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81.5亿,史努比被卖了
36氪· 2026-01-06 00:33
以下文章来源于投中网 ,作者蒲凡 投中网 . 投中网是领先的创新经济信息服务平台,拥有立体化传播矩阵,为创新经济人群提供深入、独到的智识和洞见,在私募股权投资行业和创新商业领域拥有 权威影响力。官网:www.chinaventure.com.cn 索尼4.75亿美元控股史努比IP, 老牌动漫价值重估。 文 | 蒲凡 来源| 投中网(ID: China-Venture ) 封面来源 | Unsplash 狗是人类最好的朋友,好到每一代人都有自己的狗狗表情包。 70后、80后们喜欢柴犬DOGE,90后、00后们喜欢线条小狗。1999年开播的经典美漫《恶搞之家》里,人气最高的角色是一只叫做布莱恩的拉布拉多。 2013年开播的《瑞克和莫蒂》充分借鉴,为主角莫蒂设计了一只"小雪球"(Snow ball)。如今,每个网上冲浪的人养成了开玩笑要"狗头护体"的习惯。 顶级宅男马斯克,干脆把DOGE当做了个人品牌,发虚拟币叫做"DOGE"、在特朗普政府组建的部门也叫"DOGE"。 如果要在所有的明星狗狗中评选一个最经典的狗狗IP,那大概就是史努比了。史努比之所以经典,不仅仅是因为它诞生于1950年,火了超过70年,跨越好 几代 ...
81.5亿,史努比被卖了
投中网· 2026-01-04 06:35
最出名、最肤浅、最赚钱。 作者丨 蒲凡 来源丨 投中网 狗是人类最好的朋友,好到每一代人都有自己的狗狗表情包。 70后、80后们喜欢柴犬DOGE,90后、00后们喜欢线条小狗。1999年开播的经典美漫《恶搞之家》里,人气最高的角色是 一只叫做布莱恩的拉布拉多。2013年开播的《瑞克和莫蒂》充分借鉴,为主角莫蒂设计了一只"小雪球"(Snowball)。如 今,每个网上冲浪的人养成了开玩笑要"狗头护体"的习惯。顶级宅男马斯克,干脆把DOGE当做了个人品牌,发虚拟币叫 做"DOGE"、在特朗普政府组建的部门也叫"DOGE"。 将投中网设为"星标⭐",第一时间收获最新推送 如果要在所有的明星狗狗中评选一个最经典的狗狗IP,那大概就是史努比了。史努比之所以经典,不仅仅是因为它诞生于 1950年,火了超过70年,跨越好几代人的审美。更重要的是,史努比奠定了狗狗们在动画中的"标准模板": 没有"宠 物"和"主人"的概念,和人类像真正的朋友相处,也像人类那样思考、生活,认识世界。 前面提到的布莱恩、小雪球,隐隐约 约都有史努比的影子。 而最近,史努比也迎来了一段新的旅程: 近日,索尼宣布4.75亿美元(约合人民币33.5亿元 ...
索尼向“娱乐界的综合商社”加速转型
日经中文网· 2025-10-01 00:36
Core Viewpoint - Sony Group is set to accelerate its investment strategy in the entertainment sector following the spin-off of its financial business, aiming to enhance its position as a comprehensive player in the entertainment industry [1][4]. Group 1: Financial Business Spin-off - Sony Group's financial business will be listed on the Tokyo Stock Exchange Prime market on September 29, allowing the company to focus more on acquiring intellectual property (IP) in the entertainment sector [1][4]. - The spin-off is expected to shift investor attention towards Sony's entertainment business, necessitating detailed explanations of investment returns on large projects [1][4]. Group 2: Investment in Intellectual Property - Over the past seven years, Sony Group has invested 1.9 trillion yen in IP, including stakes in Bandai Namco Holdings and KADOKAWA, to compensate for its perceived weakness in creating IP from scratch [3][7]. - The acquired IP is integrated with Sony's various businesses, such as gaming, film, and animation, maximizing value [3][7]. Group 3: Business Performance and Strategy - Sony Group's business performance for the fiscal year 2024 includes projected revenues and profits across various sectors, with gaming expected to generate 4.67 trillion yen in revenue and 4.148 billion yen in operating profit [10]. - The company has introduced a "Pollinator network" system to enhance talent matching within its divisions, leveraging generative AI to improve collaboration between gaming and film sectors [10]. Group 4: Market Position and Valuation - Analysts have raised Sony Group's investment rating to the highest level, citing a gap between the company's enterprise value and stock price, which may be due to insufficient disclosure of information necessary for evaluating its entertainment business [8]. - Despite strong stock performance, there is a concern that the market capitalization gap between Sony and comparable entertainment companies like Disney could widen by approximately 1 trillion yen [11].
索尼集团收购万代南梦宫2.5%股份
日经中文网· 2025-07-25 07:15
Core Viewpoint - Sony Group is strategically investing in Bandai Namco Holdings to enhance its content-driven business growth, particularly in the expanding global anime market [1][3]. Group 1: Investment Details - Sony Group announced an investment of approximately 68 billion yen for a 2.5% stake in Bandai Namco Holdings [1]. - This investment aims to promote Bandai Namco's anime and manga intellectual properties (IP) on distribution platforms and co-produce game adaptations into animations [1][3]. Group 2: Strategic Alliances - The investment will help Sony form alliances with Japan's three major content companies, leveraging Bandai Namco's well-known IPs like "Mobile Suit Gundam" and "Pac-Man" [1][3]. - Sony has previously invested in KADOKAWA, becoming its largest shareholder with an additional investment of about 50 billion yen [2]. Group 3: Collaborative Projects - Sony's animation subsidiary Aniplex has collaborated with Crunchyroll to adapt popular games like "Ghost of Tsushima" into animations [3]. - Bandai Namco's popular themes such as "Tekken" and "Ridge Racer" will expand Sony's options for content development [3]. Group 4: Support for Production - Sony and Bandai Namco will jointly support production sites facing labor shortages in the future [4].
从哪吒到LABUBU,一个爆发临界点正在到来 | 智库
Mei Ri Jing Ji Xin Wen· 2025-06-29 08:58
Core Viewpoint - The Chinese cultural industry is experiencing a significant transformation, with the rise of original IPs and a shift in consumer demand, indicating that it may be on the verge of a major breakthrough [1][10][12]. Group 1: Cultural Industry Trends - The LABUBU phenomenon exemplifies the rapid growth of the Chinese潮玩 (trendy toy) market, which has expanded from 6.3 billion yuan in 2015 to 60 billion yuan in 2023, marking a nearly tenfold increase [13]. - China's潮玩 market reached nearly 30 billion yuan in 2020, increasing its global market share from 11.18% in 2017 to 19.74% in 2020 [12]. - The current economic context, characterized by a per capita GDP of $13,800 and a shift from material to service-oriented consumption, supports the ongoing cultural consumption boom [1][12]. Group 2: Historical Context and Comparisons - Japan's cultural industry growth in the 1970s and 1980s, following its economic boom, serves as a historical reference for China's current trajectory [2][3]. - The Japanese anime and潮玩 industry saw significant expansion during its economic recovery, with key developments in the 1950s and 1980s that catered to both children and adult markets [6][9]. - The evolution of Japan's cultural industry illustrates the importance of economic transformation in fostering creative industries, which China is currently experiencing [12][18]. Group 3: Future Prospects and Challenges - The Chinese cultural industry is at a critical juncture, with emerging IPs like《黑神话:悟空》 and《哪吒2》 signaling potential for growth, yet facing challenges such as weak IP incubation and talent shortages [15][16]. - The government emphasizes expanding domestic demand and cultural consumption, indicating a supportive policy environment for the cultural sector [14]. - The future of China's cultural industry will depend on its ability to innovate, integrate technology, and expand its global reach while remaining rooted in its cultural heritage [18].
想做好IP运营,中国公司该向万代取取经
3 6 Ke· 2025-05-13 04:21
Group 1 - The core point of the article is that Light Media is transitioning from a traditional film company to an IP creator and operator, inspired by the success of "Nezha 2" and aiming to emulate the IP strategies of companies like Bandai Namco and Disney [1][11][16] - Light Media's future focus will include five key areas: games, cards, brand stores, theme parks, and the cultivation of its own IPs, with ambitions to develop a domestic AAA game and establish a theme park similar to Disney [1][16] - The article highlights Bandai Namco's successful IP strategy, which has led to record revenue and profit growth, particularly in its digital business, driven by popular titles like "Elden Ring" and "Dragon Ball" [2][4][5] Group 2 - Bandai Namco's financial report shows a total revenue of 1 trillion 241.5 billion yen, a year-on-year increase of 18%, and a net profit of 129.3 billion yen, up 27%, marking record highs for both metrics [2][4] - The digital business segment of Bandai Namco achieved a revenue of 455.6 billion yen, a 22.3% increase year-on-year, with profits soaring by 995.1% to 68.5 billion yen, largely attributed to the success of "Elden Ring" [4][5] - Bandai Namco's "IP Axis Strategy" focuses on maximizing IP value through tailored development based on IP characteristics, global expansion, and strong fan engagement [5][6][7] Group 3 - The article notes that while Light Media is beginning to explore IP monetization, it faces challenges in catching up with more experienced companies like Yuewen, which reported a revenue of 8.121 billion yuan, a 15.8% increase, driven by IP licensing and derivative products [11][13] - Yuewen's IP derivative products achieved a GMV of over 500 million yuan, with card products contributing over 200 million yuan, indicating a growing market for IP monetization in China [11][13] - The overall industry trend emphasizes the importance of effective IP monetization strategies to navigate market uncertainties and enhance revenue stability [16][17]