Workflow
《光与夜之恋》
icon
Search documents
从《盛世天下》舆论风波看,女性向内容要热度还是要高度?
Hu Xiu· 2025-10-01 06:00
但另一方面,武则天作为中国历史上的女性巅峰形象,她不仅仅代表个人,更成为了一个象征女性权力者的符号,不应该用情感叙事去消解女性的权利意 识,毕竟在爱情与皇位之间,向下的自由不是自由。 爆火的真人互动影游《女王的游戏:盛世天下》,被骂到全平台关闭评论。 以中国历史上唯一一位正统女皇帝武则天为故事原型,集真人互动、唐朝宫斗等元素于一身的《女王的游戏:盛世天下》(以下简称《盛世天下》)近期 热度居高不下,游戏直播、二创视频几乎刷屏互联网。 但伴随着长剧质感、古偶之光等好评而来的,是有关剧情脱离真实历史的舆论争议,以一个女性权力者的成长为核心的故事,却陷入了情感叙事之中。 "媚娘篇"开始于以武则天为原型的女主"伍元照"(黄羿饰)入宫成为才人,在宫斗中保全自身性命,并与九皇子"礼治"(官鸿饰)、四皇子"礼泰"(姚弛 饰)产生了一系列情感纠葛,衍生出了"45派"与"95派"的红白玫瑰之争。 而争议的来源就在于感情故事占据了太大的篇幅,伍元照与礼治的情感纠葛尚且存在史实根基,但礼泰的原型李世民第四子李泰,历史上与武则天并未有 过太多可考的交集,却仍然虚构出了一条存在感十足的感情线。 如果只是停留在感情线太多倒也不算突兀,但 ...
从观众到“剧中人” 影院跨界联动打造Z世代文化消费新地标
中国青年报客户端讯(中青报·中青网记者 夏瑾)记者近日从万达电影获悉,国庆假期,万达电影将与 现象级游戏IP《恋与深空》展开大型联名合作,推出以"一部电影诞生的故事"为主题的沉浸式影院体验 活动。玩家将以游戏中"猎人小姐"的身份走入影城,与男主角共同参与电影拍摄的全流程,实现从观众 到"剧中人"的跨越。 本次活动覆盖万达电影全国200余座城市的超700家影城,分别设置为2家"光影开拍"店、100家"心动热 映"店与605家"爱意流光"店。参与者将在影城中被工作人员全程以"猎人小姐"相称,并可参与"对暗号 领取片场放饭"等互动环节。预约"光影开拍"店的玩家可解锁深度沉浸的"拍电影"全流程体验。 这并非万达电影首次布局IP联名赛道。自去年以来,《原神》《第五人格》《光与夜之恋》等热门游戏 IP的合作已持续为万达电影引入大量年轻消费者。数据显示,部分联名活动的观影转化率达30%,其中 25岁以下用户占比高达85.5%,显示出极强的年轻群体吸引力。 来源:中国青年报客户端 万达电影相关负责人表示,随着Z世代逐渐成为文化消费主力,其对于情感认同与自我构建的需求日益 显著,动漫、游戏等内容成为其精神消费的重要组成部分。此 ...
买一天男友:Cos委托与年轻人的情感困局
3 6 Ke· 2025-09-18 03:45
Core Insights - A new emotional consumption model called "Cos委托" is emerging among young women, where they pay to hire Coser (usually female) to role-play as virtual game "lovers" for a carefully designed date [1][21] - This model reflects a pursuit of ideal intimate relationships and self-affirmation in a world where maintaining real-life relationships has become increasingly costly [1][21] Group 1: Emotional Consumption Model - "Cos委托" allows individuals (referred to as "单主") to hire female Cosers to embody male characters from otome games for a day [5][21] - The pricing for these services varies widely, ranging from 300 to 2000 yuan for a full day, with an average service duration of six to eight hours [9][21] - The emotional value derived from these experiences often outweighs the financial costs for participants, with some individuals spending over 100,000 yuan on such services [9][21] Group 2: Participant Experiences - Participants often report feelings of hope and emotional fulfillment after these experiences, which can help alleviate feelings of loneliness and despair [17][21] - The interactions during these dates are designed to simulate genuine romantic experiences, with Cosers paying close attention to the emotional needs of their clients [19][21] - Many participants express that the companionship provided during these dates is more valuable than the extravagant experiences themselves [20][21] Group 3: Industry Dynamics - The industry is still relatively niche, with most Cosers initially engaging in this work part-time or as a hobby before transitioning to paid services [5][21] - As the industry grows, issues such as pricing disputes and quality of service have emerged, leading to a rise in consumer complaints and "挂条" (warning notes) on social media platforms [25][29] - The majority of Cosers are female, and there is a notable preference among female clients for female Cosers due to safety concerns and a better understanding of emotional needs [29][21]
国乙“哑巴新郎”扩列,谁夺走了纸片人的“声带”
3 6 Ke· 2025-09-15 00:23
Core Insights - The article discusses the changing dynamics between voice actors (CVs), players, and game developers in the gaming industry, particularly in the context of character voice changes and player expectations [1][2][3] Group 1: Voice Actor Changes - The recent departure of CV Wu Lei from the game "Love and Producer" has been met with mixed reactions, with some players celebrating the change while others express dissatisfaction with current CV performances [1][2] - The industry has seen a trend of CV replacements due to various issues, including personal controversies and declining performance, leading to a more cautious approach from developers when selecting voice actors [2][7][11] - Players are increasingly vocal about their expectations for CV performances, leading to significant backlash against CVs who do not meet these standards, as seen in the cases of Zhao Yang and Wu Lei [11][15][17] Group 2: Industry Dynamics - The relationship between CVs, players, and developers has shifted from a mutually beneficial arrangement to a more adversarial one, where each party holds the other accountable for quality and performance [18][20] - Developers are now more inclined to keep CV identities hidden to mitigate backlash and player dissatisfaction, reflecting a broader trend in the industry [26][28] - The introduction of AI technology in voice acting is becoming a consideration for developers, as it offers a potential solution to the challenges posed by human voice actors, although concerns about authenticity and emotional connection remain [30][32][34] Group 3: Market Trends - The gaming market is witnessing a decline in the willingness to invest in high-profile CVs, as seen in the case of "Shining Nikki," where a CV was replaced without prior notice, leading to player protests [22][24] - The pricing structure for CVs remains relatively stable, with rates ranging from 100 to 500 per line, but the overall market dynamics are shifting as developers seek cost-effective solutions [24] - The industry's future may hinge on how well it adapts to these changes, particularly in balancing player expectations with the realities of voice acting performance and the potential integration of AI [34]
配音演员的“铁饭碗”,不铁了
Hu Xiu· 2025-09-14 13:42
Core Viewpoint - The article discusses the evolving relationship between voice actors (CVs), players, and game developers in the gaming industry, highlighting recent controversies surrounding voice actor changes and the impact on player satisfaction and brand reputation [1][4][27]. Group 1: Voice Actor Changes - The recent departure of CV Wu Lei from the game "Love and Producer" has been met with mixed reactions, with some players celebrating the change while others express dissatisfaction with current CV performances [1][2][21]. - The industry has seen multiple instances of CV changes due to various reasons, including personal issues affecting performance, leading to a shift in how players perceive and react to these changes [5][20][29]. - The relationship between CVs and game developers has become more complex, with developers now more cautious about publicizing CV identities due to potential backlash from players [41][55]. Group 2: Player Expectations and Reactions - Players have become increasingly critical of CV performances, demanding higher standards and expressing dissatisfaction when they feel a CV does not match the character's persona [20][24][48]. - The emotional connection players have with characters is significant, making it challenging for new CVs to replace established ones without losing the original character's essence [48][49]. - Players' reactions to CV changes can lead to significant backlash against both the CVs and the game developers, as seen in the cases of "Overwatch" and "Honor of Kings" [15][17][43]. Group 3: Industry Trends and Future Directions - The rise of AI technology in voice acting is becoming a consideration for game developers, with discussions around its potential to replace human CVs in the future [55]. - Developers are exploring new methods to manage CV relationships, including keeping CV identities confidential and utilizing AI to mitigate risks associated with human performance variability [41][55]. - The industry is at a crossroads, where the traditional model of CVs being integral to character identity is being challenged by technological advancements and changing player expectations [54][56].
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].
女玩家情感投入反遭套路?多款头部乙游频发大规模投诉
Guan Cha Zhe Wang· 2025-08-07 11:09
(文/观察者网 万肇生;编辑/张广凯) 目前已有玩家联名发律师函,相关话题7日登上微博热搜,相关讨论量达到2.4万。 据中国电子商会旗下消费者服务保障平台"消费保"统计,近一年来,来自网易《世界之外》和叠纸《恋 与深空》两款游戏玩家的投诉,占近一年来乙女游戏总投诉的九成。 | 序号 | 游戏名称 | 品 | | --- | --- | --- | | 1 | 世界之外 | 66. 23% | | 2 | 恋与深空 | 23. 94% | | 3 | 恋与制作人 | 6.10% | | র্ব | 如善 | 1.66% | | 5 | 光与夜之恋 | 1.23% | | 6 | 未定事件簿 | 0. 47% | | 7 | 时空中的绘旅人 | 0. 37% | | | | 来源:消费保数据研究院 | 仅7月29日至7月31日短短3日内,《恋与深空》玩家投诉量累计超1500条,众多投诉案例均指向游戏最 新活动"沈星回·暗蚀国王"。 玩家钟女士(化名)在投诉中就表示:"我观看(新卡池)PV技能前瞻展示,加之活动前叠纸四处广告 宣传超强战斗力,让我毫不怀疑地氪金购买礼包。因此我在7月25-至26日期间共花费1461元 ...
十几万买谷,与一分钟安慰:我只是在接住自己
3 6 Ke· 2025-08-06 07:27
Group 1 - The article discusses the emotional and social value derived from spending on virtual characters and idol culture, highlighting how these expenditures serve as a coping mechanism for young individuals facing real-world pressures [1][2][12] - It emphasizes the shift in spending priorities among younger generations, where emotional consumption is prioritized over traditional necessities, reflecting a clear value hierarchy in their spending habits [1][12] - The narrative illustrates personal experiences of individuals who invest significantly in virtual goods and idol interactions, showcasing the psychological benefits and emotional support they derive from these activities [3][13][28] Group 2 - The underground idol culture in China is thriving, with young fans engaging in live performances and personal interactions with idols, which provide a sense of community and emotional fulfillment [13][16][22] - The phenomenon of "cutting" or taking photos with idols after purchasing special tickets highlights the unique emotional connections formed between fans and idols, which are often absent in their real-life relationships [16][20] - The financial commitment to idol culture is substantial, with fans spending thousands on tickets and merchandise, indicating a willingness to invest in experiences that enhance their emotional well-being [17][24][28] Group 3 - The rise of otome games (female-targeted romance simulation games) reflects a growing trend in the gaming industry, where players seek emotional engagement and self-exploration through virtual relationships [28][29] - Players often find solace and encouragement in the narratives of these games, which can provide valuable life lessons and emotional support during challenging times [29][40] - The financial investment in these games is seen as worthwhile by players, as they believe the emotional and psychological benefits outweigh the costs, leading to a shift in how spending is perceived [39][40]
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]