and continued to fight the disease despite being given a five-year prognosis, demonstrating a strong will to continue his music career [6][3] - The funeral was held privately at the family's request, and a farewell concert for fans is planned for the future [4][6] Group 2 - "Saint Seiya," created by Masami Kurumada, is a popular manga that began serialization in 1986, blending Greek mythology with various cultural elements [10] - The anime adaptation premiered in October 1986 and has spawned multiple story arcs and films, contributing to the cultural impact of the series [11]
游戏ETF(516010)涨超1.9%,市场关注行业政策支持与技术催化
Mei Ri Jing Ji Xin Wen· 2025-08-14 11:40
Group 1 - The media and gaming industry is showing signs of bottom improvement, with a focus on product cycles and performance in the gaming sector [1] - Long-term optimism is noted for high-demand IP toys and AI applications that are in the early stages of development, driven by continuous breakthroughs in AI technology [1] - The summer gaming performance has been strong, indicating robust content consumption demand [1] Group 2 - The gaming ETF (516010) tracks the anime and gaming index (930901), which selects listed companies involved in game development, operation, and anime production to reflect the overall performance of digital entertainment-related securities [1] - The anime and gaming index focuses on the cultural creative industry, highlighting market attention towards investment in this sector and effectively tracking industry trends [1] - Investors without stock accounts can consider the Guotai CSI Anime Gaming ETF Connect C (012729) and Guotai CSI Anime Gaming ETF Connect A (012728) [1]
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
本届漫博会首次落地东莞潮玩产业核心区石排镇,实现了从单一展览场景向全产业链园区的升级。漫博 会现场促成了多笔亿元级国际订单,涵盖潮玩AI科技成果转化、传统文化IP输出等领域;此外,展会还 通过"IP+直播"等创新模式实现线上线下联动,吸引观众和采购商参与。 (文章来源:人民日报) 第十五届中国国际影视动漫版权保护和贸易博览会近日在广东东莞举办。展会汇聚40多个国家和地区的 2000多个影视动漫IP,联动多个平台,集版权交易、产业对接、文化交流于一体。 ...