动漫游戏

Search documents
上海谷子经济有多火?中日企业联手深耕二次元市场
Di Yi Cai Jing· 2025-05-07 08:58
Core Insights - The opening of the first global flagship stores for Production I.G & WIT STUDIO and Sega in Shanghai marks a significant milestone in the expansion of Japanese anime and gaming companies into the Chinese market [1][4][9] - The stores aim to cater to the growing demand for anime and gaming merchandise, leveraging popular IPs to attract a dedicated fanbase [3][9] Company Overview - Production I.G & WIT STUDIO are renowned for iconic works such as "Ghost in the Shell" and "Attack on Titan," establishing a strong presence in the anime industry over the past 40 years [3][4][5] - Sega, originally known for arcade games, has created popular franchises like "Sonic the Hedgehog" and "Persona," contributing significantly to the gaming landscape [3][4] Market Potential - The "Guzi Economy" (derivative products from anime and gaming IPs) in China is projected to reach a market size of 1,689 billion yuan in 2024, with expectations to exceed 3,000 billion yuan by 2029 [3][4] - The collaboration between Japanese companies and local partners like GuGuGuGu is seen as a strategic move to tap into the lucrative Chinese market [9][13] Consumer Engagement - The flagship stores feature exclusive, original, and limited-edition merchandise, along with interactive experience zones to enhance fan engagement [3][4] - During the trial operation period, the stores achieved sales exceeding several million yuan, indicating strong consumer interest [3][4] Strategic Importance - Shanghai is viewed as a vibrant hub for anime fans, making it a strategic location for the flagship stores to foster ongoing communication with Chinese consumers [8][9] - The partnership with GuGuGuGu allows for better market penetration and understanding of local consumer preferences, which is crucial for success in the competitive landscape [9][13] Future Outlook - The collaboration aims to create unique products based on original materials, avoiding the pitfalls of market saturation and sameness [13][14] - The overall trend in the anime and gaming market is expected to remain positive, driven by a growing consumer base that seeks imaginative and engaging content [16]
为动漫游戏爱好者打造沉浸式体验展会 海口CCK首日观展人数近5万
Hai Nan Ri Bao· 2025-05-05 00:14
Core Insights - The Haikou CCK National Comic and Game Culture Exhibition aims to create a comprehensive ecosystem for the anime and gaming industry, attracting nearly 50,000 attendees on its first day [1] - The exhibition features over 200 participating companies from the anime, gaming, and derivative product sectors, showcasing popular IPs and engaging in deep interactions with fans [2] - The event has established a systematic operation model combining exhibitions, competitions, and cultural creation, leveraging Haikou's geographical advantages and free trade port policies to boost local anime industry development [3] Group 1 - The exhibition is themed "Linking International Dual Circulation, Decoding New Dimension Language," focusing on a full industry chain ecosystem that includes anime, games, e-sports, and digital economy [1] - Key interactive spaces include the "Dimension Star Light" main stage, cosplay photography area, and cultural zones for JK/Lolita and Hanfu, facilitating various unique activities [1] - The event promotes the integration of traditional culture and modern trends through the "Coconut City Dimension Cultural Market," featuring over 50 companies showcasing Hainan's intangible cultural heritage products [2] Group 2 - Notable brands like Kuaikan Manhua and Tianwen Kadokawa participated, offering limited-time purchases of derivative products and original work displays [2] - The exhibition also featured well-known cosplayers and creators who engaged with fans through signing events and creative sharing sessions, enhancing the cultural exchange [2] - The event serves as an important opportunity to enhance the cultural vitality of the city and support the development of the local anime industry [3]
“吃谷游”走热 二次元成文旅产业新引擎
Zhong Guo Xin Wen Wang· 2025-05-03 05:35
Core Insights - The rise of "eating谷" (referring to purchasing peripheral products related to anime and games) is becoming a new driving force in the cultural tourism industry, particularly among younger tourists [2][4] - The integration of二次元 culture with local tourism resources is enhancing visitor experiences and attracting a significant number of young tourists to various cities [2][4] Industry Trends - The "eating谷" trend is transforming二次元-related industries into new tourist destinations and themes, with cities like Nanchang, Shanghai, and Wuhan becoming popular spots for young visitors [2] - The demographic shift towards "post-90s" and "post-00s" generations is leading to a more youthful and personalized tourism market [2] Market Potential - According to iMedia Consulting, the market size of China's泛二次元 and peripheral market is expected to reach 597.7 billion RMB by 2024, with the谷子 economy projected to exceed 300 billion RMB by 2029 [4] - Companies are encouraged to organize events like anime carnivals to enhance city cultural competitiveness and attract more visitors [4] Collaborative Efforts - Companies like谷子科技集团 are working with local governments in Nanchang to create new cultural tourism experiences that combine technology with traditional economic elements [4] - The二次元 culture is increasingly influencing urban youth expression, leading to the emergence of niche subcultures and related industry chains [4]
超5万平方米动漫盛宴!2025燚热浪国际动漫游戏博览会5月1日启幕
Chang Sha Wan Bao· 2025-04-30 13:30
Core Insights - The 2025 Yirelang International Animation and Game Expo will be held from May 1 to 3, 2025, at the Changsha International Convention Center, focusing on the theme "Cultural Breaking Walls, Cross-Border Coexistence" [1][16] - The expo aims to integrate local animation and gaming industries with high-quality resources from major brands like Tencent Video and NetEase Games, creating a comprehensive platform for cultural exchange and industry collaboration [1][3] Group 1: Event Overview - The expo will feature over 30 top IPs, including popular titles such as "Douluo Continent" and "Honor of Kings," across four themed exhibition halls [7][12] - The event will serve as a significant platform for the local animation and gaming industry, enhancing Changsha's cultural tourism and exhibition economy [1][16] Group 2: Industry Collaboration - The expo has partnered with leading companies in the industry, including Tencent Video, Youku Animation, and Didi Chuxing, to create a robust ecosystem that spans multiple sectors [3][5] - A local IP industry exchange forum will be introduced to facilitate discussions on IP commercialization and share industry trends, contributing to the development of Hunan's animation and gaming IP ecosystem [5] Group 3: Exhibition Features - Hall W1 will focus on events and photography, featuring top-tier competitions and a dedicated area for photography enthusiasts [7][12] - Hall W2 will combine culture and technology, showcasing over 20 large IP booths and immersive experiences through collaborations with major brands [9] - Hall W3 will offer diverse entertainment options with nearly 20 large anime and game zones, creating a one-stop destination for fans [12] - Hall W4 will feature a "pain car" area and interactive signings with popular guests, enhancing fan engagement [14]
华立科技拟定增募不超1.49亿 外籍实控人去年底减持
Zhong Guo Jing Ji Wang· 2025-04-28 02:45
Core Viewpoint - Huali Technology (301011.SZ) plans to issue shares to specific investors through a simplified procedure, aiming to raise no more than 148.6 million yuan for investment in animation card equipment and to supplement working capital [1][2]. Group 1: Share Issuance Details - The share issuance will target no more than 35 specific investors, including qualified institutional investors and individuals, as per the regulations of the China Securities Regulatory Commission [1]. - The pricing benchmark for the issuance will be set on the first day of the issuance period, with the price not lower than 80% of the average stock price over the previous 20 trading days [1][6]. - The total number of shares issued will not exceed 30% of the company's total share capital prior to the issuance [1]. Group 2: Fund Utilization - The total amount to be raised is capped at 148.6 million yuan, which will be allocated to the animation card equipment project and to supplement working capital [2][3]. - The investment breakdown includes approximately 106.6 million yuan for the animation card equipment project and 42 million yuan for working capital [3]. Group 3: Shareholder Structure and Control - As of the announcement date, the controlling shareholder is Huali International, holding 44.03% of the shares, with Su Benli controlling a total of 45.99% [3]. - The issuance is expected to dilute the shareholding percentage of Su Benli, but due to the small scale of the financing, he is still anticipated to remain the actual controller of the company [3]. Group 4: Previous Fundraising and Financial Performance - In June 2021, Huali Technology raised 308.14 million yuan through its initial public offering, with a net amount of 265.70 million yuan after expenses [4]. - For the year 2024, the company reported a revenue of 1.017 billion yuan, a year-on-year increase of 24.65%, and a net profit of 84.65 million yuan, up 62.93% from the previous year [8].