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11天近7亿票房,《浪浪山小妖怪》 周边卖爆
3 6 Ke· 2025-08-13 08:04
Core Insights - The animated film "Wang Wang Mountain Little Monsters" has become a surprise hit, surpassing 676 million yuan in box office revenue within just 11 days of its release, making it the highest-grossing domestic 2D animated film in China [2] - The film is based on the popular short series "Chinese Tales" and has resonated with contemporary young workers, leading to a surge in merchandise sales [2][4] - The film's IP has engaged over 30 companies for collaborative merchandise, resulting in more than 400 licensed products launched simultaneously with the film [4] Box Office Performance - "Wang Wang Mountain Little Monsters" achieved a box office of 676 million yuan by August 13, 2023, surpassing "Big Fish & Begonia" which had a total of 573 million yuan [2] - The film's rapid success indicates a strong market demand for quality animated content in China [2] Merchandise and IP Development - The film's merchandise, including plush toys and blind boxes, has seen significant sales, with over 700 million yuan in sales on the first day and 300 million blind boxes sold [4][7] - The merchandise strategy has been proactive, with products available for sale even before the film's official release, creating anticipation among consumers [8] - The collaboration with various brands has resulted in a diverse range of products, enhancing the film's market presence [4][8] Market Trends and Comparisons - The success of "Wang Wang Mountain Little Monsters" is compared to the previous hit "Nezha: Birth of the Demon Child," which also saw a massive surge in merchandise sales following its release [8] - The film's approach to IP development marks a shift towards a more integrated ecosystem, moving beyond reliance on box office revenue alone [9] - The Chinese animation industry is encouraged to adopt long-term strategies for IP management, similar to successful models from Disney and other international brands [9]
22岁的ChinaJoy变大型“吃谷现场”, 国产IP要打造“中国万代”
3 6 Ke· 2025-08-03 09:04
编辑/郝俊慧 8月1日,2025年第二十二届中国国际数码互动娱乐展览会(以下简称"ChinaJoy")在上海开幕。"谷子经济"是毫无疑问的焦点,这个源自日语"Goods"的 舶来词,早已超越了二次元周边的范畴,演变为一场席卷Z世代的文化现象。 作者/IT时报记者毛宇 01 Z世代消费群体,情感认同驱动的圈层革命 作为谷子经济核心消费群体的95后、00后乃至10后,正掀起一场"谷子"消费热潮。 年轻人穿梭于各大商场的谷子店,精心挑选心仪的动漫角色徽章、手办或是文具,将其视为珍宝;北京王府井的二次元主题空间,常见年轻人排着长队, 只为购买限量版周边;上海静安大悦城也因二次元打卡热潮,成为年轻人的热门聚集地,商场数据显示,70%的客群来自8公里之外,而30%以上来自上 海之外。他们在这里"吃谷",将真金白银变成一种社交货币。 ChinaJoy现场,同样都是"吃谷人"。万代南梦宫展台的二次元周边引大量玩家与粉丝入场;完美世界展台兑奖区则排起十米长队,几乎每个参展观众都背 着硕大的"羊毛袋",内装淘来的各种周边。他们成长于互联网时代,对文化产品的情感认同远超以往,愿意为喜爱的IP支付溢价,通过购买周边来表达自 我、寻找 ...