精灵宝可梦
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2025最赚钱IP排行榜出炉,没有哪吒?也没有LABUBU?
3 6 Ke· 2026-02-03 02:37
近日,由"海外数据调查机构Civixplorer"发布的《全球最赚钱媒体特许经营权排行榜》在社媒中广泛传播。榜单统计了全球最赚钱的26个IP,数据涵盖这 些IP截至2025年12月止,在游戏、电影、电视、玩具、卡牌、书籍及商品等方面的一切收入。 榜单显示,"精灵宝可梦"以总收入2880亿美元成为全球最赚钱IP,远超第2名"Hello Kitty"近2000亿美元。"维尼熊""米老鼠""星球大战""马力欧""面包超 人""迪士尼公主系列""漫威"以及"JUMP漫画"进入前十。 而中国IP竟然无一上榜,"哪吒""原神""LABUBU"这些近年被大肆宣传、作为中国文化出海典型的大爆款,在顶级全球IP面前被"秒得渣都不剩"。 事实真的是这样吗?或许吧。 但首先,Civixplorer不是数据调查机构,而是一家无官方认证、主要发布数据可视化图片的自媒体(为方便阅读,下文英文网站页面截图,均已自动翻译 为中文)。 首页 关于 博客 Q ■ 商店 哪吒、LABUBU没上榜?因为2025全球最赚钱IP排行榜是假的? Civixplorer是什么分析公司吗 Civixplorer并非正规分析公司,甚至不具备合法注册的机构主体资 ...
2025年最赚钱IP:没有哪吒,没有原神,也没有Labubu
3 6 Ke· 2026-01-12 09:13
Core Insights - The ranking of the "most profitable media franchises" reveals that Pokémon leads with a total revenue of $288 billion, significantly surpassing Hello Kitty, which stands at $88.5 billion [1][3][5] - The data covers various revenue streams including games, movies, television, toys, trading cards, books, and merchandise, and is based on statistics up to December 2025 [1][3] Group 1: Top IP Rankings - Pokémon ranks first with $288 billion in total revenue, showcasing its dominance in the global market through various revenue streams [1][3] - Hello Kitty, in second place, has evolved from a cartoon character into a cultural symbol, generating $88.5 billion through a light-asset model that focuses on licensing [5] - Winnie the Pooh ranks third with $76.7 billion, slightly ahead of Mickey Mouse at $74 billion, indicating strong performance in the parent-child consumer market [7] Group 2: Other Notable IPs - The ranking includes other franchises like Star Wars and Mario, which are positioned reasonably, while the presence of classic IPs like Fist of the North Star at 19th place is surprising due to its sustained revenue from the Japanese market [7] - The James Bond franchise ranks last with $19.9 billion, with significant income derived from product placements in films [8] Group 3: Chinese IP Landscape - The absence of Chinese IPs in the ranking raises questions about their global market presence, with examples like Nezha and Genshin Impact being discussed for their potential future performance [11][13] - Nezha's box office revenue reached approximately $154.46 million domestically, with projections suggesting potential derivative sales could exceed $1 billion [13][15] - Genshin Impact's revenue is estimated at $5 billion, but its single revenue stream limits its competitiveness against top IPs [15] Group 4: Emerging Trends in Chinese IP - Labubu, under Pop Mart, generated $48.1 billion in revenue in the first half of 2025, indicating its status as a popular IP, though it still lags behind top global franchises [19] - The evolution of Chinese IPs reflects a shift towards emotional consumption and a growing market presence, as seen in the success of Nezha [20] - Future challenges for Chinese IPs include innovation, global operational experience, and addressing issues like piracy and cross-media storytelling [20]
韩国总统给游戏正名背后
3 6 Ke· 2025-10-28 05:20
Core Viewpoint - The South Korean government, under President Lee Jae-myung, has shifted its stance on the gaming industry, recognizing it as a vital cultural sector rather than a substance of addiction [1][8][36]. Group 1: Government's New Policies - President Lee Jae-myung has publicly redefined gaming, stating it should not be classified alongside addictive substances like drugs and alcohol, which has previously stifled the industry [8][9]. - The government has abolished the controversial Game Rating and Administration Committee's pre-approval system, which had complicated the game approval process [9][10]. - Financial support has been allocated for the development of AI games and to assist small and medium-sized gaming companies in expanding overseas [10][11]. - The government has proposed to delay the classification of "gaming disorder" as a disease, aiming to reduce the stigma associated with gaming [11][12]. Group 2: Historical Context and Industry Challenges - For over 20 years, the South Korean gaming industry faced strict regulations, including the "Cinderella Law" and the classification of games as addictive substances [17][18]. - Despite these challenges, the gaming sector remained a significant source of foreign exchange, but recent years have seen a decline in growth and profitability [18][20]. - In 2023, the gaming industry experienced its first decline in 14 years, with over 40% of gaming companies reporting no profits and an annual operating profit decrease of nearly 60% [18][20]. Group 3: Global Trends and Competitiveness - Other countries, such as Saudi Arabia and India, are increasingly recognizing the strategic importance of the gaming industry, integrating it into national development plans [22][23]. - The European Union has also begun to support its gaming industry through legislation aimed at fostering growth [25]. - South Korea's shift in policy is seen as a necessary response to the competitive landscape, where it risks losing its status as a leading gaming nation if it continues to view gaming negatively [28][29]. Group 4: Broader Implications of Gaming - The global gaming industry is valued at approximately $170 billion, surpassing the combined revenues of the music and film industries [39]. - Gaming is not merely an entertainment sector; it plays a crucial role in cultural output and national soft power [42]. - The technological advancements in gaming have significant spillover effects, influencing various fields such as AI, graphics, and communications [46][50].