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宝可梦事件年轻人坚定发声值得大赞
Xin Lang Cai Jing· 2026-01-30 11:27
【#宝可梦事件年轻人坚定发声值得大赞#】#宝可梦踩靖国神社红线不是初犯#日本知名游戏动漫IP宝可 梦官网近日发布消息,计划于1月31日在供奉日本甲级战犯的靖国神社举办相关活动,引发轩然大波。 尽管此次活动的主办方并非宝可梦官方,活动页面也在中外网友质疑下被迅速删除,但宝可梦及其母公 司任天堂至今没有给出任何解释。#中国年轻人被西方文化洗脑说法全错#靖国神社是日本军国主义的象 征,里面供奉着对亚洲各国人民犯下滔天罪行的甲级战犯。任何在此地举办的娱乐性、休闲性活动,都 是对历史真相的公然亵渎,面向儿童群体举办活动更加恶劣。宝可梦IP之所以能风靡全球,重要原因就 在于其可爱的形象和面向全年龄段的友好定位。现在,人们不得不追问,作为一家具有全球影响力的游 戏公司,宝可梦对外传递的究竟是什么价值观?一些人辩称,该活动是由游戏玩家自主申请、官方并不 直接提供场地和人手,因此与宝可梦和任天堂无关。这种说法根本站不住脚。活动信息能通过后台审 核,堂而皇之地出现在宝可梦官网上,它就有无法推卸的责任。而且,这不是宝可梦首次在靖国神社问 题上"踩线"。2016年,其手游《Pokemon Go》将游戏道馆设于靖国神社;2019年,宝 ...
宝可梦“拜鬼”,被批
第一财经· 2026-01-30 06:42
2026.01. 30 本文字数:1169,阅读时长大约2分钟 日本知名游戏动漫IP宝可梦官网近日发布消息,计划于1月31日在供奉日本甲级战犯的靖国神社举办 相关活动,这件事在中外社交平台上迅速引发关注,"宝可梦靖国神社"相关话题一度冲上热搜。 该活动引起中国网友强烈不满与抗议,宝可梦官网遂紧急删除该活动页面。但截至1月29日, 品牌 方及主办方均未发布正式声明确认活动取消,也未就历史立场问题公开道歉。事件仍在持续发酵,网 友的质疑主要集中在三个方面: 第一,虽然靖国神社场地由申请活动的个人选择,但宝可梦官方如此堂而皇之地予以通过并发布在官 网上,说明其审核存在重大问题。 第二,宝可梦在事件发酵后迅速删除页面,说明它很清楚红线所在,然而事件为何仍然发生,这其中 有什么隐情,任天堂和宝可梦必须给个说法。 第三,宝可梦不能一边从中国赚钱,一边损害中国利益。缺乏历史责任感的日本公司,中国玩家不可 能容忍。 延伸阅读 1月29日, 钧正平工作室官方微博 发文《在靖国神社办儿童活动?这是对正义的亵渎,也是对未来 的毒害》。 近日,日本一卡牌店计划于1月31日在靖国神社举办"儿童卡牌体验教室"活动,其宣传页面一度出 现在 ...
给在宝可梦事件中站出来的年轻网民点赞
Xin Lang Cai Jing· 2026-01-30 00:01
日本知名游戏动漫IP宝可梦官网近日发布消息,计划于1月31日在供奉日本甲级战犯的靖国神社举办相 关活动,引发轩然大波。尽管此次活动的主办方并非宝可梦官方,活动页面也在中外网友质疑下被迅速 删除,但宝可梦及其母公司任天堂至今没有给出任何解释。 现在,网民们要求宝可梦和任天堂正面回应的声音仍在不断汇聚。宝可梦及其关联公司在中国拥有庞大 的粉丝群和商业利益,这得益于中国开放的市场环境和几代中国消费者的喜爱。然而,商业上的成功绝 不代表可以伤害中国人民的感情。我们敦促宝可梦及任天堂公司正视此次事件的严重性,尽快就审核失 察、伤害中国人民感情一事向中国消费者作出诚恳说明和道歉,对一些别有用心的势力制造事端的企图 也要有所警惕。 中国大市场是世界大机遇。我们欢迎包括日本企业在内的各国企业共享中国万亿级市场的超级红利。但 在华经营的外国公司也应当遵守中国的法律,尊重中国人民的民族感情。这也是任何企业到其他国家投 资兴业、开展合作应当遵循的最起码的准则。唯有如此,才能赢得信誉,实现共赢。 本文系环球时报社评 审核 | 卢长银 编辑 | 王晓娇 靖国神社是日本军国主义的象征,里面供奉着对亚洲各国人民犯下滔天罪行的甲级战犯。任何 ...
社评:给在宝可梦事件中站出来的年轻网民点赞
Xin Lang Cai Jing· 2026-01-29 16:41
此次中国年轻网民的集体行动并非个案。从小红书大"对账",到"斩杀线"引发讨论;从西方奢侈品牌因 文化冒犯引发众怒,到部分外企因涉台问题面临质疑,年轻人在诸多热点事件中扮演了重要角色。这背 后是年轻一代民族自豪感的觉醒,是文化自信的外在彰显,也是中国市场日益成熟的重要标志。他们以 行动证明,过去所谓在西方一度流行的"中国年轻人将被西方文化洗脑"的预判,完全错了。新时代的中 国青年是心中有家国、眼中有是非、肩上有担当的一代。 一些人辩称,该活动是由游戏玩家自主申请、官方并不直接提供场地和人手,因此与宝可梦和任天堂无 关。这种说法根本站不住脚。活动信息能通过后台审核,堂而皇之地出现在宝可梦官网上,它就有无法 推卸的责任。而且,这不是宝可梦首次在靖国神社问题上"踩线"。2016年,其手游《Pokemon Go》将 游戏道馆设于靖国神社;2019年,宝可梦制作公司员工公开"拜鬼"。这些举动都曾引发批评。人们有理 由怀疑,这一次很可能并非"偶然疏漏"。 自中日建交以来,即使在双边关系"冰冻三尺"的时候,文化交流也始终是两国交往的一泉活水。任天堂 于上世纪90年代进入中国大陆市场,在中国年轻人中掀起游戏旋风,这既给任天堂公 ...
任天堂宝可梦至今未道歉
Xin Lang Cai Jing· 2026-01-29 14:39
第三,宝可梦不能一边从中国赚钱,一边损害中国利益。缺乏历史责任感的日本公司,中国玩家不可能 容忍。 2016年,实景互动的宝可梦游戏"Pokemon Go"在日本上线,由于以玩家所在地区实景地图作为游戏地 图,很多地标性建筑更容易成为玩家聚集区。当年宝可梦官方居然将"道馆"(游戏中进行宝可梦挑战的 重要地点)和"补给站"放在了靖国神社内,成为了日本玩家的"必经之路"。中国玩家发现这一情况后, 丝毫没有给游戏官方面子,游戏发售第一天,就将位于靖国神社的道馆"占领"。 然而宝可梦吃一堑并未长一智。2019年,宝可梦的股东之一Creature公司一批员工公然参拜靖国神社, 并且在推特上大张旗鼓宣传。在受到大量网友批评后,该公司也仅是"删帖跑路",并没有明确的道歉态 度。 但这一次,宝可梦恐怕很难再蒙混过关。(补壹刀 环球时报 视频/河畔视频) #宝可梦踩靖国神社红线不是初犯#【#任天堂宝可梦至今未道歉#】日本知名游戏动漫IP宝可梦官网近日 发布消息,计划于1月31日在供奉日本甲级战犯的靖国神社举办相关活动,这件事在中外社交平台上迅 速引发关注,"宝可梦靖国神社"相关话题一度冲上热搜。 对这起事件,任天堂和宝可梦至今 ...
AWS Customers Want to Create Content 'Faster, Cheaper and Better,' Says Exec
Youtube· 2025-10-24 12:58
Core Insights - The cloud has become essential for global media distribution and content creation, enabling access to streaming services and audience engagement [2][3] - Over a billion people are currently receiving streaming content through cloud services, with 750 million engaged in gaming monthly [3][4] - The entertainment industry is projected to grow from $2.9 trillion to $3.5 trillion by 2029, indicating significant opportunities for content creators [12][13] Industry Trends - There is a growing demand for high-fidelity content creation at lower costs and faster production times across various media types, including live and episodic content [7][8] - Companies are focusing on multichannel monetization strategies to maximize revenue from intellectual property across different platforms [9] - Enhanced fan engagement is a priority, with organizations looking to retain subscribers and encourage repeat interactions [10] Technological Developments - Generative AI is seen as a key enabler for innovation and productivity in content creation and audience engagement [10] - The transition from on-premise to cloud-based solutions offers sustainability and cost benefits, allowing for more extensive content production [27][28] - The cloud facilitates the ingestion and processing of live feeds, which is crucial for live sports broadcasting and interactive viewing experiences [20][24][26] Strategic Partnerships - Companies are forming strategic relationships with major sports organizations, such as the NBA, to enhance data-driven insights and interactive experiences for fans [19][20] - Collaboration with industry bodies like the Society of Motion Picture and Television Engineers is aimed at advancing cloud-based film production capabilities [31][32]
Scopely COO on Creating "Social Engaging Experiences"
Bloomberg Technology· 2025-10-09 19:59
Business Performance & User Engagement - The company achieved over $10 billion in lifetime revenue [3] - The company has 500 million+ daily active users touching its games in the last 12 months [3] - 75% of Star Trek Fleet Command players engage with the game every single day [14] Competitive Landscape & Innovation - The company welcomes competition as it fuels innovation and exceeding expectations [1] - The company focuses on a community-first approach, creating highly social, engaging experiences [1][2][5] - The gaming space is fast moving and evolves quickly, requiring constant awareness of where players are engaging with IP [12] Strategic Outlook & Partnerships - The company is open to discussions with Electronic Arts (EA) regarding potential cooperation post EA's take-private deal [7] - The company is developing cross-platform content across platforms [9] - The company aims to serve its community where they want to engage with content, across different mediums [5][6][9] Global Reach & Market Dynamics - The company emphasizes the global appeal of games, transcending geographies and cultures [10][11]
Saudi fund snags EA in $55 billion deal
Youtube· 2025-09-29 16:41
Core Viewpoint - Electronic Arts (EA) is set to go private in a $55 billion deal led by the Saudi Arabian Public Investment Fund (PIF), marking the largest leveraged buyout in Wall Street history [1] Company Summary - The PIF currently owns nearly 10% of EA, which will be consolidated into its ownership stake following the deal [3] - EA has experienced stagnant annual revenues over the past five years, with a stock increase of only 56%, lagging behind the S&P's 100% growth during the same period [5] - EA will take on approximately $20 billion in debt to finance the deal, which may pressure the company to reduce costs or enhance monetization strategies [6] Industry Summary - The deal is expected to trigger further consolidation and mergers and acquisitions (M&A) within the video game industry, positively impacting shares of other companies like Take-Two Interactive and Roblox [2][5] - The PIF has been actively investing in the gaming sector, acquiring stakes in major companies and sponsoring esports competitions, indicating a strategic push to build a gaming empire [4] - The gaming industry is currently facing a slump, with traditional publishers like Take-Two and Activision experiencing challenges, while companies like Roblox are showing significant growth [5][9]
潮玩系列4:全球IP生命周期复盘启示录
2025-06-30 01:02
Summary of Key Points from the Conference Call Industry Overview - The report focuses on the global IP (Intellectual Property) lifecycle and its implications for the collectible toy market, particularly in China and Southeast Asia, which are expected to lead global growth with compound annual growth rates (CAGR) of 17.2% and 20% respectively from 2024 to 2029 [1][5][6]. Market Size and Growth - The global IP derivative market is projected to reach 14 trillion yuan (approximately 2.1 trillion USD) by 2024, with the IP toy market specifically estimated at 525.1 billion yuan (approximately 79.5 billion USD) [1][5]. - China's IP toy market is expected to grow at a CAGR of 17.2%, reaching 167.5 billion yuan (approximately 25.5 billion USD) by 2029 [1][6]. Key Segments in the Market - Major segments in the Chinese market include building and assembly toys (26.8 billion yuan), static dolls (17 billion yuan), and plush toys (14.3 billion yuan) [6]. - There is significant potential for per capita spending on IP toys in China, which is currently 5-7 times lower than in Japan and the United States [6]. Competitive Landscape - Chinese companies are rapidly emerging in the IP toy market, with six out of the top ten companies being Chinese, including Pop Mart and Blokus [7]. - The industry typically employs a revenue-sharing model with a gross merchandise volume (GMV) share of 5%-8%, while licensing fees account for 10%-15% of listed companies' revenues [7]. Global IP Licensing Market - The global IP licensing market is highly concentrated, with the top five licensors holding approximately 40% market share and the top ten around 50% [8]. - Disney remains the leading player due to its extensive IP portfolio and consistent content output, followed by Warner Bros and Sea World [8]. IP Success Factors - The success of an IP is often attributed to its operational strategies, which can extend its lifecycle and enhance monetization opportunities [2]. - High-value IPs like Pokémon, Hello Kitty, Winnie the Pooh, and Mickey Mouse have generated over 50 billion USD in cumulative revenue, typically requiring over 30 years of history and a diversified commercial system [9]. Disney's IP Strategy - Disney has built a vast IP matrix through both organic growth and acquisitions, owning between 1,000 to 2,000 core IPs [10][17]. - The company has successfully maintained its IP relevance through continuous content updates and strategic partnerships [10][17]. Case Studies of IPs - **Hello Kitty**: Launched in 1974, it has a multi-layered monetization system and has successfully expanded its audience demographics over the years [24][25]. - **Mickey Mouse**: As a cultural icon since the 1930s, it has leveraged merchandise licensing and media adaptations to maintain its influence [26]. - **Pokémon**: Initially launched in 1996, it has seen rapid growth through innovative gaming and media strategies, achieving a GMV of nearly 120 billion USD in recent years [30][31]. Future Outlook - The report suggests that the Chinese IP toy market has a promising future, driven by increasing consumer spending and the emergence of local players [6][32]. - Companies like Pop Mart are expected to continue their growth trajectory, supported by a strong IP and product matrix [32][33].
X @BREAD | ∑:
BREAD | ∑:· 2025-06-28 17:21
Staying power of Pokemon Go is impressive.Just walked by 100+ people collecting at a local park that is typically empty.Grandma's, teenagers, father+son combos.Kind of wholesome ...