Difference between revisions of "Nijigen Economy"

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{{DISPLAYTITLE:''Nijigen'' Economy}}
 
{{DISPLAYTITLE:''Nijigen'' Economy}}
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{{incomplete|to finish & check the translation from Chinese Moegirlpedia}}{{From other wiki|Chinese Moegirlpedia|二次元经济}}
{{from other wiki|Chinese Moegirlpedia|[[zhmoe:二次元经济|二次元经济]]}}
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'''''Nijigen'' Economy''' is a concept for China Mainland '''[[ACG]]''' market raised by Cheng Wu<ref group="note">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</ref> 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<ref>{{zh-hans}}[http://games.ifeng.com/yejiehangqing/detail_2015_08/10/41075886_0.shtml 移动互联时代下的“二次元经济”]</ref><ref>{{zh-hans}}[http://epaper.bjnews.com.cn/html/2015-08/20/content_594314.htm?div=1 数亿级用户规模 引爆“二次元”经济]</ref><ref>{{zh-hans}}[http://www.joyme.com/news/blue/201406/1640579.html 妈妈课金战士好可怕 日本土豪手游玩家生态解析]</ref>.
'''''Nijigen'' Economy''' is a concept for China Mainland '''[[ACG]]''' market raised by Cheng Wu<ref group="note">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</ref> at Tencent Anime Industry Cooperation Conference in 19, November, 2015. The concept has aroused extensive discussions in the industry. In fact, the concept has exist already<ref>{{zh-hans}}[http://games.ifeng.com/yejiehangqing/detail_2015_08/10/41075886_0.shtml 移动互联时代下的“二次元经济”]</ref><ref>{{zh-hans}}[http://epaper.bjnews.com.cn/html/2015-08/20/content_594314.htm?div=1 数亿级用户规模 引爆“二次元”经济]</ref><ref>{{zh-hans}}[http://www.joyme.com/news/blue/201406/1640579.html 妈妈课金战士好可怕 日本土豪手游玩家生态解析]</ref>.
 
 
Tencent explains comprehensively and predict this concept for the first time, and definite it as "''Nijigen'' Culture consumption form based on Internet and ...<ref>Internet and mobile Internet{{zh-hans}}互联网和移动互联网</ref>, built up by cultivate<ref group="note">开放共创培育</ref> star IP and mix<ref group="note">共生</ref> multi-forms of contents"<ref>{{zh-hans}}[http://comic.qq.com/a/20151119/048535.htm 腾讯集团副总裁程武首提二次元经济概念]</ref>.
 
Tencent explains comprehensively and predict this concept for the first time, and definite it as "''Nijigen'' Culture consumption form based on Internet and ...<ref>Internet and mobile Internet{{zh-hans}}互联网和移动互联网</ref>, built up by cultivate<ref group="note">开放共创培育</ref> star IP and mix<ref group="note">共生</ref> multi-forms of contents"<ref>{{zh-hans}}[http://comic.qq.com/a/20151119/048535.htm 腾讯集团副总裁程武首提二次元经济概念]</ref>.
  
 
== Predictions and Trends ==
 
== Predictions and Trends ==
{{Translation needed}}
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The trends and predictions that are made at Tencent Anime & Comic Industry Cooperation Conference:
在腾讯动漫行业合作大会中提出对二次元经济的趋势预测:
 
  
The first trend, 二次元会从重度用户走向轻用户,从核心用户走向大众用户,从小众亚文化走向主流潮文化。这是过去许多流行文化现象的发展路径,只是在而今时代,移动互联网和泛娱乐趋势将会起到关键的推动作用。
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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, 二次元正在打破二维和三维、真实与虚拟之间的界限。动漫IP可以变成很优秀的真人影视,变成游戏,变成宅舞和cos,变成周边产品等等形态不一的展现形式。
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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<ref group="note">''Otaku'' dance is a Chinglish word, it means {{nihongo|{{lj|踊ってみた}}|おどってみた|odottemita}} in Japanese. </ref> and cosplays, become ''shūhen'' products and so on.
  
The third trend, 社交的驱动力将会越来越重要。Tencent owns two of the largest social platforms, WeChat and QQ. 二次元有很浓厚的圈子文化和社交属性,社交可以反过来推动二次元内容的产生。二次元的语言等用户行为本身,正在成为内容的一部分。
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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.
 
 
本段引自萌娘百科(https://zh.moegirl.org/zh-hans/%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。
 
  
 
== Background ==
 
== Background ==
{{Translation needed}}
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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>.
騰訊方面認為動漫的市場發展已經足夠大,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>
 
  
在四年前程武已經以明星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>.
  
 
<!-- {{Tencent}} -->
 
<!-- {{Tencent}} -->
 
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