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资本围猎二次元:单月狂开1000场漫展,Coser出场费百万
3 6 Ke· 2025-07-24 00:51
Core Insights - The rapid growth of the comic and animation exhibition (manga convention) market in China is driven by an increasing number of events and a growing fanbase, with major events like BW and CP31 seeing significant attendance and revenue [1][2][11] - The market is experiencing saturation, leading to intense competition among organizers, with many struggling to achieve profitability despite high ticket sales [6][9][10] - The involvement of internet platforms like Weibo and Xiaohongshu is reshaping the landscape, as they leverage their user bases to host events, creating a divide between major and smaller conventions [11][14] Group 1 - The BW manga convention in Shanghai attracted nearly 900,000 ticket buyers, with tickets selling out in seconds [1] - The Hangzhou CP31 convention generated approximately 24 million yuan in ticket sales and 1.44 million yuan from booth fees, showcasing the financial potential of large-scale events [2] - Over 1,000 manga-related events were held nationwide during the "May Day" holiday, indicating a significant increase in the number of conventions compared to previous years [1] Group 2 - The average revenue for large conventions can reach millions, with costs primarily associated with venue and staffing, making it accessible for new organizers [2][5] - The rise of "Only exhibitions," focused on specific IPs, is noted as the fastest-growing segment, allowing fans to organize events with minimal investment [3] - Many established conventions are now facing challenges due to oversaturation, with some cities hosting multiple events weekly, leading to fierce competition [5][10] Group 3 - The cost of inviting popular guests, such as well-known cosplayers, has surged, with fees reaching up to 1 million yuan for top-tier talent [6][8] - The market is characterized by a lack of a clear industry chain, with many conventions struggling to differentiate themselves in a crowded space [8][10] - The influx of capital and interest from non-industry players is driving the growth of the market, but also leading to a potential oversupply of events [2][11] Group 4 - The disparity in success between major conventions and smaller ones is becoming more pronounced, with larger events benefiting from economies of scale and brand recognition [14] - Many organizers are now investing heavily in marketing to attract attendees, shortening promotional cycles and increasing advertising budgets [10] - The future of the manga convention industry may see a significant reshaping, with a potential consolidation of smaller events and a focus on innovation to sustain long-term growth [14]
3天吸引全球40万人次看展 上海漫展为何人气爆棚
Zhong Guo Qing Nian Bao· 2025-07-15 01:16
Core Insights - The Bilibili World (BW) exhibition held in Shanghai attracted 400,000 attendees over three days, marking a 15,000 increase from 2024, with 13% of ticket buyers being international [1] - The event showcased a vibrant community of young fans and Cosplay enthusiasts, emphasizing social interaction and shared interests rather than mere exhibition [1][2] Group 1: Event Overview - The BW exhibition covered 240,000 square meters across eight halls at the Shanghai National Exhibition and Convention Center [1] - Ticket sales were highly competitive, with the first round selling out in 35 seconds and the second in just 6 seconds [1] - The event significantly boosted local tourism, with a 35% increase in travel bookings and nearly 50% rise in flight reservations to Shanghai during the event week [1] Group 2: Community and Interaction - Attendees engaged in unique social practices, such as "collecting" photos with favorite characters and exchanging free merchandise, termed "无料" [2] - The atmosphere was described as friendly and respectful, with attendees showing politeness and camaraderie, contrary to typical teenage stereotypes [4] - The event served as a large social platform for young people to connect, share interests, and learn from each other [2][6] Group 3: Economic Impact and Trends - The event reflects a growing trend in the "二次元" (ACG, Anime, Comic, Game) culture, with the user base in China reaching 503 million by 2024 [7] - There has been a notable increase in searches for "二次元服装" (anime clothing) and related services, indicating a rising consumer interest in this sector [7] - The success of the BW exhibition has led to the proliferation of themed cafes, gaming venues, and various ACG-related businesses in Shanghai [7]
二次元经济破壁 上海变身“痛城”
Zhong Guo Jing Ying Bao· 2025-07-14 04:12
Core Insights - BilibiliWorld2025 (BW2025) is a major ACG cultural event in Shanghai, attracting a significant number of young attendees and showcasing the growing influence of the ACG culture in urban tourism and economy [3][4][10] Event Overview - BW2025 took place from July 11 to 13, 2025, at the Shanghai National Exhibition and Convention Center, with a 30% increase in venue size and ticket availability compared to 2024, expecting around 300,000 to 400,000 attendees [3][5] - The event has been held annually since 2017, featuring a variety of guests including voice actors and popular content creators [5] Economic Impact - The influx of attendees has significantly boosted Shanghai's tourism market, with a 35% increase in cultural tourism bookings and a 36% rise in train ticket searches during the event week [6] - Hotel bookings near the event venue saw a staggering 475% increase, with occupancy rates reaching nearly 95% just before the event [6] Cultural Influence - The event has transformed Shanghai into a "pain city," a term derived from Japanese ACG culture, indicating the integration of ACG elements into urban spaces and the local economy [4][5] - The local nightlife and dining sectors also benefited, with online dining transactions in the event area increasing by over 80% [7] Consumer Behavior - Young attendees are increasingly drawn to specific shopping routes known as "eating valley routes," focusing on ACG-related products rather than traditional tourist attractions [8] - The search volume for "二次元商场" (two-dimensional shopping malls) in Shanghai surged over tenfold, with a significant portion of searches coming from the 20-35 age group [9] Emerging Trends - The event has catalyzed a broader acceptance of ACG culture in Shanghai, leading to the emergence of themed cafes, gaming venues, and various ACG-related services [9][10] - The overall ACG consumer ecosystem is expanding, with notable increases in searches for ACG clothing and DIY workshops [9]
“痛车”“痛巴”“痛包”出没!7月上海变“痛城”
Zhong Guo Xin Wen Wang· 2025-07-10 14:09
Core Insights - The upcoming Bilibili World (BW2025) event in Shanghai is expected to attract hundreds of thousands of young attendees, significantly boosting local tourism and consumption [1][2]. Group 1: Event Impact on Tourism - The BW2025 event will take place from July 11 to 13, 2025, leading to a 35% month-on-month increase in tourism bookings in Shanghai during the event week [1]. - Train ticket searches for travel to Shanghai increased by 36% month-on-month, while flight bookings rose nearly 50% year-on-year [1]. - High-end hotels near the event venue, Shanghai National Exhibition and Convention Center, are experiencing a surge in bookings, with one hotel reporting a 475% increase in advance summer bookings compared to the previous year [2]. Group 2: Demographics and Consumption Patterns - The event primarily attracts the "00s" and "05s" generation, contributing to a differentiated increase in summer tourism consumption in Shanghai [2]. - The peak for flight bookings from young travelers to Shanghai occurred on July 10, the day before the event starts, with a notable increase in visitors from third and fourth-tier cities [2]. - The diverse spending by young attendees encompasses transportation, accommodation, dining, retail, and entertainment, injecting new vitality into local consumption [2][3]. Group 3: Market Size and Growth - The number of pan-2D users in China is projected to reach 503 million by 2024, with the 2D industry expected to exceed 270 billion yuan, making China the largest 2D market globally [2]. - Shanghai is identified as a leading hub for 2D cultural consumption, with significant user engagement in related searches [3].
痛车、痛巴、痛包出没!00后跟着漫展去旅行
Zhong Guo Qing Nian Bao· 2025-07-10 13:40
Core Insights - The BilibiliWorld2025 (BW2025) event will take place in Shanghai from July 11 to 13, attracting a large number of young attendees, particularly from the post-00s and post-05s generations [1][3] Group 1: Event Impact on Tourism - During the BW2025 event week, Shanghai saw a 35% month-on-month increase in cultural and tourism bookings, with train ticket searches rising by 36% and flight bookings increasing by nearly 50% year-on-year [3][5] - The demand for high-end hotels near the event venue surged, with a staggering 475% increase in advance bookings for the summer [3][5] - The peak travel day for post-00s to Shanghai was July 10, the day before the event commenced, indicating strong interest from this demographic [5] Group 2: Demographic Insights - Major sources of flight bookings for the event included first- and second-tier cities, with rapid growth from third- and fourth-tier cities. Cities like Shenzhen and Wuhan saw nearly 100% growth in flight bookings from post-00s [5][6] - The BW2025 event has led to increased local spending in transportation, accommodation, dining, and entertainment, with food searches near the "Shanghai Bai Lian ZX" area rising over 800% in the first week of July [6] Group 3: Market Trends - The number of pan-ACG (Anime, Comic, and Games) users in China is projected to reach 503 million by 2024, with the ACG industry expected to exceed 270 billion yuan, making China the largest ACG market globally [6][7] - Searches for "二次元" (two-dimensional) related services, such as themed cafes and beauty services, have seen significant increases, with searches for "二次元咖啡厅" rising over 202% and "二次元女孩美甲美睫" increasing by nearly 80% [6]
漫展内卷,卖掉热爱
3 6 Ke· 2025-06-18 12:23
Core Insights - The commercial anime and manga exhibition market in non-first-tier cities is facing challenges such as rising costs, increased competition, and a singular profit model, leading to unstable revenue streams [2][29] - Ticket sales are the primary revenue source for most exhibitions, accounting for up to 90% of total income in many non-first-tier cities, making ticket sales critical for survival [4][29] - The rising costs of inviting guests, which have increased significantly post-pandemic, are straining the profitability of exhibitions, with guest fees rising four to five times compared to pre-pandemic levels [16][19] Group 1: Market Dynamics - The number of exhibitions has doubled in some areas, but the audience growth has only increased by 1.2 times, leading to decreased average attendance per event [5][19] - The lowering of entry barriers has resulted in an oversupply of smaller exhibitions, which compete for the same audience, further diluting attendance [7][19] - Major exhibitions like Bilibili World and ComicUp can secure significant sponsorship and ticket sales, while smaller events struggle to attract similar levels of interest and revenue [4][19] Group 2: Cost Structure - The cost structure of a commercial exhibition typically allocates 40% to venue and guest fees each, with the remaining 20% covering miscellaneous expenses and team salaries [10][19] - Venue operators benefit significantly from the exhibition business, often having little negotiation power over rental costs, which can further squeeze the margins of exhibition organizers [20][29] - Ticketing platforms also profit from the exhibitions, taking a commission from ticket sales, which adds to the overall cost burden on organizers [23][29] Group 3: Audience and Consumer Behavior - The primary audience for exhibitions has shifted to younger demographics, particularly middle and high school students, who have limited disposable income and are sensitive to ticket prices [8][29] - The evolution of audience preferences has led to a decline in the novelty of exhibitions, as frequent events and similar content contribute to audience fatigue [5][29] - The reliance on guest interactions, such as signings, has become a new revenue stream, but the effectiveness of this model varies and can lead to uncertain financial outcomes [17][29] Group 4: Regulatory Environment - The pandemic has led to stricter regulations for large gatherings, impacting the ability of organizers to host events and increasing compliance costs [26][28] - Government support for the anime and manga industry has not translated into tangible benefits for smaller exhibition organizers, who often face challenges in accessing subsidies [25][29] - The balance between promoting local cultural events and ensuring safety and compliance has created a complex environment for exhibition organizers [26][29]
二次元O展,闷声发大财
3 6 Ke· 2025-05-15 11:40
Core Insights - The article discusses the resurgence of offline ACG (Anime, Comic, and Games) economy through the rise of "Only Exhibitions" (O Exhibitions), which cater to niche audiences and provide a platform for fan interactions and commerce [1][30] - The decline of traditional large-scale ACG events has led to a shift towards smaller, more specialized O Exhibitions, which are gaining popularity among fans [2][30] Group 1: O Exhibition Characteristics - O Exhibitions are defined by their focus on specific IPs or themes, allowing only related fan creations and merchandise, making them highly targeted and appealing to niche audiences [2][4] - Unlike larger commercial ACG events, O Exhibitions are more flexible in scale and theme, often providing a more intimate experience for attendees [2][4] - The content of O Exhibitions has diversified, including various activities such as themed food events and interactive games, which cater to the evolving interests of fans [4][6] Group 2: Market Dynamics - The popularity of O Exhibitions has surged due to the postponement of major events like CP30, leading to a significant increase in the number of O Exhibitions held across the country [5][30] - In May alone, there were over 70 O Exhibitions of the "National乙" (domestic otome games) type, indicating a robust demand for such events [5][6] - O Exhibitions are often organized by fans with limited professional experience, leading to a diverse range of operational practices and financial outcomes [11][13] Group 3: Consumer Behavior and Pricing - The target demographic for O Exhibitions is predominantly female, particularly younger audiences, who are willing to pay for niche experiences [22][30] - Ticket prices for O Exhibitions have increased significantly, with some events charging upwards of 600 yuan for special experiences, reflecting a shift in consumer willingness to pay [16][22] - Despite rising costs, consumers are becoming more accepting of higher ticket prices, indicating a potential for profitability in the O Exhibition market [16][30] Group 4: Challenges and Future Outlook - The O Exhibition market faces challenges such as inconsistent quality and potential scams, as some events are organized by non-fans or companies seeking profit [29][30] - The sustainability of O Exhibitions as a revitalizing force in the ACG economy remains uncertain, as they must balance niche appeal with broader market demands [30][31] - The future success of O Exhibitions will depend on the ability of organizers to maintain quality experiences while navigating the complexities of fan culture and commercial interests [30][31]