《光与夜之恋》

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中国二次元市场5年翻番,原创IP崛起
日经中文网· 2025-08-10 00:33
Core Viewpoint - The Chinese secondary dimension market is expected to reach approximately 597.7 billion yuan in 2024, nearly double the size of 2019, driven by the growing popularity of domestic IPs and government support for their development [1][9]. Market Expansion - The market for character-related sectors such as animation and gaming in China is rapidly expanding, with a projected market size of about 12 trillion yen (approximately 580.5 billion yuan) in 2024, doubling from five years ago [1]. - The "BiliBili World" event in Shanghai attracted around 300,000 attendees over three days, indicating a significant increase in interest and participation in the secondary dimension culture [8]. Domestic IP Popularity - The popularity of domestic characters is on the rise, exemplified by the success of the animated film "Nezha," which grossed over 15.4 billion yuan during the Spring Festival, setting a record for Chinese box office earnings [12]. - The top trending IPs on China's second-hand trading platform include "Love and Deep Space" and "Identity V," showcasing the growing presence of Chinese IPs alongside popular Japanese works [15]. Government Support - The Chinese government is actively promoting the development of original IP brands, as outlined in the "Special Action Plan for Boosting Consumption," which emphasizes support for the animation, gaming, and esports sectors [14]. - Policies in Shanghai aim to revitalize tourism through IP and support the development of original IPs, reflecting a broader governmental strategy to enhance the domestic market [14]. Future Projections - The secondary dimension market in China is projected to expand to 834.4 billion yuan by 2029, driven by increased production and circulation of animation and gaming content, as well as the growth of emotional value consumption [9].
鸿蒙游戏亮相ChinaJoy:带来碰一碰、声控等创新玩法
Feng Huang Wang· 2025-08-01 13:33
Core Insights - Huawei's gaming center showcased over 50 HarmonyOS native games at the 2025 ChinaJoy, highlighting technological breakthroughs in gaming interaction and experience [1] - The gaming exhibition area covered 1,000 square meters, with key displays for "Honor of Kings" and "Light and Night Love," where the HarmonyOS version of "Honor of Kings" improved responsiveness by 21% compared to the previous generation [1] - The "touch and go" feature became a popular term, enabling quick team formation and resource transfer in games like "NBA Peak Showdown" [1][2] Performance Optimization - The startup speed of HarmonyOS games has been optimized, with "NBA Peak Showdown" launching in approximately 3 seconds [2] - Background resource pre-download technology has been implemented to minimize update waiting times [2] - The Xiaoyi game assistant introduced AI smart Q&A and call blocking features, enhancing user experience through system-level game dynamic notifications [2]
她花几十万“购买”爱情:重氪、梦稿,乙游背后的情绪产业链
Nan Fang Du Shi Bao· 2025-07-28 03:08
Core Insights - The rise of "Otome" games, designed for female players, reflects a significant shift in the gaming industry, driven by emotional consumption and a growing market for female-oriented content [2][19][20] - Players are increasingly investing substantial amounts of money in these games, with some individuals spending over 160,000 RMB, indicating a trend towards high emotional investment and consumer behavior [1][3][6] - The market for Otome games is expanding rapidly, with the female gaming market in China reaching 8 billion RMB in 2024, a 124.1% increase year-on-year, highlighting the growing influence of female gamers [6][19] Group 1: Emotional Consumption - Players are willing to spend large sums on in-game purchases and related merchandise, driven by emotional connections to characters and narratives [1][3][19] - The concept of "emotional consumption" is emerging, where players seek fulfillment and identity through their virtual relationships, reflecting deeper societal trends among women [20][23] - The Otome game market is evolving from a niche to a mainstream segment, with major companies like Tencent and NetEase entering the space, indicating its commercial viability [4][19] Group 2: Market Dynamics - The total revenue for popular Otome games like "Love and Deep Space" reached approximately 5.87 billion RMB in 2024, outperforming other well-known titles [5][6] - The number of female gamers in China has surpassed 300 million, accounting for nearly half of the total gaming population, with a significant portion engaged in Otome and related genres [6][19] - The rise of "Guzai" (merchandise) consumption, where players purchase character-related products, is contributing to a robust secondary market, further enhancing the emotional connection to the games [8][9] Group 3: Emerging Services - New service industries, such as "Cosplay commissions" and "Dream manuscript" artists, are developing around the emotional needs of players, providing personalized experiences that deepen engagement [10][13] - The "Dream Girl" service industry is gaining traction, where players can hire individuals to embody their favorite characters, reflecting a unique intersection of gaming and real-world interaction [10][12] - Traditional retail spaces are adapting to this trend by creating immersive experiences centered around Otome game IPs, enhancing customer engagement and driving foot traffic [15][18] Group 4: Cultural Impact - The phenomenon of Otome games is reshaping cultural narratives around female identity and emotional expression, as these games provide a safe space for exploring relationships and self-worth [19][20][23] - The emotional investment in these games is not merely a financial transaction but a reflection of broader societal issues, including relationship anxieties and the search for identity among young women [20][23] - The industry is urged to balance commercial interests with social responsibility, ensuring that the emotional needs of players are met without fostering dependency on virtual relationships [23]
玩恋爱游戏的女孩,在相亲局里找平衡
3 6 Ke· 2025-07-16 12:53
Core Perspective - The article explores the contrast between idealized romantic narratives in games and the harsh realities of modern dating and marriage, particularly through the lens of female players who engage with otome games like "恋与深空" [2][5][19] Group 1: Game Features and Marketing - The 4.0 version of "恋与深空" features a wedding-themed event that enhances player immersion with realistic companionship functions and collaborations with media and popular artists [2] - The game aims to provide players with a tangible sense of romance, contrasting with their real-life experiences [2][5] Group 2: Player Experiences and Realities - Players like 小恩 find it difficult to separate the game's romantic ideals from their real-life experiences, leading to feelings of fear and frustration when faced with the realities of arranged dating [4][6] - Many players experience societal pressure regarding marriage, often feeling like passive participants in their own romantic lives due to family expectations [5][6] Group 3: Emotional Impact of Family Dynamics - 小恩's experiences with her parents' troubled marriage shape her views on relationships, leading her to have low expectations for her own romantic future [7][19] - The frequency of arranged dates creates tension within her family, highlighting the generational conflict regarding marriage expectations [8][19] Group 4: Coping Mechanisms and Personal Growth - Players like 木木 use otome games as a means of emotional support, finding solace in the characters and narratives that offer a sense of understanding and validation [12][14] - The article illustrates how these games help players navigate their feelings about relationships, allowing them to assert their own standards and desires in the face of societal pressures [16][21]
从BW2025,看乙游如何收割女性玩家
3 6 Ke· 2025-07-15 04:15
Core Insights - The BW2025 event highlighted tensions between two major games, NetEase's "World Beyond" and Paper Games' "Love in the Deep Space," leading to operational conflicts and public backlash against the event organizers [1][3] - Despite the initial disputes, the event ultimately provided a fulfilling experience for players, emphasizing the emotional value derived from immersive activities in otome games [3][9] Group 1: Event Conflicts - The first day of BW2025 saw a conflict between "World Beyond" and "Love in the Deep Space," with the former accusing the event organizers of poor planning regarding queue areas [1] - "World Beyond" announced it would not participate in future BW events due to the mishandling of space allocation, which drew significant media attention [1][3] - The aftermath of the event saw a rise in discussions about "withdrawal" among otome game players, indicating a strong emotional response to the experiences provided [3][9] Group 2: Immersive Experiences - The event focused on creating dream-like experiences for female players, with "Love in the Deep Space" featuring a wedding-themed setup that enhanced player engagement [4][6] - The immersive activities included professional interactions that avoided traditional character cosplay, allowing for a more abstract and imaginative engagement with the game [8] - The emotional impact of these experiences was profound, leading to a sense of identity affirmation and community among players, as evidenced by their strong emotional reactions [9][12] Group 3: Character Engagement - The character "Xia Yizhou" from "Love in the Deep Space" became a highlight of the event, with the actor portraying him receiving emotional responses from players, further bridging the gap between virtual and real experiences [10][12] - The successful integration of character cosplay into the event allowed players to connect more deeply with the characters, enhancing their loyalty and emotional investment in the games [12][13] - The phenomenon of players experiencing "withdrawal" reflects the powerful emotional connections formed through these immersive interactions, indicating a growing market for such events [9][12]
国乙婚卡从“假结婚”到“真誓约” 玩家想要的从来不是一张卡
3 6 Ke· 2025-07-09 00:28
Core Insights - The new version 4.0 of "Love in Deep Space" has successfully attracted a large number of players, ranking third on the sales chart and fourth on the Xiaohongshu follower growth list, gaining over 130,000 followers in a week [1] - The success is largely attributed to the new "Oath Card" theme, commonly referred to as "Wedding Card" by players [1][5] - The introduction of wedding cards in otome games is not new, but it continues to capture attention, with many games having previously implemented similar themes [3][5] Game Mechanics and Themes - The wedding card in "Love in Deep Space" appears to follow a "fake marriage" narrative, where players assume the role of a wedding planner, leading to a wedding-themed storyline [5][6] - The wedding scenes are set in a fantastical "anomaly space," emphasizing romantic vows rather than the institution of marriage itself [5][8] - Players have expressed mixed feelings about wedding cards, with some openly sharing their fears of marriage on social media, marking a shift in player sentiment [6][7] Player Sentiment and Emotional Exploration - The current discourse among players reflects a calm expression of fear regarding marriage, contrasting with previous aggressive or narcissistic comments [7] - Players' reasons for disliking wedding cards vary, with some citing personal experiences and others feeling that marriage signifies the end of romance [6][8] - The game serves as a safe space for players to explore their feelings about relationships and marriage, allowing for emotional introspection [8] Commercial Strategy and Market Trends - Wedding cards have become a significant marketing strategy in the domestic otome game market, with successful implementations in various titles leading to increased revenue [9][10] - The core user demographic for otome games is primarily aged 18-30, a group that seeks emotional connection and companionship through gaming [10] - The introduction of wedding cards is seen as a way to fulfill emotional needs, providing a sense of belonging and security that may not be present in real-life relationships [10] Industry Challenges and Opportunities - The female-oriented gaming market remains underdeveloped, with high expectations from players leading to challenges in content creation and community engagement [11][13] - The presence of wedding cards represents a deepening of content in female-oriented games, addressing emotional needs and enhancing player engagement [13] - The industry's evolution towards more sophisticated emotional narratives and gameplay mechanics indicates significant potential for growth and innovation [13][14]
当二次元照进现实:Cos委托成年轻人的“情感寄存柜”
Nan Fang Du Shi Bao· 2025-06-19 04:03
Core Insights - The rise of emotional consumption, particularly through services like Cosplay commissions, reflects a growing trend among young consumers seeking emotional and social fulfillment [1][2][20] - The domestic otome game industry has seen significant growth, with over 300 million female gamers in China, creating a core user base for Cosplay commission services [1][12] Group 1: Emotional Consumption Trends - Emotional consumption is becoming a new growth driver in the economy, with services like Cosplay commissions transforming virtual emotions into real-life experiences [1][2] - The phenomenon of "compensatory psychological satisfaction" drives demand for these services, allowing consumers to pay for idealized companionship [2][20] Group 2: Market Dynamics - The Chinese two-dimensional industry has experienced explosive growth, expanding from 18.9 billion yuan in 2016 to 221.9 billion yuan in 2023, with a compound annual growth rate of 42% [10] - The surrounding derivative industries, including Cosplay commissions, are expected to continue growing, with projections indicating the two-dimensional content market could reach 110.58 billion yuan by 2026 [10][12] Group 3: User Experience and Challenges - Users report mixed experiences with Cosplay commissions, with about one-third of experiences being unsatisfactory due to issues like lack of professionalism and quality [4][5] - The industry faces challenges such as the "killing familiarity" phenomenon, where service quality declines after initial positive experiences [4][5] Group 4: Safety and Regulation Concerns - The lack of industry standards and regulations raises safety concerns for consumers engaging in these services, particularly regarding personal safety and emotional well-being [20][22] - Experts emphasize the need for early legislative and regulatory attention to establish service standards and protect consumer rights [22][23] Group 5: Industry Perspectives - Service providers express concerns about the commercialization of Cosplay commissions, fearing it may lead to a decline in service quality and emotional value [19][21] - The industry is characterized by a significant disparity in service quality and pricing, with some providers charging excessively high fees without corresponding service quality [7][9]
叠纸游戏卖潮玩盲盒,暖暖能成为下一个LABUBU吗?
3 6 Ke· 2025-06-19 03:23
Core Insights - The article discusses the successful launch of the new潮玩盲盒 brand DearNikki by叠纸游戏, which focuses on the暖暖 IP and has seen significant sales since its release in June 2023 [1][4][15] - The盲盒 market is growing, with projections indicating that the market size in China will reach 52 billion yuan by 2024, with潮玩盲盒 accounting for 58% of that market [14] Group 1: Product Launch and Sales Performance - DearNikki launched its first series of盲盒 on June 1, 2023, and sold over 70,000 units by June 18, generating sales exceeding 5.5 million yuan [1] - The盲盒 are priced between 59 yuan and 79 yuan, which is higher than traditional二游周边 products, yet still attracted significant consumer interest [5][11] Group 2: Market Dynamics and Consumer Behavior - The盲盒 market is not mainstream within the二游周边 market, primarily due to the random nature of盲盒, which can deter players who prefer transparency in purchasing [5][10] - Games with strong character loyalty, such as《恋与深空》 and《光与夜之恋》, have struggled with盲盒 sales, while games with less divisive character bases, like《王者荣耀》, have seen more success [8][10] Group 3: IP Strength and Future Potential - The暖暖 IP is uniquely positioned to succeed in the盲盒 market due to its lack of character disputes and the ability to create diverse designs based on the character's customizable features [11][12] - The long-standing popularity of the暖暖 series, which has been around for over a decade, provides a strong foundation for expanding into new product categories like盲盒 [11][15] Group 4: Strategic Goals and Market Expansion - The creation of DearNikki is part of叠纸游戏's strategy to enhance the暖暖 IP's recognition and reach beyond its traditional gaming audience [15] - The company aims to attract a broader consumer base, including those who may not identify as "暖妈," thereby integrating the暖暖 brand into everyday life [15]
又一个消费赛道热起来了
格隆汇APP· 2025-06-17 11:38
Core Viewpoint - The gaming industry is experiencing a resurgence, driven by favorable policy changes and emerging growth opportunities, despite previous regulatory challenges and market saturation [2][10][13]. Group 1: Market Performance - The gaming index has risen significantly, increasing nearly 2000 points (over 30%) since April [2]. - Several gaming companies have seen substantial stock price increases, with Youzu Network up over 60%, Perfect World up over 50%, and Gigabit up over 40% [2]. - The overall gaming market in China is projected to reach a record revenue of 455.06 billion yuan in 2024, with a compound annual growth rate of 26.8% over the past two decades [14]. Group 2: Regulatory Environment - Recent policy changes, including the introduction of new undergraduate programs like "Game Art Design," indicate a shift in societal perception of gaming [6][8]. - Shenzhen has implemented supportive measures for gaming companies, including one-time rewards of up to 10 million yuan and efficient game license application processes [9][10]. - The gaming industry has seen a significant reduction in company closures compared to previous years, suggesting a more favorable regulatory environment [11][13]. Group 3: Emerging Growth Areas - Mini-games have emerged as a new growth engine, contributing significantly to market revenue, with their market share increasing from less than 1% in 2021 to over 10% in 2024 [21]. - The demand for high-quality gaming hardware is rising, with 78.51% of users considering upgrading their devices due to performance needs [27]. - The IP economy is becoming increasingly important, with successful franchises like "Genshin Impact" generating over $5 billion in revenue in 2024, highlighting the potential for sustained profitability through IP management [38][42]. Group 4: Future Outlook - The gaming industry is expected to see a positive trend with over 30 new games scheduled for release during the summer, indicating a robust pipeline of new content [44]. - Companies with strong IP management capabilities and those focusing on niche markets, such as otome games and party games, may stand out in the evolving landscape [45].
标榜爱自己的乙游玩家,为什么不爱乙游女主角?
3 6 Ke· 2025-06-05 04:12
Core Viewpoint - The controversy surrounding the female protagonist in otome games, particularly in "Undecided Incident," highlights a broader trend where players prefer to see the female character as a mere vessel for their own identity rather than as an independent character [1][3][17] Group 1: Player Reactions and Trends - Players expressed dissatisfaction with the female protagonist's visibility in the new event of "Undecided Incident," indicating a strong preference for anonymity in the character's portrayal [1][4] - The phenomenon of "anti-female protagonist" sentiment is prevalent in the otome game community, where players often reject the notion of the female character having a distinct identity [3][6] - Similar backlash occurred in "Love and Deep Space," where the female character's appearance in promotional materials led to player outrage and even some quitting the game [4][6] Group 2: Character Development and Market Evolution - The evolution of female protagonists in otome games has shifted from having defined identities to being more customizable, reflecting the changing preferences of the player base [8][10] - Early otome games allowed for more character individuality, but as the genre evolved, the focus shifted towards enhancing player immersion by minimizing the female character's distinctiveness [10][12] - Recent titles like "Love and Deep Space" and "World Beyond" have taken this to an extreme, allowing players to create their own characters, thus reinforcing the idea that the female protagonist is essentially the player themselves [12][13] Group 3: Industry Challenges - The otome game industry faces a dilemma between enhancing player immersion and maintaining narrative depth, as reducing the female protagonist's presence can lead to weaker storylines [14][16] - The current market trend prioritizes player engagement and emotional connection with male characters, often at the expense of character development and plot richness [14][16] - This ongoing challenge suggests that the otome game industry may struggle to balance player expectations with the need for compelling storytelling in the future [16][17]