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多地打造全新产品体系 文体旅融合释放乘数效应
Jing Ji Ri Bao· 2025-10-08 01:33
Group 1 - The integration of sports with culture and tourism is becoming a key strategy for the transformation and upgrading of the tourism industry, creating new consumer spaces and enhancing visitor experiences [1] - The "Village Super" national finals in Guizhou attracted 149,600 visitors and generated a total tourism revenue of 152 million yuan on the opening day [1] - Guizhou's strategy focuses on leveraging football as a primary development industry, aiming to convert the "Village Super" traffic into sustained tourism and economic growth [1] Group 2 - Guangzhou is actively promoting a new "watching events + tourism" consumption model ahead of the 15th National Games, aiming to enhance cultural tourism consumption [2] - The "Eight Scenic Spots of Yangcheng" selection aims to create a new cultural tourism brand for Guangzhou, further enriching the tourism experience [2] Group 3 - Guizhou is developing diverse rafting products to enhance visitor engagement with natural landscapes, with a significant increase in search volume for "Guizhou rafting" by over 500% this summer [3] - The province is also leveraging its rich red cultural resources to boost red tourism, utilizing technology to create immersive experiences that allow visitors to "walk the Long March" [3] Group 4 - The 15th China International Animation Expo in Dongguan attracted over 100,000 attendees, showcasing a variety of immersive experiences and interactive activities [4] - The event's innovative "exhibition-city linkage" model promotes tourism by integrating anime culture into the local community, encouraging visitors to explore the city [4] Group 5 - Dongguan is enhancing its cultural tourism offerings by creating various "anime + tourism" experiences, including themed bus services and special tourism routes to engage visitors [5] - Activities such as "follow the anime exhibition to travel" are designed to deepen visitor exploration of the city's cultural and tourism scenes [5]
单展吸金1200万 广州“二次元消费”破圈
Guang Zhou Ri Bao· 2025-08-18 02:04
Core Insights - The ACG (Anime, Comic, Game) culture and economy in Guangzhou is experiencing significant growth, with a total of 11 large-scale ACG exhibitions held in the first half of the year, attracting 840,000 visitors [2][3][4] - The rise of the "Dimensional Station·Cyber Guangzhou" initiative has contributed to increased consumer traffic and engagement in the ACG sector, showcasing the city's potential as a hub for ACG events [2][3] Group 1: Event Statistics - In the first half of the year, Guangzhou hosted 11 major ACG exhibitions covering a total exhibition area of 520,000 square meters, receiving 840,000 visitors from both domestic and international locations [3][4] - The 36th Firefly Animation and Game Carnival in Guangzhou attracted 288,000 attendees, with 1.5 million tickets sold online, indicating strong demand for ACG events [4] - The "KUROFEST" event drew over 10,000 participants, with nearly half coming from outside the province, setting a record for the brand's offline attendance [4] Group 2: Economic Impact - The ACG exhibitions have stimulated the "ticket root economy," enhancing the integration of business, travel, and cultural consumption in Guangzhou [3] - The Guangzhou game industry is projected to generate approximately 140.67 billion yuan in total revenue in 2024, reflecting a year-on-year growth of about 10.5% and accounting for 43.17% of the national revenue in the sector [5] - The overall user base for the broader ACG market in China is expected to grow from nearly 460 million in 2021 to 503 million by 2024, with the "Z Generation" spending over 3,000 yuan annually on anime and related products [5] Group 3: Government Support and Initiatives - The Guangzhou government is actively promoting the ACG industry through policies and financial incentives, including rewards for new and expanding exhibitions [7] - The introduction of the "Exhibition + Consumption" digital platform by the Guangzhou Commerce Bureau and Alipay aims to enhance visitor experience and facilitate access to various services during ACG events [8]
“漫展”成外地游客来蓉新引力,“票根经济”延伸暑期消费链条
Sou Hu Cai Jing· 2025-07-20 17:12
Group 1 - The article highlights the surge in tourism and consumption in Chengdu due to the recent large-scale anime exhibitions, specifically the 20th World Line Anime Exhibition and the 29th Comiday (CD29) [1][3] - Young anime enthusiasts from various regions are traveling to Chengdu, extending their itineraries to include shopping centers, tourist attractions, and surrounding destinations, thus boosting local consumption [1][3] - The CD29 exhibition has implemented a "ticket economy" strategy, allowing attendees to enjoy exclusive discounts at designated hotels, restaurants, and attractions, effectively linking the exhibition to broader tourism and consumption [5][7] Group 2 - The influx of young consumers during the anime exhibitions has significantly increased foot traffic in commercial areas, with reports of stores being crowded and sales rising [5][7] - Many shops are offering discounts for high school graduates, further attracting young consumers and enhancing their shopping experience during the exhibition period [7] - The commercial sector is actively responding to this trend by launching targeted promotional activities and discount packages to convert the increased foot traffic from the exhibitions into sales growth [7]