Traditional Culture Encyclopedia - Tourist attractions - I want to collect some information about animation.
I want to collect some information about animation.
Problem description:
Mainly used for paper research, such as the circulation of animation, the investment in animation, how much money fans spend on animation every year (or every month), the number of shops in various aspects around, including the surrounding areas, and so on. In the past two years. Need data after 2003. Thank you very much.
Analysis:
Miscellaneous things ... I hope I can help you ~
On August 6th, the reporter met Bing Wang (a pseudonym, a sophomore in a university in Wuhan) online. He told reporters that he was downloading Naruto's 146 episode. This Japanese cartoon is very popular now. Since May this year, 1 has published an episode on the Internet every Thursday. Bing Wang has been tracking up to now, and bought many related animation works.
A few days ago, at a large-scale animation festival hosted by Beijing, the reporter visited many animation manufacturers and fans. "It is conservatively estimated that Japanese animation products account for 70% of the total sales in our store." A anime shop boss from Shanghai told reporters. "Our store basically sells Japanese animation products, and there are almost no domestic ones, which is also to cater to the needs of anime fans." A anime shop boss who mainly sells online said.
"I usually watch Japanese anime, and China anime is not as good as Japanese anime." An anime fan who is in high school told reporters. He has spent 300 yuan on the animation festival and bought all Japanese animation works and models.
According to the survey of "China teenagers' favorite anime works", 60% people like Japanese anime, 29% in Europe and America, and only 1 1% in China. Another survey shows that 19 of the 20 favorite cartoon images of children in China are "foreigners", and only "Monkey King" fills the domestic blank.
It is understood that Japan is the second largest animation industry country in the world after the United States. In 2002, the total market size of animation industry reached 2 trillion yen, making it the second pillar industry in the country after tourism.
According to the survey data released by relevant parties in Japan, in 2004, about 8/kloc-0 animated films were shown in Japanese cinemas, and Japanese TV stations broadcast more than 80 animated programs every week, with nearly 4,000 animated works a year. Comics account for 40% of all publications in Japan, with an average of 25 comics published every day.
According to the statistics of Japan's Ministry of Economy, Trade and Industry, the sales of Japanese comics in the United States in 2002 reached US$ 4.36 billion, which was more than three times the value of steel products imported by Japan from the United States. Last year, the total revenue of animation industry in China was only 654.38+0 billion yuan? A considerable part of them are processing fees paid by foreign businessmen? .
According to the requirements of the State Administration of Radio, Film and Television of China, the broadcast volume of domestic cartoons on TV stations should account for 60% of the total broadcast volume of cartoons. In fact, in 2004, the total domestic production of cartoons in China was only 29,000 minutes, but the market demand was 268,000 minutes, and the cartoon resources of TV stations were seriously insufficient.
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This is a very popular activity among anime fans. It is called cosplay (short cosPLAY(costume play, literally translated as "role-playing"). With this trick, animation can not only be watched, but also "played"-editor's note). A survey jointly conducted by the Social Investigation Center of China Youth Daily and Sina Animation Channel found that nearly 30% of animation lovers have participated in such activities.
In China, almost all the idols in the comic world are monopolized by Japanese anime characters who are more imaginative, entertaining and beautifully shaped, from the domestic monkey king and ginseng dolls who hold up half the sky at the beginning to Japanese girls and Naruto. In the survey, 78% people like watching Japanese cartoons, 10% and 9% people like American and domestic cartoons respectively. It can be seen that these anime images in Japan are really red and overbearing.
"This is an activity for young people." Xiao Zhang, a college student in Beijing, told reporters. According to the survey, 45% of people who play cosplay now are between 20 and 25 years old, and 34% are concentrated in 15 to 20 years old. Cosplay is also unconsciously popular in universities in Beijing. "Critical Animation" of Renmin University, "Truth Troupe" of First Normal University and "Black and White" of Polytechnic University are all well-known cosplay societies in this circle.
"In fact, I also played anime when I was a child. I am wearing a motorcycle helmet, pretending to be the soldier "Wu Ge" in "Dinosaur Super Race", and playing animated plots with my friends, just as happy! " Mr. Xie, 24, recalls his childhood and thinks that the so-called cosplay is not new, but he is puzzled that these young people are still keen on it.
But Mr. Xie doesn't know that compared with the obsession of cosplay fans, his childhood games can only be regarded as pediatrics. Li Wenbin, president of the National People's Congress Critical Society, has been fond of comics since the second grade of primary school. Every day, except for eating, sleeping and attending classes, he basically spends the rest of his time on cartoons. Watching anime dvd, watching comics, chatting with friends ... his "comedy life" is full and rich. In the survey, 65% anime fans spend more than 1 hour on animation-related activities every day.
In addition to time, there is also capital investment. The survey found that 43% of anime fans spent more on animation-related activities than 50 yuan, and 57% spent less than 50 yuan. Some of these expenses are to obtain the latest information of animation works, and some are to prepare performance props and activities.
"Now there are many tailors in Beijing who specialize in cosplay, and some also accept online customization." A coser told reporters: "A dress ranges from 100 yuan to more than 10,000 yuan."
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According to the market survey of consumption power in Beijing, Shanghai and Guangdong, a large number of foreign animation images and works such as Mickey Mouse, Garfield and Batman occupy more than 80% of the market share in China, while the original animation share in China is less than 10%. China's overseas animation "The Lion King" and Mulan's production process all contain the fruits of China people's labor. While sewing wedding dresses for others, I lost the opportunity to create famous original brands. It is understood that at present, the per capita comic book possession in China is only 0.00 12 second, while that in Japan is 300-480 seconds. Therefore, it has become an indisputable fact that there is an extreme shortage of original comics in China.
During the interview, the reporter learned that with the rapid development of Japanese animation industry in recent years, some domestic animation production organizations eager to reap economic benefits have joined the imitation ranks, and the situation is getting worse and worse, even making Japanese animation colleagues send a rare reminder: China animation industry must have its own spiritual connotation and characteristics to develop.
"In my eyes, China's cartoon characters are generally shaped and painted, and the plot tends to be traditional. Humor in European and American animation plots; Japanese animation is very sophisticated and has a complete storyline. " Liu Chun, the head of Wen 'ai animation chain, told reporters insightfully, "Several animation bases in China seem to be prosperous, but in fact they all imitate others off the court and are rarely original."
Another survey shows that domestic anime fans spend more than 100 yuan on animation every month, accounting for13.2%; 50 yuan accounts for 35.8%. When talking about the reasons for the backwardness of domestic animation, fans think that painting style accounts for 39.4% in the aspects that domestic animation needs to be improved; The storyline accounts for 48.9%; Production technology accounts for 47.9%.
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