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《英雄联盟:双城之战》
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全球现象级动画展览首登北京,《双城之战》限定展亮相SKP-S
Xin Jing Bao· 2025-07-17 01:56
逾百平方米独家原稿展区、20米长廊互动投影、收藏级手办等周边……近日,备受瞩目的《英雄联盟: 双城之战》限定纪念展于北京SKP-S四层的T-10展览空间开幕,吸引了不少年轻人前去打卡。 打卡喜欢的兴趣内容已经成为不少年轻人日常生活的一部分。今年7月,在2025新京报贝壳财经年会上 发布的《2025年轻人生活方式报告》(以下简称《报告》)提到,年轻人的消费正从"功能满足"转 向"情绪共振",99.9%的受访者会为情绪价值消费。与此同时,70.7%的受访者"偶尔"或"经常"会进 行"为影视、动漫、游戏等兴趣内容打卡"。 记者了解到,此次《英雄联盟:双城之战》限定纪念展就是为众多英雄联盟玩家和《英雄联盟:双城之 战》剧迷打造的终极"奥术"狂欢。展览不仅延续了动画剧集的独特魅力,更引领观众沉浸式探索《英雄 联盟:双城之战》动画背后的艺术之美与极致匠心。展览将持续至8月31日。 "双阵营路线"设计成最大亮点,吸引众人前来探索体验 此次《英雄联盟:双城之战》限定纪念展落地北京地标级商场SKP-S。SKP-S是科技、艺术与时尚无界 融合的购物空间,位于四层的T-10展览空间也不断策划极具先锋性、潮流感与艺术气息的主题活动。 ...
从“被看见”到“常青”,动画IP如何延展生命周期
Xin Lang Cai Jing· 2025-06-27 13:19
Core Insights - The global anime consumer base has surpassed 1.2 billion, with domestic users reaching 300 million, indicating a broadening age range and aesthetic demand within the audience [1] - The Shanghai TV Festival and Tencent Video Animation co-hosted a forum discussing the lifecycle extension of animation IPs, featuring creators from around the world sharing insights on content themes, artistic forms, and international collaboration [1] Group 1: Industry Trends - The forum highlighted the importance of maintaining the vitality of an animation IP after it has gained visibility, emphasizing the need for high-quality production standards [3][6] - The animation industry is witnessing rapid changes in supply and demand, which drives continuous innovation and requires creators to engage more sincerely with their audience [10][13] - The rise of domestic animation is becoming a reality, with Tencent Video aiming to become a leading platform for cross-media works in the next decade [16] Group 2: Content Creation and Audience Engagement - Successful animation requires a deep understanding of audience preferences, with creators encouraged to collect data and engage with viewers to ensure their work resonates [13][15] - The importance of balancing innovation with audience expectations was emphasized, as creators must avoid merely catering to trends while still delivering meaningful content [17] - Various companies are exploring new technologies and narrative techniques to enhance their animation offerings, such as 3D printing and AI integration [8][20] Group 3: IP Development and Global Strategy - Companies like Wanda Animation are focusing on global operations for their IPs, aiming to represent Chinese culture on the international stage [18] - Tencent Video has developed multiple formats for its IPs, including special episodes and theatrical releases, and is planning long-term strategies for content expansion [20] - The industry is moving towards creating high-quality, large-scale domestic animation that meets diverse market demands, with a focus on technological advancements [20]
好莱坞如何破解游戏改编魔咒?|声动早咖啡
声动活泼· 2025-05-16 05:00
狮门影业的主席曾表示,由于以往的糟糕成绩,影视行业普遍认为电子游戏难以被改编成票房口碑双丰收的作 品。例如,发行至今已超过 20 年的经典游戏《魔兽世界》,其 2016 年的改编电影在北美遭遇票房惨败,最终 亏损约 1500 万美元。福布斯杂志的统计显示,热门单机游戏《生化危机》虽催生了 7 部真人电影,但在影评 网站烂番茄上的评分普遍低迷,按满分 10 分计算,最高的一部仅获得 3.7 分。 不过,经济学人指出,尽管基于游戏 IP 的影视项目曾遭遇一连串失败,导致许多制片厂对电子游戏敬而远 之,但近两年情况发生了转变。《超级马里奥兄弟大电影》在 2023 年以近 14 亿美元的票房,超越《蜘蛛侠》 和《银河护卫队》,成为当年票房亚军。同时,《英雄联盟:双城之战》《辐射》《赛博朋克:边缘行者》等 游戏改编电视剧,也相继登上 Netflix 等各大流媒体平台的收视榜首。好莱坞正在重新青睐电子游戏。那么, 游戏内容的影视化项目为何能再次赢得好莱坞的关注呢? ▲ 《超级马里奥兄弟大电影》海报 | 图源:任天堂 根据金融时报报道,尽管漫威超级英雄电影曾在 2010 年前后主导全球电影票房,但从 2020 年开始,系列 ...