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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
大家最为熟知的迪士尼的招牌米老鼠居然还不敌小熊维尼。小熊维尼767亿美元的收入略高于米老鼠的740亿美元。在维基百科的数据里,米老鼠和小熊维 尼之间的整体收益其实差距并不大,所以Civixplorer采用的什么模式来进行统计就不太了解。不过小熊维尼在母婴和亲子消费市场表现特别突出,而这个 市场本身也非常庞大。 榜单靠后的《星球大战》、马里奥、面包超人等IP的排名均较为合理,而排在第19位的《北斗神拳》可能让许多人感到意外。作为一部经典老作品,它能 连续多年出现在IP收益榜中,主要得益于日本本土市场的贡献,尤其是线下柏青哥、柏青嫂以及街机授权业务。截至2021年,仅《北斗神拳》与世嘉合作 推出的相关机型就已达约315万台,其中柏青嫂设备占比超过80%。 近日,海外数据调查机构Civixplorer公布了"全球最赚钱媒体特许经营权"排行榜,也就是最赚钱的IP,根据榜单显示,精灵宝可梦以总收入2,880亿美元成 为全球最赚钱知识产权(IP),断档式超越第2名Hello Kitty近2,000亿美元。 此次的统计数据截至2025年12月,涵盖游戏、电影、电视、玩具、交换卡、书籍及商品收入。不过这次的名单里面的数量并不 ...
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].