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“新二次元”的金钱游戏
Hu Xiu· 2025-07-02 13:17
Core Viewpoint - The article discusses the generational divide within the "二次元" (anime and manga culture) community, highlighting the differences between the "old" and "new" 二次元, and how these differences manifest in consumption habits, social interactions, and cultural identity. Group 1: Generational Differences - The early 二次元 culture was primarily shaped by individuals born around 1980, while the new 二次元 largely consists of those born after 2005, leading to significant differences in social and media environments [2] - The distinction between old and new 二次元 is not solely based on age but also on preferences for merchandise, with terms like "周边" (peripheral goods) used by the old generation and "谷子" (a newer term for similar products) by the new generation [3][12] - The new 二次元 is characterized by a strong consumer culture, where purchasing habits and the desire for unique identities play a crucial role in defining community membership [4][5] Group 2: Cultural Consumption and Events - The 二次元 industry is rapidly expanding, with a significant increase in events such as comic conventions, which saw nearly 200 events held in major cities during the recent May Day holiday [7] - The rise of "谷子经济" (the economy of buying merchandise) reflects a shift in how fans express their passion, with purchasing becoming a measure of commitment and status within the community [12][14] - The traditional practices of attending events and purchasing merchandise have evolved, with new 二次元 fans often feeling pressured to spend more to fit in and gain recognition [14][25] Group 3: Social Dynamics and Identity - The new 二次元 community exhibits a strong desire for social connection, often using 二次元 culture to build real-world relationships, contrasting with the older generation's more isolated engagement [21][20] - There is a notable anxiety among younger fans regarding social status and acceptance, leading to behaviors such as creating "无料" (free promotional items) to foster connections at events [23][25] - The phenomenon of "投厕" (publicly criticizing disliked individuals or content) highlights the internal conflicts within the community, where the lines between playful critique and bullying have blurred [26][30] Group 4: Cultural Mainstreaming and Identity Crisis - As 二次元 culture becomes more mainstream, the identity crisis among fans intensifies, with older fans feeling alienated by the new generation's practices and values [29][37] - The article suggests that the influx of new fans has led to a dilution of the original 二次元 culture, creating a tension between maintaining unique identities and adapting to broader acceptance [34][35] - The shift from a focus on creative contributions to consumerism among younger fans indicates a significant change in how passion for 二次元 is expressed and perceived [35][37]
《中国城市二次元产业活力指数报告》在沪发布
Xin Hua Cai Jing· 2025-05-11 13:04
Core Insights - The "China Urban ACG Industry Vitality Index Report" was released, evaluating the development of the ACG (Anime, Comic, and Games) industry across nearly 20 cities, categorizing them into four tiers, with Shanghai and Beijing in the top tier [1] - The report highlights that Beijing leads in industrial foundation, while Shanghai excels in consumer space, activity carriers, and communication capabilities [1] - The report also discusses the relationship between the ACG industry and areas such as corporate innovation, urban space expansion, cultural tourism, and city image shaping, predicting continued breakthroughs in technology innovation and consumer rights protection [1] Group 1 - The report categorizes cities into four tiers based on ACG industry development, with Shanghai and Beijing in the first tier [1] - Beijing is noted for its rich and diverse ACG activities, while Shanghai shows strong specialization and depth in development [1] - Shanghai has significant advantages in ACG-themed shopping malls, social media discussions, and other activity carriers [1] Group 2 - The report was jointly released by Shanghai Jiao Tong University and other institutions, focusing on four dimensions: industrial foundation, consumer space, activity carriers, and communication capabilities [1] - The report's findings suggest that the ACG industry in Chinese cities will continue to grow in areas like product development and small business ecosystem cultivation [1] - Alongside the report, initiatives such as the "Youth Store" skill enhancement training plan and the establishment of the "Shanghai International Cross-Dimensional Industry Alliance" were announced [2]
“对8岁以下禁售!”网友:必须支持
新浪财经· 2025-03-21 01:03
3月18日,话题#上海黄浦区对8岁以下禁售二次元#冲上热搜。 近年来,二次元产业快速发展,"谷子经济"渐成热潮(注:"谷子"是英文goods的音译,指二次元 相关产品)。在不少商场、购物中心都能看到不少二次元商品和顾客。 据人民日报,为推动二次元新兴产业在合规框架内健康发展,上海黄浦区市场监管局日前发布 《黄浦区二次元衍生商品和服务经营合规指引》。《指引》第五章明确, 经营者不得向8周岁以 下未成年人销售二次元衍生商品和服务 。向8周岁以上未成年人销售时,应当通过线上或线下等 方式确认已取得相关监护人的同 意 。经营者应当确保商品和服务内容符合未成年人保护要求, 保护未成年人身心健康,避免涉及暴力、恐怖、色情等不良内容。 图片来源:视觉中国 图片来源:黄浦市场监管公众号 二次元衍生商品和服务是指基于动画、漫画、游戏、轻小说等二维文化内容开发的周边产品、运 营和组织各类二次元衍生商品销售活动的相关服务。比如,在主题快闪活动、二次元主题店、主 题餐饮、电商、直播带货、动漫展等场景下的经营活动。 近年来,二次元产业呈现出快速发展态势,市场规模不断扩大,用户群体持续增长,技术创新与 商业模式也在不断演进,受到不少年轻 ...