Workflow
黑神话悟空
icon
Search documents
成都街头邂逅“哪吒”“花花” 数字文创升级黄金周文旅新场景
Zhong Guo Xin Wen Wang· 2025-10-05 05:00
中新网成都10月5日电 2015年,当毕业于四川大学的杨宇在成都开始《哪吒之魔童降世》的创作时,或 许不会想到,由他创作的"哪吒"将与27个成都本土热门数字文创IP一同,成为十年后这座城市黄金周的 文旅新场景。 金秋十月,在桂香弥漫的蓉城街头,正上演一场跨越次元的奇妙邂逅——身披混天绫的"哪吒"从电影 中"走出",憨态可掬的大熊猫"花花"与电竞游戏王者荣耀的英雄们并肩而立,引得无数游客驻足打卡、 互动合影。 这场充满创意的相遇,并非偶然的文化碰撞,而是成都国际数字文创季的生动缩影。今年黄金周,成都 以数字文创为笔,绘就融合科技、文创和旅游产业深度融合的新图景,向世界展示中国数字文创的创造 力与生命力,也向全球释放出"最受年轻人喜爱的城市"的激情与魅力。 锚定年轻群体多元需求 在成都国际数字文创季,成都锚定年轻群体多元需求推出多个活动。这座城市不仅是全球文创IP的聚会 场,是年轻创作者的逐梦地,更是世界青年感受中国数字文创魅力的第一站。 道尔顿·格兰特身前的展区,正是国庆假期的热门"打卡地"。在"未来科技·潮玩试验场",王者荣耀、哪 吒与泡泡玛特联名商品、黑神话悟空联名产品、刺客信条周边款等顶流IP文创集中登场 ...
浙江(杭州)主场活动带你寻找身边的人工智能
Hang Zhou Ri Bao· 2025-08-28 02:19
Group 1 - The event "2025 National Science Popularization Month in Zhejiang (Hangzhou)" was launched with a performance featuring AI digital humans and elementary school students, highlighting the integration of technology into daily life [1] - The theme of the event is "AI in Zhejiang - Discovering Artificial Intelligence Around Us," focusing on four key areas: smart cities, health care, industrial upgrading, and green development [2] - Various activities such as youth explorations, live demonstrations, and science plays will showcase how AI is deeply integrated into life and industry, enhancing social progress [2] Group 2 - The Hangzhou "City Brain" initiative aims to improve traffic efficiency, while AI digital diagnosis at Lake Lab supports public health [2] - The newly recognized 28 "New Quality Productivity Science Popularization Halls" cover fields like smart manufacturing and future industries, promoting AI's role in societal advancement [2] - The Hangzhou Wensan Future Technology Experience Center offers immersive experiences with robots and AI models, breaking traditional one-way communication methods and enhancing public engagement with AI technology [3] Group 3 - A series of science-themed activities will be organized across the province, making "science" a popular term in Zhejiang this September [4] - The event is organized by the Zhejiang Provincial Office for the Implementation of the National Science Literacy Outline, with support from various local government and scientific associations [4]
中国电竞上半年收入127亿直播占大头,电竞成促消费新引擎
Nan Fang Du Shi Bao· 2025-08-04 09:31
Core Insights - The 2025 Global Esports Conference was held in Shanghai, focusing on the theme "Focusing on China's Esports Power to Sail the World Esports" [1] - The "Fearless Contract Global Championship" will be held in Shanghai next year, marking its first occurrence [1] - The report released by Zhang Yijun indicates that the revenue of China's esports industry reached 12.761 billion yuan in the first half of 2025, with a year-on-year growth of 6.1% [2] Industry Overview - The esports industry in China generated a revenue of 12.761 billion yuan in the first half of 2025, with a user base of nearly 493 million, showing slight growth [2][4] - Live streaming remains the largest revenue source, accounting for 80.38% of total income, while events, clubs, and other revenues combined make up 19.62% [2] Product and Market Segmentation - Among esports products, shooting games hold the highest market share at 27.7%, followed by multiplayer online tactical games at 14.9%, and sports games at 11.7% [4] - Mobile platforms dominate the market with a share of 58.5%, while client-based platforms account for 25.5%, and web-based platforms have the lowest share at 4.3% [4] Growth and Development - The esports industry is showing growth in market revenue, new product launches, sports events, and international expansion, forming a comprehensive ecosystem that includes products, events, live streaming platforms, and clubs [6] - The esports sector is recognized as a new engine for driving local economic growth, talent employment, and cultural tourism consumption [6][7] Event Impact - The announcement of the "Fearless Contract" event in Shanghai is expected to attract top teams from around the world, enhancing the competitive landscape [6] - The Shanghai Major event last year sold nearly 90,000 tickets, with 88% of attendees coming from outside Shanghai, indicating strong international interest [8]
直击CJ|世纪华通总裁谢斐:AI时代“能做”仅仅是基本面,“敢想”和“会想”才能赢得核心竞争力
Xin Lang Ke Ji· 2025-07-31 03:46
Core Viewpoint - The gaming industry is experiencing high growth, but its social value is underestimated, as highlighted by the president of Century Huatong, Xie Fei, during her speech at the CDEC summit [2] Group 1: Industry Insights - The success of titles like "Black Myth: Wukong" demonstrates China's gaming strength on a global scale [2] - The importance of brand value is increasingly recognized, with its foundation resting on the protection of intellectual property [2] Group 2: Company Strategy - Century Huatong aims to leverage core technologies across various fields, positioning gaming technology as a new productive force [2] - The company seeks to build stronger communication bridges to convey the positive values of the gaming industry and showcase its role in advancing cutting-edge technologies [2] Group 3: Future Trends - In the AI era, the efficiency of human-machine collaboration is being redefined, emphasizing the need for creativity and original content sustainability [2] - Three critical capabilities for success in the AI era include the ability to pose high-level questions, mastery of scientific thinking, and cross-cultural literacy [2]
36氪CEO冯大刚发表主办方致辞 | 2025出海大会
3 6 Ke· 2025-07-28 08:20
Core Insights - The East Forward 2025 conference, focusing on globalization and overseas expansion, will take place in Hangzhou, highlighting the shift of Chinese brands from "Made in China" to "Created in China" and "Belief in China" [1][3][4] Group 1: Conference Overview - The conference will feature a main venue and sub-venues, including a "Country Cooperation Matching Meeting" focusing on investment in BRICS nations [1] - Topics will cover popular overseas sectors such as consumption, technology, e-commerce, finance, and new energy, with over 10 keynote speeches and 5 roundtable discussions [1] - The event aims to provide a sustainable path for companies to navigate globalization challenges and enhance their overseas capabilities [1] Group 2: Key Themes and Concepts - The theme "From Craftsmanship to the World" emphasizes the importance of patience, determination, and empathy in achieving success in international markets [4] - The conference will showcase successful case studies, such as DeepSeek and Black Myth: Wukong, which exemplify the application of technology and cultural understanding in building international brand competitiveness [4][5] Group 3: Location Significance - Hangzhou was chosen for its recent successful overseas cases and its reputation as a city that values craftsmanship, with many passionate entrepreneurs eager to make their mark globally [6] - Qiantang has a history of foreign investment cooperation and successful overseas ventures, making it a strategic location for the conference [6] Group 4: Agenda and Participation - The agenda includes a full day of brand sharing sessions, with a parallel session focused on practical cooperation in the UAE market [6][7] - The event will retain networking opportunities for brands interested in the UAE market, with representatives from various trade organizations attending [7] Group 5: Company Evolution - Over the past 15 years, the company has transitioned from bringing foreign enterprises to China, to supporting domestic startups, and now aims to assist numerous companies in their global expansion efforts [7]
研一刚入学导师让我搭各种AI Agent框架,应该往什么方向努力?
自动驾驶之心· 2025-07-12 12:00
Core Viewpoint - The article discusses the current state and future directions of LLM (Large Language Model) Agents, emphasizing the need for multi-modal integration and the challenges faced in various application areas, particularly in gaming and simulation [1][14]. Group 1: Types of LLM Agents - The first type is referred to as game-theoretic or MALLM agents, primarily derived from MARL (Multi-Agent Reinforcement Learning) methods, focusing on matrix games and environments like Overcooked [2]. - The second type is game-oriented agents, which can be further divided into text-based environments and traditional games like chess and poker, highlighting the importance of understanding game mechanics [4][5]. - The third type involves embodied intelligence, particularly in robotics, which requires more substantial real-world applications rather than pure simulations [5]. Group 2: Challenges in Development - Key challenges include the creation of effective simulators, ensuring personalized and intelligent responses from models, and managing interactions among potentially millions of agents [8]. - The lack of front-end rendering in some projects is noted as a disadvantage, as compelling demos are crucial for attracting attention and investment [9]. - The article emphasizes that the most commercially viable agents are those used in customer service and retrieval-augmented generation (RAG) applications, which are currently in high demand [9]. Group 3: Specific Applications - Minecraft is highlighted as a competitive area with three main approaches: pure reinforcement learning, pure LLM, and a combination of both, with a caution against entering this saturated market without significant confidence [11][12][13]. - The article concludes that the initial opportunities in the agent field have largely been exhausted, and future endeavors must be strategically planned to leverage existing strengths and commercial support [14].
【招银研究|行业深度】传媒行业之电子游戏篇②——千亿蓝海,破壁远航:游戏出海全景洞察
招商银行研究· 2025-07-01 12:13
Development History and Market Size - The development of domestic games going overseas has gone through four key stages: pre-2012 trial in Southeast Asia with PC games; 2012-2018 explosion of SLG mobile games; post-2018 entry into a full-category era; and 2024 marked by the release of a landmark AAA title, "Black Myth: Wukong," leading a new phase of cultural export [1][6][21] - By 2024, China's self-developed games' overseas revenue reached $18.557 billion, accounting for approximately 11% of the global market share, demonstrating strong growth momentum [1][5][21] Regional Market Structure - The global market shows a "core stable volume, emerging incremental" pattern, with the US, Japan, and South Korea contributing 57.27% of revenue, but with divergent growth rates (South Korea growing rapidly, the US stagnating) [1][6] - Europe has become the "fourth pole" market with a scale of €24.5 billion, while Southeast Asia, the Middle East, and Latin America represent significant emerging incremental markets [1][6][21] Hardware Ecosystem and Cultural Preferences - The share of mobile games in China (73.13%) is significantly higher than the global average (52.25%), leading to a focus on mobile games for overseas expansion, with potential opportunities in console games in the future [2][7] - Game type preferences are heavily influenced by regional cultures: the US leads in gambling games (28.9% revenue), Europe prefers SLG (33.7%), and Japan dominates in RPGs (52% share) [2][7] Industry Chain Collaboration and Corporate Strategies - The overseas industry chain has formed a three-layer system of "R&D-localization-channels," with companies possessing full-chain capabilities adopting a "R&D-operation integration" model, retaining over 70% of revenue [3][6] - Leading companies like Tencent and NetEase diversify their product lines to mitigate risks, while others like Lilith focus on vertical tracks, with single products contributing over 80% of revenue [3][6] Business Models and Emerging Opportunities - Product positioning determines the profit model, with high-cost projects relying on direct user payments, while lighter games bind deeply with traffic platforms for ad monetization [3][6] - To break growth bottlenecks, companies need to focus on emerging markets (Southeast Asia's user base, Middle East's payment power, and Latin America's casual gaming demand) and localize deeply [3][6] Market Trends and Future Outlook - The game export process is now seen as a key pillar of digital trade globalization, with significant financial service opportunities arising from the robust demand in mature markets like the US, Japan, and South Korea, as well as emerging markets [5][6] - Future trends include the export of high-quality "flagship products," capital outflows through mergers and acquisitions, and the export of a complete soft and hardware ecosystem [5][6][27]
我们真的会有全民出海潮吗,已经走到了哪一步?
Hu Xiu· 2025-05-07 08:17
Core Viewpoint - The article discusses the significant growth of China's overseas revenue in 2024, indicating a potential wave of companies expanding internationally, contrasting with the domestic market's decline [1][4][5]. Group 1: Overseas Revenue Growth - In the first half of 2024, China's listed companies' overseas revenue surpassed 3.8 trillion, matching the total for 2018, indicating a doubling of overseas business in just six years [1]. - China's listed companies' overseas revenue grew nearly 10% in 2024, marking the first time it exceeded 10 trillion, accounting for 13.8% of total revenue [4]. - The gap between domestic and overseas revenue growth is approaching 10%, similar to the conditions preceding Japan's outflow in the 1990s [5]. Group 2: Comparison with Japan's Outflow - The article draws parallels between the current situation in China and Japan's outflow in the 1990s, noting that both countries experienced a significant shift in revenue sources before a large-scale international expansion [3][6]. - Japan's outflow was characterized by a transition from domestic revenue decline to overseas revenue growth, a pattern now observed in China [3]. Group 3: Manufacturing and Cultural Outflow - China's manufacturing sector is expected to experience a golden decade of overseas expansion from 2024 to 2034, similar to Japan's experience from 1994 to 2004 [13][14]. - The manufacturing sector's overseas investment is projected to exceed $300 billion in 2024, with automotive and equipment industries leading the charge [15]. - Cultural outflow from China is progressing faster than Japan's, with brands like Pop Mart and Miniso achieving significant overseas success [24][25]. Group 4: Opportunities for Individuals - The article highlights the potential for individuals to benefit from the ongoing outflow, particularly through localization efforts by companies, which may create new job opportunities abroad [16][18]. - The demand for high-educated talent is increasing, with 86% of overseas job postings requiring a bachelor's degree or higher [20]. Group 5: Future Outlook - The dual outflow of industry and culture is expected to create a new wave of opportunities in China, potentially leading to a "cultural dividend" similar to Japan's experience post-2005 [27][28]. - The article concludes that despite global challenges, the trend of Chinese companies expanding overseas is likely to continue, supported by initiatives like the Belt and Road [29][30].
哈,看到比股市还惨的
猫笔刀· 2024-09-05 14:16
今天晚上有中日世界杯足球预选赛,日本主场。 就连我这种平时不看足球的也 很清楚现在两边根本不是一个档次的 实力,日本 大量明星球员纵横欧 洲联赛, 在世界杯上和欧美 列强踢的 有输有赢, 目前大概是世界一流里的下游,正经 top8-16的水平。 中国男足......本来小组赛就回家了,硬是最后关头在担架上被新加坡抬进了十强赛。现在的中国队大概亚洲二流下游,正经亚洲top10-15的水平。 有意思的是,cctv放弃直播了今晚的球赛,转而播放了残奥会的录像。cctv官方的解释是转播权价格太高,严肃谴责扰乱体育转播市场的行为,拒播。中 国大陆只有爱奇艺拿到了转播权,付费观看,一个人9块。 能花钱看中国队客场踢日本的,绝对是真铁杆球迷,没的说。我肯定不看,我听个结果就行了。 7:0 ,吹哨收盘了 。 比赛一结束,海信的股东就直拍大腿,说央视不播可惜,错过全国电视机以旧换新的机会 …… 类似的套路去年以来玩过好几轮了,游资不傻,看似瞎玩,实则都是精心挑选那些盘子小,易于控盘的票,要说名字喜庆谁还能比得过中国平安, 但不会有人炒中国平安的。 他们有一个自己的圈子,炒作的时候会若有若无的勾兑,点火成功了就开始利用关系网向外 ...