Difference between revisions of "Nijigen Economy"

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== Background ==
 
== Background ==
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Tencent thinks the market development of anime has been large enough. There are already 260 million people in the right-age user group, there is still enough room for growth in the future, and it is believed that Nijigen economy will become the mainstream<ref>{{zh-hans}}[http://www.shengyidi.com/news/d-2135942/ 腾讯动漫邹正宇:二次元经济将不可逆转地成为主流]</ref>.
Tencent thinks the market development of anime has been large enough, 適齡用戶群規模已經有2.6億人,未來仍然有足夠的增長空間,并認為二次元經濟將會成為主流<ref>{{zh-hans}}[http://www.shengyidi.com/news/d-2135942/ 腾讯动漫邹正宇:二次元经济将不可逆转地成为主流]</ref>
 
  
Four years ago, 程武已經以明星IP為核心的泛娛樂戰略,而在2012年成立的[[騰訊動漫]],經過三年的發展,已經打造出一批拥有成熟世界观与成熟粉丝的精品IP,其原创国漫作品产量占据中国网络动漫市场的一半以上。PC端和移动端渗透率均稳居行业第一。有足夠的營運和推廣經驗<ref>{{zh-hans}}[http://www.cccnews.com.cn/2015/1119/73786.shtml 邹正宇: “开放共创”二次元经济 腾讯动漫已经准备好]</ref>
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Four years ago, Cheng Wu has raised a pan-entertainment strategy with stars' IPs as the core. And [[Tencent Anime]], which was established in 2012, has created a batch of fine IPs with mature worldviews and fans after 3 years of development. Its production of original Chinese anime contributes over half of Chinese web anime market. Its penetration rate of PC and mobile terminals ranks the first in this industry, and has enough operation and promotion experience<ref>{{zh-hans}}[http://www.cccnews.com.cn/2015/1119/73786.shtml 邹正宇: “开放共创”二次元经济 腾讯动漫已经准备好]</ref>.
  
市场调研机构艾瑞咨询2015年7月发布的《中国二次元行业报告》显示,二次元主要包括动画片(非低幼)、轻小说、漫画、游戏等四个方面。2014年,核心二次元用户规模达4984万人,而泛二次元用户规模达1亿人。在未来,核心二次元用户将会稳定增长,预计2016年规模达7008万人,随着动漫IP化运营日益显著,动画电影不断渗透,预计2016年泛二次元用户规模达2亿<ref>{{zh-hans}}[http://www.techweb.com.cn/shoujiyouxi/2015-07-16/2176477.shtml 艾瑞发布《中国二次元行业报告》 2016年泛二次元用户将达2亿人]</ref>
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''China's Nijigen Industry Report'' published by market research agency iResearch in July 2015 shows that Nijigen mainly includes four aspects: anime (not for young), light novels, manga and games. In 2014, the number of core Nijigen users reached 49.84 million, while the number of pan-Nijigen users reached 100 million. In the future, the number of core Nijigen users will increase steadily, with the estimation that the number will reach 70.08 million in 2016. As anime IP-based operation is becoming more and more prominent, and the penetration of anime movies, it is estimated that in 2016, the number of pan-Nijigen will reach 200 million<ref>{{zh-hans}}[http://www.techweb.com.cn/shoujiyouxi/2015-07-16/2176477.shtml 艾瑞发布《中国二次元行业报告》 2016年泛二次元用户将达2亿人]</ref>.
  
 
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本段引自萌娘百科(https://zh.moegirl.org/%E4%BA%8C%E6%AC%A1%E5%85%83%E7%BB%8F%E6%B5%8E ),文字内容遵守【知识共享 署名-非商业性使用-相同方式共享 3.0】协议。
 
  
 
== References ==
 
== References ==

Latest revision as of 05:07, 27 September 2020


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Nijigen Economy is a concept for China Mainland ACG market raised by Cheng Wu[note 1] at Tencent Anime & Comic Industry Cooperation Conference in 19, November, 2015. The concept has aroused extensive discussions in the industry. In fact, the concept has exist already[1][2][3]. Tencent explains comprehensively and predict this concept for the first time, and definite it as "Nijigen Culture consumption form based on Internet and ...[4], built up by cultivate[note 2] star IP and mix[note 3] multi-forms of contents"[5].

Predictions and Trends

The trends and predictions that are made at Tencent Anime & Comic Industry Cooperation Conference:

The first trend, Nijigen would spread from heavy users to light users, from core users to mass users, from niche subculture to mainstream fashion culture. This was the development path of many popular cultural phenomena in the past. Though today, mobile Internet and trend of pan-entertainment would play important roles in this promotion.

The second trend, Nijigen is breaking the the boundaries between 2D and 3D, real and virtual. Anime IPs could become excellent movies/TV plays, become games, become otaku dance[note 4] and cosplays, become shūhen products and so on.

The third trend, the driving force of social interaction will become more and more important. Tencent owns two of the largest social platforms, WeChat and QQ. There are strong circle culture and social attributes for Nijigen. Social interaction can, in turn, promote the generation of Nijigen content. The Nijigen users' behavior like language itself, is becoming a part of its content.

Background

Tencent thinks the market development of anime has been large enough. There are already 260 million people in the right-age user group, there is still enough room for growth in the future, and it is believed that Nijigen economy will become the mainstream[6].

Four years ago, Cheng Wu has raised a pan-entertainment strategy with stars' IPs as the core. And Tencent Anime, which was established in 2012, has created a batch of fine IPs with mature worldviews and fans after 3 years of development. Its production of original Chinese anime contributes over half of Chinese web anime market. Its penetration rate of PC and mobile terminals ranks the first in this industry, and has enough operation and promotion experience[7].

China's Nijigen Industry Report published by market research agency iResearch in July 2015 shows that Nijigen mainly includes four aspects: anime (not for young), light novels, manga and games. In 2014, the number of core Nijigen users reached 49.84 million, while the number of pan-Nijigen users reached 100 million. In the future, the number of core Nijigen users will increase steadily, with the estimation that the number will reach 70.08 million in 2016. As anime IP-based operation is becoming more and more prominent, and the penetration of anime movies, it is estimated that in 2016, the number of pan-Nijigen will reach 200 million[8].


References

Notes

  1. This is a Chinese name, the family name is Cheng. At the time, he was the vice president of Tencent Group and the CEO of Tencent Film Industry
  2. 开放共创培育
  3. 共生
  4. Otaku dance is a Chinglish word, it means 踊ってみた (Japanese: おどってみた odottemita) in Japanese.

External links

(Simplified Chinese)Library:与二次元经济一起飞