Difference between revisions of "Nijigen Economy"

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{{incomplete|to finish & check the translation from Chinese Moegirlpedia}}
 
{{incomplete|to finish & check the translation from Chinese Moegirlpedia}}
 
{{from other wiki|Chinese Moegirlpedia|[[zhmoe:二次元经济|二次元经济]]}}
 
{{from other wiki|Chinese Moegirlpedia|[[zhmoe:二次元经济|二次元经济]]}}
'''''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>.
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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>.
 
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}}
 
{{Translation needed}}
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 trends and predictions that are made at Tencent Anime & Comic Industry Cooperation Conference:
  
 
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。
 
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。
  
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。
+
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。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。
 
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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== Background ==
 
== Background ==
 
{{Translation needed}}
 
{{Translation needed}}
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>。
+
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>。
  
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, 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>。
  
 
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>。
 
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>。

Revision as of 13:18, 20 June 2017


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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 text below needs help with translation!

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

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。

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。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, 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。

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

The text below needs help with translation!

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[6]

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[7]

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[8]


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

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