Difference between revisions of "Nijigen Economy"
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== Background == | == 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<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, | ||
− | Four years ago, | + | 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>. |
− | + | ''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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== References == | == References == |
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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
- ↑ (Simplified Chinese)移动互联时代下的“二次元经济”
- ↑ (Simplified Chinese)数亿级用户规模 引爆“二次元”经济
- ↑ (Simplified Chinese)妈妈课金战士好可怕 日本土豪手游玩家生态解析
- ↑ Internet and mobile Internet (Simplified Chinese)互联网和移动互联网
- ↑ (Simplified Chinese)腾讯集团副总裁程武首提二次元经济概念
- ↑ (Simplified Chinese)腾讯动漫邹正宇:二次元经济将不可逆转地成为主流
- ↑ (Simplified Chinese)邹正宇: “开放共创”二次元经济 腾讯动漫已经准备好
- ↑ (Simplified Chinese)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
Notes
External links
(Simplified Chinese)Library:与二次元经济一起飞