Nijigen Economy

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This article was originally from page 二次元经济 in Chinese Moegirlpedia, and the license might be different from English Moegirlpedia. The contents might differ after being modified by different users on both sides. For more information, see Moegirlpedia:Copyrights.

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

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