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IP全产业链开发成效亮眼 中国网络文学圈粉海外用户市场韧性强
Yang Shi Wang· 2025-12-21 04:11
"十五五"规划建议提出,"引导规范网络文学、网络游戏、网络视听等健康发展""鼓励更多文化企业和 优秀文化产品走向世界"。如今,中国网络文学以其独特的叙事魅力与传播活力,成为数字时代中华文 明传播的创新形态,为提升中华文明传播力影响力增添新动能。 美国读者莉娜蕾娅表示,她喜欢中国文化,一直对中国文化的丰富性非常着迷。她对网络小说兴趣非常 浓厚,它在蓬勃发展。 墨西哥读者达格佐表示,目前感觉看一辈子都看不完,他能看到中国的网络小说,古老神秘的东方文 化,他身边很多人都喜欢看。 海外活跃用户约2亿 市场韧性强劲 《2024中国网络文学蓝皮书》显示,截至2024年底,中国网络文学用户规模达5.75亿人,占网民规模的 51.9%。 2024年,中国网络文学海外活跃用户约2亿人,新增注册用户3000万人。2024年,出海市场营收达48.15 亿元,同比增长10.68%,展现出强劲的市场韧性。 科技破题多语种翻译 增作品提效率降成本 科技赋能使网络文学国际传播机制不断完善。阅文起点国际网站显示,2025年,新增AI翻译作品超1万 部,多个语种的翻译规模实达2024年3.5倍。AI驱动翻译量年增近300%,译作效率提升百倍、 ...
厘清复制改编边界确立“二次创作”认定规则
Xin Lang Cai Jing· 2025-12-19 23:34
【案情简介】 自2020年起,汪某伙同韩某等人,在未经著作权人许可的情况下,根据某漫画中的美术形象,利用3D 打印技术设计生成漫画里角色的高精度模型,委托工厂进行开模生产成品手办,并通过包某、吴某(均 另案处理)等代理在境内外销售。经鉴定,汪某等人生产的漫画角色手办与权利人作品构成复制关系。 经司法审计,汪某、韩某非法经营数额共计3000余万元。 2025年4月,经上海市某法院开庭审理,认为汪某、韩某以营利为目的,未经著作权人许可,复制发行 其美术作品,有其他特别严重情节,结合被告人的犯罪金额、认罪悔罪态度及其他量刑情节,判决汪 某、韩某犯侵犯著作权罪,判处被告人汪某有期徒刑五年,并处罚金人民币800万元;判处韩某有期徒 刑二年十个月,缓刑二年十个月,并处罚金人民币50万元。一审判决后,汪某提出上诉。同年6月,上 海市某中级法院裁定驳回上诉、维持原判。 (作者单位:上海市人民检察院第三分院) 复核交易数据,确定犯罪数额。汪某上诉称一审判决认定的犯罪金额存在转单被重复计算的问题,对 此,二审检察机关调取汪某制作各款手办的多份发货表单,经梳理发现不同表单之间存在时间延续和内 容更新的部分,系汪某在不同时间段对同一 ...
2025年中国二次元文化行业市场研究报告
硕远咨询· 2025-11-18 09:18
Investment Rating - The report does not explicitly state an investment rating for the industry Core Insights - The Chinese ACG (Animation, Comic, Game) industry has surpassed 100 billion RMB in market size as of 2024, showing strong and steady growth, particularly among the younger generation, especially Gen Z and post-2000s consumers [25][26] - The industry is expected to continue growing at an annual rate of over 15% in the next five years, indicating significant market potential both domestically and internationally [26] - The core elements of the ACG culture include visual arts, character design and storytelling, fan culture and community interaction, as well as derivative products and business models [11][12] Industry Overview - The ACG culture originated in Japan and has evolved into a unique cultural phenomenon encompassing various forms such as anime, manga, games, and virtual idols [4][6] - The rapid development of internet technology has facilitated the dissemination and innovation of ACG culture, leading to the formation of active fan communities [7][11] - The ACG culture has become an essential part of contemporary youth life, influencing their values, aesthetics, and social interactions [6][12] Market Demand Analysis - The primary user demographic consists of young individuals aged 15 to 30, with a higher proportion of male users, although female participation is rapidly increasing [31][32] - Over 40% of core ACG users are willing to pay for legitimate content, reflecting a growing recognition of quality and copyright [36][37] - The demand for diverse content is expected to grow, with emerging forms such as light novels, digital music, and interactive stories gaining traction [44][45] Competitive Landscape - Major players in the industry include Bilibili, Tencent Animation, and NetEase Comics, which dominate content creation, platform operation, and derivative product development [51][53] - New and emerging companies are driving innovation and diversity in content, often focusing on niche markets and utilizing new technologies [54][56] - The market is characterized by a concentration of power among leading companies, which hold over 60% of the market share, while smaller firms contribute to the industry's dynamism and innovation [55][56] Policy Environment - The Chinese government has implemented various policies to support the cultural industry, emphasizing the integration of culture and technology, as well as the protection of intellectual property rights [63][64] - These policies aim to create a favorable environment for the development of the ACG industry, promoting innovation and international cultural exchange [64]
张文元的“漫画抗战”与“国画抗战”
Xin Lang Cai Jing· 2025-09-18 00:40
Core Viewpoint - The article chronicles the life and contributions of Zhang Wenyuan, a prominent Chinese cartoonist and painter, particularly during the Anti-Japanese War, highlighting his artistic journey, the impact of his work on public sentiment, and the evolution of Chinese comics during a tumultuous period in history [1][2][6]. Group 1: Early Life and Career - Zhang Wenyuan was born in 1910 in Jiangsu Province and faced financial hardships that limited his education, leading him to pursue art through self-study and apprenticeships [1]. - He began his career as a painter and cartoonist in Shanghai during the 1930s, where he gained recognition through publications like "Shidai Manhua" [2][4]. Group 2: Rise to Prominence - By 1936, Zhang had established himself as a significant figure in the Shanghai cartoon scene, contributing to various magazines and participating in the first national cartoon exhibition [2][4]. - His work gained acclaim for its mature style and social commentary, particularly during the rise of anti-Japanese sentiment [2][4]. Group 3: Contribution to Anti-Japanese War Efforts - Following the outbreak of the Second Sino-Japanese War, Zhang and other artists mobilized to use their art as a means of propaganda and to inspire patriotism among the Chinese populace [5][6]. - He participated in various exhibitions and created works that depicted the struggles and resilience of the Chinese people during wartime, often facing censorship from authorities [5][6][7]. Group 4: Later Years and Legacy - After the war, Zhang continued to work in the field of art and education, contributing to the development of Chinese comics and participating in various artistic organizations [38][40]. - His legacy is marked by his prolific output and the significant role he played in shaping the narrative of Chinese art during a critical historical period [27][38].
港股异动 | 阅文集团(00772)涨近6% 机构看好其打造商业爆款能力及IP产业链联动商业模式
智通财经网· 2025-09-04 07:00
Core Viewpoint - The article highlights the strong performance of Yu Wen Group (00772) in the first half of the year, with significant revenue and profit growth driven by various business segments, particularly in IP licensing and short dramas [1] Financial Performance - Yu Wen Group reported revenue of 3.191 billion yuan and a net profit attributable to shareholders of 850 million yuan, representing a year-on-year increase of 68.5% [1] - The company's stock rose by approximately 6%, reaching 41.8 HKD with a trading volume of 488 million HKD [1] Business Growth Drivers - The growth in revenue and profit was primarily attributed to the increase in licensing business, stable performance of short dramas, and progress in IP commercialization [1] - The collaboration with "Honor of Kings" on the "National Creation Content Strategic Cooperation Plan" marked a significant milestone, with the simultaneous launch of "The Master of Mysterious" and related content [1] Industry Trends - In the film and television sector, Yu Wen has produced several high-quality IP adaptations that have received positive reception and high viewership [1] - The short drama segment saw a notable increase in hit rates, with individual projects achieving revenue exceeding 80 million yuan and total views surpassing 3 billion [1] Long-term Outlook - Analysts believe that Yu Wen has the capability to consistently create commercial hits and successfully implement a business model that leverages its IP ecosystem [1] - The company is expected to build competitive barriers and steadily enhance its profitability through a robust content ecosystem, rich IP reserves, and diversified business expansion capabilities [1]
中文在线上半年实现营业收入5.56亿元 同比增长20.40%
Core Viewpoint - Chinese Online Group Co., Ltd. reported a revenue of 556 million yuan for the first half of 2025, marking a year-on-year growth of 20.40%, but recorded a net loss attributable to shareholders of 226 million yuan [1] Group 1: Financial Performance - The company achieved an operating income of 556 million yuan, reflecting a year-on-year increase of 20.40% [1] - The net profit attributable to shareholders was a loss of 226 million yuan [1] - The net profit attributable to shareholders after deducting non-recurring gains and losses was also a loss of 226 million yuan [1] Group 2: Business Development - In the content platform business, the company is strengthening its content and continuously improving the content creation ecosystem [1] - The company is deepening its digital content operation model and expanding digital content sales methods [1] Group 3: IP Development - The IP derivative business focuses on literary IP and extends downstream for IP cultivation and derivative development [1] - The company is developing various derivative forms such as audio, comics, short dramas, animations, films, games, and cultural products based on high-quality online literature [1] - A new international short drama filming base has been established in Hengqin, aimed at enhancing the company's international business ecosystem and establishing a leading position in the overseas short drama industry [1] Group 4: AIGC Empowerment - The company has actively engaged in technical construction in AI large models and AI multi-modal areas, with commercial applications already underway [1]
人居文化与科技研讨会在京举行 启动火星人居科幻城场景
Zhong Guo Xin Wen Wang· 2025-08-22 06:30
Group 1 - The event "Human Habitation Culture and Technology Seminar and Mars Human Habitation Sci-Fi City Scene Launch" was held in Tongzhou District, Beijing, featuring expert discussions, research institution unveilings, signing ceremonies, and cultural product experiences [1][2] - Keynote speakers included Academician Liu Jiaqi from the Chinese Academy of Sciences, who discussed Mars geological features and human survival conditions on Mars, and Professor Liu Hong from Beihang University, who focused on human survival technologies in lifeless environments [1] - The event included the unveiling of several research centers and laboratories, such as the "Mars Human Habitation Research Center" and the "National Remote Sensing Center - Intelligent Perception Laboratory for Outer Space Environmental Factors" [1] Group 2 - Various organizations, including Beihang University and Shanghai Holovitz Digital Technology Company, signed agreements with Beijing Yixiang Huaran Technology Company, covering areas such as cultural tourism cooperation, technology research and development, and industry investment [1] - The event attracted over 400 representatives from academia, industry, and cultural tourism sectors, highlighting the integration of technology and culture [2]
(经济观察)二次元文化在广州释放消费新动能
Zhong Guo Xin Wen Wang· 2025-08-13 14:05
Core Insights - The ACG (Animation, Comic, Game) culture in Guangzhou is driving significant consumer activity during the summer, with various events attracting large crowds and enhancing the local economy [1][3]. Group 1: Event Highlights - In the first half of the year, Guangzhou hosted 11 major ACG exhibitions, covering a total area of 520,000 square meters and attracting 840,000 visitors [3]. - The 36th Firefly Animation and Game Carnival in Guangzhou saw 1.5 million online ticket purchases and 288,000 attendees [3]. - The "KUROFEST" event attracted over 10,000 players, with nearly half of the attendees coming from outside the province, setting a new record for the brand [3][4]. Group 2: Economic Impact - The ACG events have created a vibrant consumer environment, with various shopping districts in Guangzhou becoming popular destinations for ACG-related activities [3][4]. - The "Z Generation" (born between 1995 and 2010) is projected to spend over 3,000 yuan annually on anime and related products, contributing to a market size of nearly 1 trillion yuan [4]. - Guangzhou's gaming industry is expected to generate approximately 140.67 billion yuan in revenue in 2024, marking a year-on-year growth of about 10.5% and accounting for 43.17% of the national revenue in the sector [5]. Group 3: Government Support - The Guangzhou government is implementing supportive policies to enhance the ACG and gaming industries, leveraging the city's strong foundation in animation and a dynamic business environment [5]. - The government has distributed nearly 50,000 special consumption vouchers to stimulate spending within the ACG community [4][5].
漫画,与时代的脉搏相合
Ren Min Ri Bao· 2025-07-12 22:10
Core Insights - The article commemorates the 110th anniversary of Hua Junwu, highlighting his significant contributions to Chinese comics and the evolution of the art form in the context of societal changes [2][3][4]. Group 1: Hua Junwu's Artistic Journey - Hua Junwu's journey began in Yan'an, where he transitioned from Western-style comics to creating works that resonated with local culture and reality, incorporating traditional symbols into his art [2]. - His involvement in the Yan'an literary conference marked a turning point, leading him to document local dialects and experiences, which enriched his comic language [2]. Group 2: Impact on Chinese Comics - After the founding of New China, comics faced a transformation challenge, shifting from satire against enemies to addressing internal societal issues, a transition that Hua Junwu played a crucial role in facilitating [3][4]. - Hua Junwu's creation of "People's Internal Satirical Comics" helped redefine the purpose of comics, establishing them as a medium for critique and self-reflection within society [4]. Group 3: Reflection of Society - Hua Junwu's works are characterized by their deep understanding of everyday life, capturing common experiences and transforming them into insightful and humorous pieces that resonate with the public [5]. - His extensive body of work serves as a historical record of social and political changes in New China, effectively linking the evolution of society with the art of comics [5]. Group 4: Evolution of Comic Art - The article notes the ongoing evolution of comic art in response to technological advancements, emphasizing the need for contemporary artists to balance innovation with social responsibility [6]. - Hua Junwu's philosophy underscores the importance of art serving the public and reflecting the voices of the people, a principle that remains relevant in today's digital age [6].
日媒:熊本高中逆袭,漫画点燃日本乡村梦
Huan Qiu Shi Bao· 2025-06-10 22:41
Core Insights - The establishment of Japan's first public high school manga program at Kumamoto Prefectural Takamori High School has attracted students nationwide aspiring to become professional manga artists [1][3] - The school, previously facing enrollment issues, now has approximately 120 students enrolled in the manga program, showcasing a successful model for revitalizing public high schools in Japan [1][3] Group 1: School and Program Development - The manga program was initiated in spring 2023, with significant support from local government and Coamix, a manga publishing company, which invested around 1 billion yen (approximately 10 million USD) for infrastructure and related needs [3] - The program includes 30 classes per week, with 6 to 13 classes focused on manga creation and art, taught by professional manga editors and artists [3] - The admission rate for the manga program has become competitive, dropping to 1/3 or even 1/4 due to increased interest [3] Group 2: Community and Economic Impact - Takamori Town, located at the foot of Mount Aso, has faced a population decline of over 1,000 people in the past decade, with a significant portion being elderly [3] - The local government and businesses collaborated effectively to revitalize the school, demonstrating a successful model for community engagement and economic development through education [3] - The program has not only attracted local students but also students from outside Kumamoto Prefecture, indicating a broader appeal and potential for regional tourism and economic growth [3]