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论“老资历”带来的快感
Hu Xiu· 2025-10-09 06:22
但我也是做过老资历的,比如我看《电锯人》时,知道《电锯人》的人还很少,后来《电锯人》火了,我算投资成功了。我在《电锯人》粉丝里,就成了 老资历。 本文来自微信公众号:中肯学原理,作者:牢肯爱打工,题图来自:AI生成 不知道大伙有没有这种经历,自己喜欢的东西突然火了,因为自己喜欢的早,就变成了老资历。 我的中学和本科低年级阶段,很喜欢薛之谦的歌。但我是在《演员》《绅士》这个薛之谦的热度巅峰期入坑的,我在薛之谦粉丝里的地位属于人下人, 《认真的雪》时期就开始听薛之谦的才是老资历的仌。 我在许嵩粉丝里算中登,比我作为薛粉的资历深,但也不算特别深。我是《灰色头像》时期入坑的,应该算许嵩的第二个热度高峰期,不如《断桥残 雪》、《玫瑰花的葬礼》时期的婆罗门老登,但比《素颜》、《幻听》、《山水之间》时期来小登的资历老。后来许嵩的作品出现了明显的反市场化倾 向,许嵩沉浸在自己的艺术里不知天地为何物,之后粉丝增量就没有发生过大规模井喷,改吃粉丝存量了。 赛尔号我是老资历,我玩赛尔号时哈莫雷特刚出,战神盖亚还没出,虽然出了我也没打过。不过现在的赛尔号和以前的赛尔号基本不是一个游戏,遗老遗 少是贬义词。 我看《凡人修仙传》动漫时, ...
Sensor Tower:7月共32个中国厂商入围全球手游发行商收入榜TOP100 合计吸金19.5亿美元
智通财经网· 2025-08-08 02:40
Core Insights - In July 2025, 32 Chinese game publishers made it to the global mobile game publisher revenue TOP 100, collectively generating $1.95 billion, accounting for 34% of the total revenue of the TOP 100 publishers during this period [1] Group 1: Top Performers - Tencent maintained its position as the top global mobile game publisher, with a 20% increase in revenue driven by popular titles like "Honor of Kings" and "PUBG MOBILE" [2] - Point Cloud Interactive secured the second position, with a 10% revenue increase, bolstered by strong performances from "Kingshot" and "Tasty Travels: Merge Game," which saw revenue growth of 34% and 52% respectively [2] - NetEase ranked third, with a 23% revenue increase attributed to the anniversary celebration of "Party of Eggs," which doubled its income [4] Group 2: Notable Revenue Growth - miHoYo's "Honkai: Star Rail" experienced a 325% revenue surge in July, marking a new high for 2025, contributing to a 28% increase in overall revenue for the company [4] - Florere Game's new title "Last Z: Survival Shooter" saw a 44% revenue increase, helping the publisher achieve a 24% overall revenue growth [4] - Paper Games' "Love and Deep Space" reached a record high in revenue following a major update, resulting in a 33% increase in overall income [5] Group 3: Emerging Publishers - Momo Technology's flagship title "Mobile Legends: Bang Bang" continued to perform well, with a 32% revenue increase, while its new title "Silver and Scarlet" debuted strongly in the iOS download charts [6] - Youka Network's two titles, "Three Kingdoms Kill" and "Finger Mountain and Sea," saw revenue increases of 110% and 252% respectively, leading to a doubling of overall income [6] - Giant Network's "Supernatural Action Group" experienced significant revenue growth of 76%, climbing to the 29th position in the revenue rankings [6] Group 4: Additional Publishers - Other Chinese game publishers that made it to the global TOP 100 include Bilibili and Mattel163, totaling 32 publishers [7]
新消费中的IP衍生品:美国与日本风格各异,中国正在走出自己的路径特色
2025-06-23 02:09
Summary of Key Points from Conference Call Industry Overview - The collectible card game market is led by Magic: The Gathering and Pokémon, each generating over $1 billion annually, with China's market starting later, marked by the success of Ultraman cards [1][2] - The success of the card industry is significantly influenced by the entry of major players like Wizards of the Coast, local anime companies, and Blizzard, indicating its establishment as a mainstream entertainment form [1][4] - Cultural differences shape card game preferences: the US focuses on sports star cards, Japan emphasizes anime IP, while China promotes through well-known IPs like Ultraman [1][5] Market Characteristics - The Japanese collectible card market, characterized by blind box models and anime IP, reached over 10 billion RMB in 2023, accounting for about 27% of Japan's toy market [1][7] - China's card market has low per capita spending compared to Japan and the US, with significant growth potential as the secondary trading market is still in its early stages and heavily regulated [1][8] Financial and Investment Aspects - The card culture has evolved into a mature industry chain with financial and investment attributes, particularly in the US, where it can be mapped to stablecoins, Bitcoin, and NFTs [1][6] - The secondary trading market can significantly amplify industry scale, with estimates suggesting it could expand the US market size by seven to nine times [1][10][12] Development Pathways - The development of the card game industry can be segmented into phases, with the US launching Magic: The Gathering in 1993, Japan introducing Pokémon in 1996, and China starting with Three Kingdoms Kill in 2009, followed by Ultraman's success in 2018 [2][3] - The entry of heavyweight players is crucial for an industry's success, as seen with Pokémon attracting numerous followers and competitors after its initial success [4] Cultural and Globalization Insights - The globalization of culture in the UK, US, and Japan has been successful due to their unique cultural identities, which have been validated by global consumer preferences [13] - China is beginning to develop its unique value proposition in global culture, with potential breakthroughs in IP and derivative products, but still faces challenges in copyright protection [14][15] Recent Market Dynamics - Recent market adjustments include developments in stablecoins and new IPs, with a focus on structural changes and advancements in AI technology, particularly with the upcoming release of GPT-5 by OpenAI [16]
打四年游戏和背四年名词解释,哪个更浪费生命
Hu Xiu· 2025-05-28 00:39
Group 1 - The article discusses the shift in perception regarding video games and their impact on education, suggesting that the correlation between gaming and academic performance is not straightforward [2][8] - It argues for a more liberal approach to gaming, emphasizing that individuals with strong self-discipline are more likely to succeed regardless of their gaming habits [2][4] - The gaming industry is highlighted as a sector where effort can lead to significant rewards, contrasting with traditional academic paths that may not yield practical skills or knowledge [7][9] Group 2 - The article points out that the gaming industry offers numerous job opportunities, often with higher salaries compared to traditional sectors, and values long-term understanding of games over short-term academic achievements [7][8] - It critiques the current educational system for fostering a competitive environment that may lead to mental health issues among students, particularly when the focus is on rote memorization rather than practical skills [9] - The discussion includes the notion that investing time in gaming can be more beneficial than traditional studying methods, as it may lead to better career prospects in the gaming industry [9][10]