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20多个国家及地区40万人次参展 BW展成为亚洲现象级文化地标
Zheng Quan Ri Bao· 2025-07-15 10:37
Core Insights - The "BilibiliWorld2025" event showcased significant growth in attendance and international participation, with 400,000 attendees, a 60% increase from the previous year, and 167 global exhibitors [1][2] - The event highlighted the internationalization of both exhibitors and attendees, attracting fans from over 20 countries, including Japan, South Korea, Russia, Brazil, Saudi Arabia, and Egypt [1] - The event's success positively impacted Shanghai's economy, with a 50% increase in flight bookings to Shanghai and a nearly 5-fold increase in hotel reservations near the venue [2] Group 1 - The BW exhibition spanned all 8 halls of the National Exhibition and Convention Center in Shanghai, featuring nearly 800 "pain cars" and over 30,000 cosplayers [1] - The event trended on Japanese Twitter, reaching the 6th position, indicating its global recognition and appeal [1] - Notable game developers and manga artists participated in the event, enhancing its profile and engagement with fans [1] Group 2 - The influx of young attendees contributed to a significant boost in related industries such as transportation, accommodation, and dining in Shanghai [2] - The number of attendees has grown from 210,000 in 2023 to 250,000 in 2024, and is projected to reach 400,000 in 2025, reflecting the increasing influence and cultural output of Bilibili [2] - Bilibili aims to showcase the creativity and cultural inclusivity of China's Generation Z through immersive offline experiences [2]
哔哩哔哩世界数字娱乐动漫文化博览会在上海举办
Zhong Guo Jing Ji Wang· 2025-07-15 03:51
Group 1 - The Bilibili World 2025 (BW2025) event in Shanghai attracted 400,000 attendees, marking a 15% increase from the previous year, with 167 global exhibitors and 800 vehicles on display [1][2] - The event showcased the internationalization of both exhibitors and attendees, with participants from over 20 countries and regions, highlighting the global appeal of ACGN culture [1][2] - Notable figures from the gaming and manga industries, such as Hideo Kojima and Guo Weiwei, participated in promotional and signing events, enhancing the event's prestige [1] Group 2 - The influx of 400,000 young attendees significantly boosted related industries in Shanghai, including transportation, accommodation, and dining, with hotel bookings near the National Exhibition Center increasing nearly fivefold compared to last year [2] - The BW2025 event led to a 31% year-on-year sales increase at the 百联ZX shopping center, which implemented special services to cater to the influx of attendees [2] - The event's impact on Shanghai's consumer market was substantial, with a 35% rise in cultural tourism orders during the event period [2] Group 3 - The growth in attendance from 210,000 in 2023 to 400,000 in 2025 reflects an increase in IP launches, global influence, content innovation, and cultural output capabilities [3] - Bilibili is leveraging this immersive offline event to showcase the content creation abilities and cultural inclusivity of China's Generation Z, aiming to tell the "cultural story of China's Generation Z" to the world [3]
40万人次共赴“二次元”盛会 BW2025今年参展人次较去年上涨15万 护照购票观众占13%
Jie Fang Ri Bao· 2025-07-15 01:53
Group 1 - BW 2025 attracted 167 global exhibitors and over 300,000 cosplayers, with a total attendance of 400,000, marking a 15% increase from 2024 [1] - The event showcased international participation, with fans from countries like Russia, Brazil, Saudi Arabia, and Egypt, in addition to Japan and South Korea [1] - The event trended on Japanese Twitter, ranking 6th, highlighting its global appeal and scale [1] Group 2 - Non-ACGN exhibitors such as the Macao Tourism Board and Huawei participated, breaking the dimensional barrier and fostering offline interactions between "three-dimensional" brands and "two-dimensional" audiences [2] - The event significantly boosted local industries, with a 31% sales increase at 百联ZX and a 50% rise in national flight bookings to Shanghai during the event [3] - BW 2025 demonstrated the growing influence of Chinese Generation Z in content creation and cultural output, showcasing their creativity and inclusivity to the world [3]
00后的痛你可以不懂,但背后的千亿经济你要了解一下
Hu Xiu· 2025-07-14 23:52
Core Insights - The article discusses the emerging "pain culture" and its significant market potential, particularly among the millennial generation, with the "guzi economy" market size surpassing 100 billion yuan in 2023 [6][7]. - Bilibili World (BW), a major ACGN event, showcases the growing consumer power of the anime and gaming community, with record attendance and participation from various brands [16][18]. Group 1: Event Insights - BW 2023 saw the highest participation ever, with 900,000 ticket reservations and 400,000 attendees, covering an area of 240,000 square meters, making it four times larger than Japan's AnimeJapan [17][18]. - The event attracted a diverse audience, including international attendees, and featured over 700 exhibitors, with 18 brands from non-ACGN sectors [34][35]. Group 2: Brand Engagement - Brands like Upgraded Snacks creatively integrated into the event, achieving high visibility and engagement, demonstrating the effectiveness of content-driven marketing [29][30]. - The automotive industry also participated actively, with major brands showcasing "pain cars" and collaborating with popular IPs, indicating a shift in marketing strategies to engage younger consumers [36][38]. Group 3: Market Trends - The article highlights the increasing consumer spending power within the "pain culture," with reports indicating that by 2024, the pan-anime demographic in China will exceed 500 million people, with average spending over 1,000 yuan per person [71]. - Companies like Chow Tai Fook have successfully tapped into this market, with their collaboration with popular IPs leading to significant sales growth, showcasing the potential for brands to connect with younger audiences [63][67].
第十二届深圳国际电玩节要来了 7月18日启幕,中国动画学会40周年特展将亮相
Shen Zhen Shang Bao· 2025-07-14 16:20
Core Insights - The 12th Shenzhen International Game Festival will be held from July 18 to 20, featuring over 100 domestic and international animation and gaming companies [1][2] - The festival will showcase a special exhibition celebrating the 40th anniversary of the China Animation Association, highlighting the evolution of Chinese animation [1][2] Industry Overview - The event is recognized as the largest animation and gaming exhibition in the Guangdong-Hong Kong-Macao Greater Bay Area, attracting over 5,000 companies and 1.35 million visitors since its inception in 2014 [1] - The two-dimensional market in China is experiencing explosive growth, with projections indicating that the user base will reach 503 million by 2024, primarily driven by Generation Z [2] Exhibition Highlights - The special exhibition will feature classic Chinese animations such as "Big Head Son and Small Head Dad" and "Eight Immortals Crossing the Sea," as well as contemporary works like "Boonie Bears" and "White Snake 2: The Tribulation of the Green Snake" [1][2] - Renowned institutions like Beijing Film Academy and Nanjing University of the Arts will showcase award-winning works, emphasizing the strength of the new generation in Chinese animation [2] Participation and Engagement - Major companies such as CCTV Animation, Bilibili, and Tencent Animation will participate, alongside popular guests who will engage with fans [2]
数据工场 | 从夜排长龙到“痛城”狂欢,Bilibili World2025点燃“二次元”热潮
Xin Hua Cai Jing· 2025-07-11 14:23
Core Insights - BW2025, a major event for the "ACG" (Anime, Comic, Game) community, is taking place from July 11 to July 13, 2025, at the Shanghai National Exhibition and Convention Center, attracting significant attention from fans and exhibitors alike [2][3] Event Overview - The BW2025 exhibition covers an area of 130,000 square meters, a 30% increase from the previous year, with ticket sales and attendance expected to rise by 30%, reaching an estimated 300,000 visitors [3] - The number of exhibitors has doubled to over 700, with nearly 900,000 people registering for tickets, which sold out rapidly [3] Gaming Industry Participation - Major gaming companies are showcasing their titles, including popular games like "Call of Duty Mobile" and "Rainbow Six," alongside new domestic games [4][5] - The game "Love and Deep Space" has a dedicated exhibition area and is expected to generate significant revenue, with over $229 million (approximately 1.65 billion RMB) in the first half of 2025, marking a nearly 50% year-on-year increase [4] Economic Impact - The event is driving significant economic activity in Shanghai, with a 35% increase in cultural tourism bookings during the event week and a 36% rise in train ticket searches [6] - Hotel prices near the exhibition center have surged, with some hotels experiencing price increases of over 200% compared to other weekends [8] Cultural Trends - The event reflects a growing trend in the "ACG" sector, with increasing participation from international developers and a focus on engaging younger audiences [9] - The event is part of a broader cultural movement in Shanghai, contributing to the city's summer consumption season and attracting visitors from various cities [6][9]
“安逸四川・玩转天府” 首届动漫游戏消费季盛大启幕 更多精彩蓄势待发
Zhong Guo Jing Ji Wang· 2025-07-11 08:07
Core Insights - The event "Anyi Sichuan: Play in Tianfu" 2025 China (Chengdu) Animation and Game Consumption Season was launched, marking the first domestic consumption season themed around animation and gaming [1] - The event aimed to explore new trends, technologies, and models in the cultural tourism industry, gathering representatives from leading companies in culture, technology, and digital entertainment [1] Group 1: Event Overview - The event featured a tight agenda, including a keynote address from the Sichuan Digital Entertainment Culture Promotion Association, emphasizing the integration of "animation and gaming + cultural tourism" [1] - The launch of the 2025 China (Chengdu) Animation and Game Consumption Season signifies the beginning of a new journey for industry collaboration [1] - Experts shared insights on enhancing cultural tourism experiences through digital entertainment technologies, providing valuable practical inspiration for attendees [1] Group 2: Technological Integration - The event showcased a digital immersive experience exhibition, featuring popular exhibits like "AI plush cultural products" and "3D Gaussian splashing technology," highlighting the transformative impact of technology on cultural tourism experiences [2] - Traditional IPs were creatively expressed through innovative designs, demonstrating the vitality of cultural tourism products [2] - The event facilitated efficient connections between local digital cultural technology and tourism demands, allowing for in-depth exchanges between supply and demand sides [2] Group 3: Investment Opportunities - Over 1,000 innovative solutions for cultural tourism consumption upgrades were collected, with 100 selected for promotion [4] - The event released the "2025 Sichuan Cultural Tourism Opportunity List," detailing 41 projects with a total intended cooperation amount of 10.372 billion yuan, covering 13 regions [4][5] - Projects like the "Nightless Three Kingdoms City" aim to create immersive cultural tourism spaces, seeking partners and operators for business innovation [4][5] Group 4: Future Activities - Chengdu will host a series of animation and gaming-themed events, including the 2025 Sichuan-Chongqing Digital Cultural Creative Competition and the largest animation and gaming product exhibition in Southwest China [7] - The event serves as a showcase for the integration of animation, gaming, and cultural tourism, promoting industry collaboration and providing a model for "digital + cultural tourism" development nationwide [7]
来一场沉浸式次元冒险 首届“上海之夏国际动漫月”拉开帷幕
Jie Fang Ri Bao· 2025-07-05 01:58
Group 1 - The 20th China International Comics and Games Expo (CCG EXPO 2025) has commenced, attracting 480 exhibitors globally, featuring popular IPs such as "The Lord of the Mysterious" and "War Dual Paradox" [1] - The event marks the beginning of the first "Shanghai Summer International Animation Month," uniting three major anime and game exhibitions in Shanghai for a month-long celebration for fans [1] - A highlight of this year's expo is the tabletop games segment, with over 300 tabletop game companies participating, showcasing a variety of games and interactive experiences [2] Group 2 - The "COM ICUP Creative Exchange Exhibition" aims to support and cultivate original creators, featuring a collection of original short comics titled "Past·Future·Link" by 15 young comic artists [2] - The "Magic City Dimension Pass" was launched, providing fans with a convenient and immersive experience across the three major exhibitions and associated commercial areas [2] - A map for the "Shanghai Summer International Animation Month Cultural Tourism and Business Exhibition" was also released, enhancing the event's engagement with attendees [2]
IP经济顶级盛会,三大漫展将首次联动
Xuan Gu Bao· 2025-07-03 23:27
Group 1 - The first Shanghai International Animation Month will be held from July 4 to August 10, featuring three major events: CCG EXPO, Bilibili World, and ChinaJoy, marking a significant collaboration in the animation industry [1] - Bilibili World is a large offline event hosted by Bilibili, a popular platform among young people, and is one of the most influential events in the ACG (Anime, Comic, and Games) culture in China [1] - CCG EXPO is one of the largest comprehensive animation and gaming exhibitions in China, while ChinaJoy is recognized as a top-level event in the digital entertainment industry, covering various sectors including gaming, animation, and e-sports [1] Group 2 - Open-source Securities indicates that the summer gaming operations, new animated films, and various exhibitions will likely boost sales of related IP peripherals and trendy toys, signaling the arrival of the summer entertainment consumption peak [1] - A report from Xiaohongshu highlights that the top three reasons for consumer purchases in the post-pandemic era are functional needs, self-pleasure, and showcasing taste/personal style, with product quality and emotional value being key decision factors [1] - According to a report by Soul App, among the top spending categories for young consumers during the Double Eleven shopping festival, cultural blind boxes, IP-related consumption, and ACG-related products occupy three positions [2] Group 3 - Shunwang Technology is identified as the organizer of ChinaJoy, indicating its active role in the industry [3] - Aofei Entertainment is noted for its deep involvement in the entire IP industry chain, reflecting its comprehensive strategy in the market [4]
南通众多开发区竞开数字文化园
Xin Hua Ri Bao· 2025-07-01 00:19
Core Insights - The industrial parks in Nantong are increasingly venturing into the digital cultural industry, with the Gangzha Economic Development Zone being a pioneer in this trend [2][3] - The Nantong Digital Cultural Industry Park has seen significant growth, with a reported overall taxable sales of 300 million yuan last year, marking an increase of nearly 50% [3][4] - The digital cultural industry is projected to generate a revenue of 12.33 billion yuan in Nantong by 2024, reflecting a year-on-year growth of 123.4% [4][5] Group 1: Development of Digital Cultural Industry - The Nantong Digital Cultural Industry Park, established two years ago, focuses on animation and gaming companies, with the largest company employing just over 50 people [2][3] - The park has successfully produced notable works, such as the animated series "Traditional Chinese Medicine World Tour," which achieved the highest ratings in its time slot on CCTV [2][3] - The park's first phase covers 3,000 square meters and currently hosts 25 companies, with plans for a second phase that will be five times larger due to increasing demand [3] Group 2: Expansion and Future Plans - New digital cultural parks are being established across Nantong, including the Chongchuan Development Zone, which opened on June 16 and welcomed 14 digital cultural enterprises on its first day [3][4] - The Nantong Digital Cultural (Video) Industry Park is focusing on micro-short dramas and has signed contracts with over ten digital cultural projects, aiming to develop a provincial-level professional park within three years [4] - The integration of digital culture into industrial parks is expected to enhance the cultural soft power of traditional industries while creating new growth sectors [4][5] Group 3: Economic Impact - The digital economy's core industries accounted for 9.6% of Nantong's GDP, with over 10,600 new digital skills talents added last year [5] - The digital cultural industry is recognized as a strong engine for economic growth, with significant annual revenue increases for newly established digital cultural enterprises [5]