Difference between revisions of "Nijigen Economy"
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{{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>. | + | '''''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}} | ||
− | + | 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, | + | 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}} | ||
− | + | 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>。 | |
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>。 |
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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, 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
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
- ↑ (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