Desperate Antinomy – "Steins;Gate 0"

*Front row reminder, this article contains heavy spoilers for the Steins;Gate series~

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At the end of September last year, the semi-annual TV animation "Steins;Gate 0" finally came to an end. In addition to the 24th episode that was broadcast as an OVA in December, the main works of the Steins;Gate series (SG main part + SG0) have been animated one after another. As a loyal fan of the SG series, I also watched the SG0 animation week after week last year. I was very emotional when I rewatched the plot recently, so I decided to write something to commemorate it.

;Gate 0

First, let’s briefly introduce the stone door series.

The original name of Steins;Gate is Gate, or SG for short. Stein means "stone" in German, so the literal translation of the work is "Stone Gate", and the Chinese translation adopts the free translation "Steins Gate". This work is the second main work of the ADV game "Science Adventure Series" jointly planned by 5pb. and Nitro+. (ADV= Game, mostly refers to Japanese text adventure games, which enter various chapters and endings through text options) (The scientific ADV series also includes the first game "Chaos; Head", the third game "; Notes" and the fourth game "Chaos; Child", each game is built on the same world view, but the plot is not closely related)

SG This game was first released on October 15, 2009, and the first release platform was. The work was well received and was later released as a radio drama, various spin-offs, adapted into a TV animation, and a theatrical version was released. "Steins;Gate 0" is the orthodox sequel to this game, supplementing some key plot points that were not described in detail in the original work. In April 2018, SG0’s TV animation began to be broadcast, and it was completed at the end of September as a semi-annual series. This is the work I want to talk about this time.

Let’s put a timetable.

time

main events

October 15, 2009

SG this game is on sale ()

August 26, 2010

SG this game is released (PC)

April 2011

SG’s main TV animation begins broadcasting

April 20, 2013

SG theater version released

December 10, 2015

SG0 game released (PS3/PS4/)

August 26, 2016

SG0 game released (PC)

April 2018

SG0 TV animation starts broadcasting

SG series schedule

From 2009, when the game was first released, to now, SG has also gone through 10 years. Now when I play the original game, I can already feel a lot of "sense of the times". For example, the main plot of the series took place in Akihabara, Japan in 2010/2011. The "near future" at that time has now been 8 or 9 years ago; another example is that the SG used a flip phone in this article, so SG0 quickly changed it. It became a smartphone (haha, did you think of the Conan animation that keeps pace with the times?)

Let’s talk a little more about SG0’s animation production team. The animation production company of SG0 is White Fox. White Fox has a short history. It was founded in April 2007. It should be said that the SG animation in 2011 was its first work that really made it famous. Later, Baihu also produced popular works such as "Fight the Devil", "Point Rabbit" and "Re:0". Of course, there are also dark histories such as "Zhan Chi" and "Zero Book" (well, the quality is actually not that bad)…

White Fox Club

The series composition of the main SG animation and the SG0 animation is Hanada Toki. I think this is also one of the most difficult and stressful positions. The composition of the series controls the direction of the overall plot of the work, which is crucial for plot-oriented works like SG. Of course, Touki Hanada is also a veteran of the series. For example, he has collaborated with KyoAni (Kyoto Animation Company) many times, in "Light Sound", "Everyday Life", "Kyobuki", "Chuuniren" and "The Other Side of the Realm" He has served as script/organizer in many works. In addition, his other works include "Rose Girl", "No Game No Life", "Little Antarctica", etc. Each of the works here is quite weighty.

Musically, the SG0 animation follows and adapts many tracks from the game. In fact, over the years, the music style of the SG series has become quite obvious. When you listen to it, you will say, "This must be SG music!" From the main theme of SG to the most popular song Re-awake of SG0, the melody is the same.

You may be curious, after saying so much, what exactly is Gate? SG is the goal that all the characters in the play strive for unremittingly. It is a symbol of a better future, a happy world line, and the end point of all blood, tears and sacrifices. Why is it called;Gate? In the words of the protagonist Rintaro Okabe, of course——

"No special meaning."

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I feel like it’s hard to write something now if I don’t compile some data. Why have I developed this strange habit… But it’s not good to evaluate works too subjectively, so I’ll look for ratings and sales data.

Work rating——

Stone Gate game op_Stone Gate game sequence_Stone Gate game and anime

To evaluate movies, you might go to Douban, IMDb, or Rotten Tomatoes. I think this rating system is quite mature. But for evaluating animations, although there are some rating websites, I don’t think I’ve heard of any that are particularly credible. Maybe it’s because the circle itself is small and the third-party services are not perfect enough.

Fan Group Plan – It should be regarded as a well-known ACGN (ACGN=Anime animation + Comic + Game + Novel light novel, generally refers to various two-dimensional works) website in China. The rating is based on a ten-point system.

work

score

Ranking

Number of raters

SG games

8.8 points

(Masterpiece)

Game Ranking 24

2,379

SG0 games

7.7 points

(Highly recommended)

Game ranking 880

550

SG animation

8.6 points

(Masterpiece)

Animation ranking 25

11,967

SG0 animation

7.9 points

(Highly recommended)

Animation ranking 303

2,416

score

——It should be regarded as the most mainstream ACG rating website in Europe and the United States, with the largest number of ratings. The top animations are "Fullmetal Alchemist FA", "Your Name", "The Lion of March" and other works with excellent plots and excellent production. They look really comfortable! However, MAL only provides ratings for animations and comics, so there is no rating for games. Rating is on a ten-point scale.

work

score

Ranking

Number of raters

SG animation

9.13 points

657,041

Stone Gate game and anime_Stone Gate game op_Stone Gate game sequence

SG0 animation

8.59 points

77

117,129

score

Animation ranking

——It’s not easy to find a more credible Japanese rating website, and I think this one is pretty good. Here again there are only ratings for animations. Ratings are on a percentage scale.

work

score

Ranking

Number of raters

SG animation

92.6 points

15,553

SG0 animation

75.1 points

360

864

score

Although there will inevitably be subjective tendencies in evaluating works (especially SG0, which has a relatively small number of ratings – SG0 is a fan-oriented work, and the audience is almost all fans of the SG series, so theoretically the ratings will be higher), but the overall impression is consistent with my own The views are similar. Whether it is animation or games, there is a relatively obvious gap between SG0 and SG.

Work sales——

Evaluating works depends on word-of-mouth from passers-by on the one hand, and commercial performance on the other. Game sales aside, animation sales are generally compared using animation BD/DVD sales data compiled by Oricon. At that time, sales volume did not equal quality, and sales volume could not 100% reflect business performance. After all, BD/DVD sales were only a part of animation revenue. Other income from animation production include peripherals, copyrights, etc., and the proportion of income must be analyzed in detail. However, as a rare available data, sales volume can still reflect the market performance of the work to a certain extent.

The following data comes from Biba (Baidu's "Masterpiece Biba" bar). I would like to thank the big guys for their hard work over the years. One more thing, I feel that many people look down on Tieba, but at least in the ACGN field, I think Tieba is still the platform with the best atmosphere. Many friends have spent many years free of charge, transporting, translating, analyzing, and organizing resources… "Powering electricity with love" is no exaggeration.

Let’s talk about sales. The first is the SG anime. The average sales volume of the first volume was 16,151, ranking 9th in 2011 (this result is quite outstanding, ranking 9th is also because there are too many masterpieces in 2011. In addition to Stone Gate, there are also "Madoka" and "Fate/ "Zero", "Unknown Flower Name"…and "The Wall of Masterpieces" "IS", laugh); together with 14,403 later releases, the total is 30,554, ranking 64th in history. In recent years, the performance of animation adaptations has been unsatisfactory. In this field, SG's 3W cumulative sales data is second only to the "" and "Fate/stay night" series.

Title

First issue volume average

Puella Magi Madoka Magica

71,056

Fate/Zero Season 1

52,133

IS〈Infinite Stratos〉

33,813

We still don’t know the name of the flower we saw that day

31,524

Stone Gate game sequence_Stone Gate game and anime_Stone Gate game op

Persona 4

31,019

TIGER & BUNNY

30,347

horizon line

21,814

Your Highness the Prince of Uta’s True Love 1000%

17,868

Steins;Gate

16,151

Confused Restaurant Season 2

12,611

2011 Japanese TV animation sales list (first release)

In comparison, SG0's results are much mediocre. The average volume sales volume is only 2540, less than one-tenth of the SG animation. Even in the current quarter (spring 2018), it only ranked 10th, almost breaking even.

2018 spring sales

From this point of view, whether it is word-of-mouth or sales, the gap between SG0 and SG is very obvious. Of course, SG0 was originally the completion of this article. In the extreme, it was a wave of operations by the production company to extract residual value and continue to defraud money. It is indeed difficult to surpass the original work.

The most important thing is that before writing this article, I never checked the rating of SG0 on MAL or tracked its sales data…but this does not affect my liking for this work.

So everything is Steins;Gate’s choice!

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I always feel like I just started writing from here, and it seems like I’ve spent more than two thousand words of nonsense in front of it, haha. In fact, what I want to write is just why I like this work.

Compared with the original SG, the biggest difference between SG0 is that it is a work with a preset ending, a story destined to tragedy and despair.

If you have read this SG article, you will know that at the end of the story, Okabe almost gave up on himself after failing to save his assistant for the first time. It was Okabe’s video from 2025 that encouraged him and told him to deceive the world and enter the Gate world. line method.

This video from the future recycles many foreshadowings laid early in the story, and is the ignition point and turning point of the entire SG story. After accompanying the protagonist through all kinds of pain, the audience finally found a glimmer of hope leading to the perfect ending. With the nostalgic second line and the explosive insert song, every time they think about it, they still feel excited.

For those highly rated works, they all have their "goss-making points" where plots and emotions explode. For "Puella Magi Madoka Magica", maybe it's Akatsuki Homura's confession about infinite reincarnation; for "Unknown Flower Name", maybe it's the tearful burst of hide-and-seek at the end of the film; and for "Steins;Gate", I think this is it – —At the end of Chapter 23, despair is reversed and the world is deceived. There is no more refreshing scene in the whole story than here.

SG Episode 23, please wear headphones to watch

However.

However, there is a huge foreshadowing here. Although the protagonist group of "This World Line" successfully found the path to "Gate", what about Okabe Rintaro who sent the video? 2025 is Okabe’s unavoidable death date. What happened to him later?

This is the story SG0 tells. To be precise, it is the story of how Okabe, who stayed in the Beta world line, overcame the pain of losing his assistant, overcome despair, and opened up new possibilities for his past self. The end point of this road is certain. All the efforts and sacrifices made by the protagonist group are to send that video and guide the past Okabe to a new future, even if they themselves have no bright future at all.

This creates a completely different atmosphere in the two works. Take the game as an example. The early pace of SG is slow, focusing on daily stories, which often makes people drowsy. In the middle stage, as the plot unfolds, each character branch line enters, and Okabe begins to fall in love one by one… (I prefer SG The reason for the animation is that the animation has deleted many romance parts of the side plots, so as not to make the atmosphere too off-line); at the end of the plot, the plot has continuous twists and climaxes, and it is completed in one go. Although the plot rhythm has been criticized by many people, the unknown is always in front of the players, and the protagonist always harbors hope. The final ending, even if it is not 100% happy, is at least an open ending full of hope. Okabe's chuuni remarks throughout the work are more like adding a layer of filter to the entire work, making it seem like a dream and illusion, both virtual and real.

But SG0 is completely different. The assistant (Kurisu) has died, and Okabe has been in a very depressed state since his appearance. He has almost never made a second hit in the entire game. The ending is already doomed. Since he has to send a dmail to the past in 2025, it means that Okabe will be stranded in the β world line, bearing the pain of not having an assistant, and facing the future world war. In addition, the plot arrangement of SG0 is really malicious. If Okabe killed his assistant in this article, which made him extremely painful, then meeting the AI- based on her in SG0 rekindled Okabe's hope. However, as the plot develops, Okabe discovers that in order to avoid bad, he must eliminate all traces of Kurisu – including her papers, her computer, and the system itself, which is equivalent to asking him to "kill Kurisu" again. "Death" once, which is also one of the biggest tears in the whole story.

SG0 Chapter 22, Farewell

Stone Gate game op_Stone Gate game sequence_Stone Gate game and anime

This SG chapter can be said to be Okabe's RPG adventure. On the one hand, the plot perspective is always on Okabe, and on the other hand, the protagonist group takes the absolute initiative in plot changes. Specifically, every jump in the world line originates from the dmail sent by the protagonist. From the audience's perspective, the overall plot is very clear. Together with the protagonist group, we are confused about gelled bananas, together we are shocked by the huge conspiracy involved in SERN (from CERN), and together we are running around to jump around the world line. As an audience, Okabe's story is what we experience. story.

(One more thing, the most interesting thing is that in 2014 CERN scientists were doing an AMA (ask me) event, and this joke was mentioned in the middle)

CERN and SERN are stupidly unclear.

But there is a significant difference in SG0. There have been many changes in the first perspective of the game. Compared with the original Okabe Heroes of SG, SG0 is more like the creation of character groups and the completion of the plot. More importantly, Okabe has passively experienced world line jumps many times. This is because with the increasing number of hostile organizations (SG this article only has SERN, SG0 adds Russia, the US military and the United States – who knows) and the leakage of time machine technology, major powers have begun to conduct continuous experiments, so that it has become very It is difficult to accurately determine the reason for each world line jump. As a player, I often feel dizzy with Okabe after experiencing unexpected world line jumps, trying to figure out what happened again… It's really not a good gaming experience, haha.

Although the experience is not good, I can understand such a design in SG0. In this chapter of SG, players often appear as Phoenix Academy Ozuma (Okabe’s chuuni self-proclaimed), always fighting against the evil of the world. As long as they don’t give up, they have the opportunity to become a hero who changes the world; but in SG0, Okabe But he had to passively respond to various events, mixed in the torrent of big countries, organizations and time, and realized his own powerlessness, just like a small boat drifting with the tide… I think this adds a lot of emotional reality to the fictional science fiction story of SG0 feel.

In these great power games, I especially like the idea of ​​​​the Soviet line. In this world line, Russia was the first to obtain a time machine and go back in time to change history, avoiding the end of the Soviet Union's disintegration. At the current moment, Japan has become a battlefield in the world war between the Soviet Union and the United States. When the protagonist jumped across the world line, he was immediately caught by the Japanese military. While the Japanese were protecting Okabe, they were constantly spying on the intelligence he had. When the protagonist naturally affirmed historical events such as "Gorbachev's reforms" and "the fall of the Berlin Wall", he suddenly discovered the fundamentals of the Soviet Union in this world. No disintegration! After being confirmed of strategic value, Okabe was competed by the United States and Japan… But unfortunately, Okabe's stay in this world line was very short, and the plot hurriedly returned to the original daily life without much development.

SG0 Soviet line, it’s scary to think about it

In fact, in SG0, the scope of world line jump is much wider than that in SG. In this article, the impact of jumpers is basically foreseeable, but unexpected jumpers often appear in SG0, and this is often the key to the development of the plot. For example, one time Okabe accidentally jumped to the α world line, met his assistant who was still alive, and was encouraged by the assistant to return to the β world line to continue his struggle. This was the only time in the whole story that a living assistant appeared, and it was no surprise that it was revealed again. Waves of tears; another Okabe jumper came to 2036, and witnessed the destroyed world and Rukako's sacrifice, so he decided to make 3,000 time jumps back to 2011 (the prototype of this plot should be from the SG chapter) The blackened Tennoji Kui assassinated Moeyu and Okabe through more than 2,000 time jumps).

The living assistant in the α world line

All of this – the death of his assistant, the world war, the defection of male and female professors one after another – have hit Okabe hard again and again, but after losing his beloved, it was Lab who went through life and death for him and supported his broken heart. Especially Tongzi (Haru Hashida), not only has he worked with Okabe all his life, but his wife Yuki Amanone also died prematurely because she joined the resistance organization to protect her daughter Suzuha, and her daughter Suzuha will also appear in every world line. Zhongdu returned to 2010 to help Okabe change the future (the most well-deserved ending of the Stone Gate series: Awanin Suzuha went back to the past in a time machine), and he is truly a loyal person. With the support of his friends, Okabe finally plucked up the courage again and again and found a way to deceive the world in despair.

So this is why I like SG0. Find hope in despair, never give up hope even when you know despair, and open the way for new possibilities even if you continue to sacrifice.

Choosing the Beta world line, Okabe sacrificed Kurisu; choosing to fight against the Great Power Organization, Okabe sacrificed; choosing the Vega Project, Okabe sacrificed Mayuri and Suzuha; choosing to deceive the world, Okabe sacrificed himself . If the ending of SG is like a beautiful fairy tale, then SG0 is a story of constant choice, abandonment, sacrifice and rebirth.

This is the way to Gate.

SG0 Mayuri Line’s final statement

Four

Let’s have a happy rant in the last paragraph.

I… don't feel bad about the low rating for SG0. Because I also want to give a low score haha.

Let’s talk about games first. When playing SG0, I often ask questions involuntarily:

"Who am I?" "Where am I?" "What am I doing?"

As mentioned before, SG0 has a lot of imagination in terms of world line jumping. Not only do you jump back and forth between the AB route and the αβ world line in the game, but many of the jumps are very passive and sudden. Often you have just sorted out the causes and consequences of one world line and suddenly come to another world line.

Unlike SG, which has a main line that runs throughout and connects all the branches, the plot structure of SG0 is tree-like (see the plot flow chart below). The plot bifurcation occurs very early, resulting in very different differences between the lines. Large, the connection is weak. Every time you read an archive, you have to take a moment to understand what's going on.

SG0 plot flow chart

There is also the most puzzling character of SG0, Shiina Bon… If you think of it as Kurisu, then the main added characters in SG0 are Hiaya Sada Maho, Awano Yuki and Shiina Bon (I won’t talk about the villains, haha) ). In fact, I think the character creation of SG0 is very good. It does not deviate too much from the story, and it also performs a reasonable interpretation on top of it. But only the plot and image of Shiina Bon are very confusing… On the one hand, the contrast between the images before and after is too great, and on the other hand, in different world lines, Bon plays completely different roles. In some world lines, Ben was brainwashed by the professor and became a black knight. He was also transformed into Aman Yinyuji and was close to the protagonist group (?), assuming a spy role similar to Kiryu Moeyu in the SG series; in other world lines , Bon was not brainwashed, but was in a state of amnesia first, and then Kurisu's dual memory appeared (Assistant: Unexpected? I'm back again). The black knight at this time is a female professor. As Okabe jumps back and forth, every time I encounter Bon, Yuki, or the Black Knight, I have to think about who is opposite me. To be honest, the handling of this character is really not good.

Let’s talk about animation. If you watch animation often, you will know that there are four main sources of animation scripts: original scripts, manga adaptations, light novel adaptations, and adaptations.

From my own perspective…manga-adapted animations have been the most stable in recent years; original animations have a large variance, with a high upper limit, but a low lower limit; slight modifications always have traces of streamlined work, and I often watch to the shadow of current popular works.

And overall, the one with the worst quality… is undoubtedly Gal's animation.

Due to the characteristics of the original work, it is always difficult for Gal to change animations to get rid of the following problems:

1. Plot rhythm problem. Generally speaking, a lot of daily foreshadowing will be laid in the early stage, and then recycled in the later stage. The difference between the early stage and the late stage is very obvious. This feeling will be diluted when reading the text, but when it is made into animation, this difference in rhythm is often unbearable. A large number of viewers will abandon the series because they feel bored before the plot unfolds;

2. Route problem. Generally, there are multiple routes. You can finish this route, read the archive, and then run the next route. But obviously animation can't do this, so it has to blend the stories of various routes together. It is easy to say that the routes are related to each other, but some routes are not related or even contradictory to each other, which is very difficult to deal with;

Stone Gate game and anime_Stone Gate game op_Stone Gate game sequence

3. The issue of plot volume. Generally, there are at least hundreds of thousands or even hundreds of thousands of words of plot text. The settings, background, characters, and stories can be slowly unfolded and described in great detail. However, when the animation was restoring the work, there was not so much time and space, so the original plot had to be deleted and adapted. As for how the changes are going… generally the changes are not very good…;

4. Revenue issues. To be honest, I'm not sure about this question… Generally speaking, the animation of a work has the purpose of promoting the original work. For example, the popularity of the light adaptation of the animation can drive the sales of the original light novel, and the popularity of the comic adaptation of the animation will also affect the original manga. However, the original works that have been adapted into animations have been on the market for a certain period of time, have a stable reputation, and have a fixed audience. It is difficult to make the original game a big hit again. Reflected in animation production, investors are unwilling to invest too many resources and funds in a work with low returns. The entire animation often reveals an atmosphere of poverty…

Take another one of my favorite works "" as an example. The result of the animation of this work can be described as a tragedy. The five female main lines in the early stage were difficult to integrate with each other, so the director made an original route himself, and the plot became a mystery; in the later stage, the plot returned to a single main line, but a large amount of content had to be deleted due to time pressure, making it difficult to brew the original plot. Emotionally explosive; compared to it, painting collapse and fighting poverty are even minor problems. The final product made fans of the original work unsatisfied, new audiences were confused, and the sales of the two seasons of animation both crashed… Hey, I can only say thank you to the enthusiastic supervision of Tianchong, at least the characters in "" can move. .

The collapse scene in "" still makes me laugh when I watch it now 233

In fact, this SG animation does not completely avoid the above problems. The pace of the animation in the early stages is quite slow, and the emotional drama in the middle stage is unclear. It is mainly due to the continuous reversal of the plot in the final stage that it can become a god. Moreover, SG has a main line that leads to the end, and each branch line is just a branch at different plot points, so it is relatively easy to adapt it.

As for SG0… it's quite miserable. The differences between the several routes are really huge. In fact, I think the plot adaptation of SG0 is quite good. Not only does it cover the core plot elements, but the sense of dissonance of "repeated jumps" in the world line is also much better than the original game, and several key points have been adapted. The completion and completion are quite wonderful and are the biggest highlights in my mind.

However, I can’t hide my faults (?), the problem of slow pace in the early stage cannot be avoided; the adapted plot in the middle stage is really embarrassing, especially every time Shiina Bon appears, I want to fast forward; although in the final stage, all the conflicts are successfully concentrated At one point (delaying the helicopter to blow up the time machine), but the ending is really confusing. The helicopter always flies up inexplicably, losing the sense of logic that the SG series is proud of. The most important thing is that there are many more fighting scenes in SG0 than in the original SG, but the action scenes are really poorly produced. One moment, Suzuha inexplicably unleashes the Grass-cutting Warrior, and the next moment, it's a super embarrassing battle of blue blood, which really affects the audience's experience.

SG0 Chapter 17, I am really…

Having complained so much, let’s talk about the parts I like better.

The handling of the jump to the α world line in Chapter 8 – this section in the SG0 game is really too short, and the animation is a good supplement. Especially the handling of dmail at the end, I didn’t expect it to be connected to the 22nd episode of this SG article. This is my favorite part of the whole novel and I have read it many times.

The treatment of 3000 jumps – similar to the above, the description in the game is also a bit unclear, but the animation is much clearer. In fact, 3000 jumps is also a very important emotional explosion point in the plot. The animation here renders the emotions well.

Insert song – Just like the original SG animation, an appropriate insert song can always arouse the audience's emotions. "", the OP of the SG0 game, appears twice in the animation. One time is the introduction system of Maho in Chapter 1, the other time is the deletion system of Maho in Chapter 22, one time is the burning point and the other time is the tear point; "ライア", the SG0 game ED, also appeared twice in the animation. One time was when he said goodbye to his assistant on the α World Online in Chapter 8, and the other time was when he received the last message from Mayuri in Chapter 18, both of which expressed Okabe's feelings for his true love; "to the Gate", the SG animation OP , appears in episode 23 when Okabe records the video sent to 2010, symbolizing that the stories of SG and SG0 are finally intertwined.

Chapter 23 – Completed the part of Mayuri's "Vega Project" in the radio drama. This is the dividing point between the two world lines in Chapter 23 of this SG chapter. At the end, Okabe of the SG0 game flies to the past, which is the end of the game. The animation adds an easter egg in which he found Mayuri and Suzuha in 2016. No matter what their future holds, I am satisfied that these time travelers will meet again.

The end of the SG0 animation, goodbye

The last joke is that the naming method of the SG series is "kanji kanji no kana kana", which is full of middle-class style, so the "desperate antinomy" in the title is also a joke, haha.

(If you see antinomies and you think of antinomies instead of Kant = Antinomies = Bruno = Yu-Gi-Oh! 5D's, then please teach me how to play cards)

Of these titles, my favorite is:

"Altair at Infinity" (SG0 Mayuri Ending)

"Stars with Cross Coordinates" (SG0 True Ending)

"Steins Gate on the Realm" (the true ending of SG)

Sure enough, having all the middle two open is what Stone Gate feels like!

El Psy.

P.S.

If you like this article, you might as well take some more Amway! After all, nothing makes people happier than sharing.

Because the video is on station B and cannot be posted on the official account, so I posted it on the AV account~

The live version of the SG animation OP "to the gate" and the SG0 game OP ""

SG0 game opening animation

Comparison of the OP before and after the SG0 animation

The plot of SG0 episode 8 overlaps with the plot of SG episode 22

I hope you enjoy the Steins;Gate series!

Lu Niang Brings Nine Popular Chinese Comic IPs From NetEase Comics To Endorse Pizza Hut Kyushu Food

Recently, the Deer Girl from NetEase Comics "hooked up" with Pizza Hut again, and held a two-dimensional theme store celebration event at Pizza Hut in Tiancheng International, Hangzhou. In conjunction with Pizza Hut's latest "Chinese Nine-in-One" pizza, Lu Niang teamed up with nine popular comic book protagonists to represent nine pizza flavors and used IP to endorse the food.

This time's "endorsement" lineup includes Niu Xiancao in "The Girl Control", Lian En in "The God of Lies", Xia Xinyang in "This Boyfriend Is Too Good at Flirting", and "Sweet Taboo". Zixuan, Foyin in "Love Me, Su Dongpo", Wei Yiyi in "I Become a Giant in the Harem", Hei Xiao in "Heart of Iron", Gude in "Killer Gude", and "Killer Gude". Lin Jichen in "Lord of Misfortune". The corresponding food is endorsed based on the appearance and personality characteristics of each character. For example, the hot-dressed Hei Xiao endorses "Spicy Chicken", while Lian En's lively and energetic personality endorses "Yunnan Mushrooms". Those animation protagonists who are usually cute or cool have traveled through the second dimension and played with Chinese style. This creative approach to collaboration is refreshing for fans.

It is reported that the sales period of this "Nine-Gongge" pizza is from January 12 to February 4. During this period, two stores across the country were decorated with a two-dimensional deer girl theme, namely the Tiancheng International store in Hangzhou, Zhejiang and the SM Plaza store in Xiamen, Fujian. The theme store uses nine character shapes on the walls, corridors, and glass doors to give customers an immersive experience. In order to increase interaction with customers, Pizza Hut in Hangzhou Tiancheng International held a two-dimensional theme store celebration on the second day after pizza sales began. Girls dressed in Hanfu performed an antique-style catwalk, and the audience challenged the cosplayers to win free new Pizza Hut pizza, snacks, drinks, antlers, antique-style accessories, etc. The event cleverly uses animation IP to bring traditional Chinese cultural elements into the eyes of young people.

In addition, the award-winning topic on the NetEase Comics site #鹿奷take you to eat all over Kyushu has attracted fans to endorse their hometown delicacies: some discuss the cuisine, some discuss the new styles of their favorite anime characters…use selfies to match If you enjoy local delicacies, you will have a chance to get a Pizza Hut 100-yuan food card; share the NetEase comic event on WeChat to your circle of friends, and show it to a Pizza Hut store to enjoy an instant 10-yuan discount on the Chinese nine-in-one pizza. Multiple benefits make the event topic page and comment area extremely lively. Speaking of the concept of "nine", Lu Niang has an extra chapter in the popular science book "Hua Shang Jiuzhou – Lu Niang Travels Ancient and Modern", which tells about the traditional cultural knowledge of ancient China. This is also very similar to the selling point of Pizza Hut's new Chinese-style pizza. Fit.

As China's leading catering company, Yum Brands, a subsidiary of Pizza Hut, has more than 35,000 chain restaurants in more than 110 countries and regions around the world. It is also very strict in the selection of IP. Previously, its KFC has cooperated with NetEase Comic Deer Girl on Christmas marketing, and has cooperated with the author of "Killer Goode" and "I Will Not Be Bullied by Girls" on many occasions. NetEase Comics has always focused on interacting with young people and exploring what they really like. This cooperation with Pizza Hut has deepened its "playable" and "interesting" image. It not only integrated its own IP resources, but also catered to Pizza Hut's consumer needs and strengthened the mutual flow and integration of fans from both parties. On the other hand, NetEase Comics already has and is constantly creating first-class IP content. At the same time, with the help of upstream and downstream cooperation resources, the influence of IP has been deeply spread, so that more consumers can appreciate the charm of NetEase Comics’ high-quality IP. .

from:NetEase

Sina Statement: Sina publishes this article for the purpose of conveying more information and does not mean agreeing with its views or confirming its description.

The 2018 “Belt And Road” Xiamen International Animation Derivatives Forum Was Successfully Held

On the afternoon of November 15th, the International Animation Derivatives Forum was grandly held in the Jingxian Hall on the 2nd floor of the Huilong Wanda Realm Hotel in Meibei Bay, Xiamen. As one of the featured sections of the 2018 "One Belt, One Road" (Xiamen) Animation and Game Industry Development Summit, this International Animation Derivatives Forum is hosted by the Xiamen International Animation and Animation Festival Organizing Committee, China Cinda (Xiamen) Culture Media Co., Ltd., Xiamen Organized by Information Group Innovation Software Park Management Co., Ltd., it focuses on building animation derivatives design capabilities, discovering and cultivating practical professionals in derivatives design, and assisting the overall development of the animation and game industry.

At the meeting, the award ceremony of the Xiamen International Cartoon and Animation Festival Animation Derivatives Design Competition was first held. Since the Xiamen International Cartoon and Animation Festival Animation Derivatives Design Competition opened its global call for submissions in September, excellent works have gathered, and the works that entered the final evaluation are all very strong. Today The list of winners is officially announced. Han Shaobing, Director of the Software Service Industry Division of Xiamen Municipal Bureau of Economy and Information Technology, Chen Quanzhi, President of Xiamen Industrial Design Association, and Du Weiyu, Secretary General of Xiamen Industrial Design Association attended the award ceremony and presented awards to the 18 winners.

Han Shaobing, Director of the Software Service Industry Division of Xiamen Municipal Economic and Information Technology Bureau

Subsequently, at a roundtable meeting held at the forum, leaders from the animation and game industry at home and abroad gathered together to actively discuss the theme of "How animation derivatives can be better integrated with animation and realize the realization value of IP" ,Exchange of experience.

The roundtable meeting was hosted by Cao Qiushi, founding partner of Terenggan Capital, famous cultural industry mentor, and strategic consultant of Phoenix Interactive Entertainment, and An Yuanyuan, a senior licensing industry expert, China general manager of Hong Kong Clic Asia Patent Licensing Co., Ltd., and special lecturer at Shanghai Jiao Tong University Guests including Li Zhubing, Chairman of Kung Fu Animation Co., Ltd., Zeng Kangjun, General Manager of the Licensing Business Department of Zhiqutiandi (Beijing) Technology Co., Ltd., and Fushiki Wu, Director of .Com Japan Co., Ltd., participated in the dialogue.

2018 “Belt and Road” (Xiamen) Animation and Game Summit Derivatives Forum Site

First of all, Mr. Cao Qiushi said in the opening that the animation industry chain is not only a product production chain, but also a communication chain where animation images and their brand effects are gradually formed and spread. It is also a value-added chain of capital investment and gradual recovery. As animation derivatives become The animation industry is the main source of growth in industry revenue, and the huge space in the derivatives market is opening up. Animation derivatives have naturally become the most profitable part of the animation industry. Faced with such a huge market development prospect and demand, "how to better integrate animation derivatives with animation and realize the realization value of IP" has become a concern for many companies in the industry.

In the guest speech, Ms. An Yuanyuan shared how to build a strong IP. She said that first of all, the DNA of IP is very important. DNA includes ideology. Whether IP can be popular is closely related to the current ideology; secondly, IP needs to have derivatives. Its story creation and development capabilities are crucial. It must have the ability to continuously develop good stories, and its cross-border capabilities must be strong so that it can be developed into movies, games, etc. Third, image is also very important and must be recognizable.

When talking about the issue of formulating IP markets for enterprises, Mr. Li Zhubing said that survival is first and then development is, service is first and brand is second, and the animation concept is combined with the industry to achieve rapid growth for the development of the industry. The era of domestic IP creation has reached the 3.0 era. The 3.0 era is urban super IP and is a new development trend.

Regarding how to maximize the value of IP through derivatives, Mr. Fushiki Zhou also expressed his own views. He said that animation products are fresh products and have a shelf life. How to maximize its shelf life to realize value realization ?Based on weekly broadcasts and based on market response, product development is put on the market in a planned and step-by-step manner. Only after market testing can we more likely maximize the value of derivatives.

At the same time, Mr. Wang Lei talked about how to create IP derivatives and create monetization paths, and Mr. Zeng Kangjun shared how IP hatched from games can be developed throughout the entire IP chain.

This International Animation Derivatives Forum was a complete success. Through in-depth exchanges between the participating parties, it provided valuable experience for the authorization, design, development, operation and sales of animation derivatives.

Fujian Province Animation And Game Industry Development Plan (2010-2012)

The animation and game industry refers to "creativity" as the core, with animation, comics and games as expression forms, including animation books, newspapers, movies, television, audio and video products, stage plays and new varieties of animation games based on modern information communication technology. It is an industry that develops, produces, publishes, broadcasts, performs and sells direct products of animation and games, as well as the production and operation of derivative products such as clothing, toys, electronic games and other products related to animation and game images.

The profound cultural heritage of the Chinese nation has laid a solid foundation for the development of China's animation production and training industry and provided solid and rich themes. Our country plans to join the ranks of the world's animation and game powers in 5 to 10 years. In recent years, it has successively issued the "Notice of the General Office of the State Council forwarding several opinions of the Ministry of Finance and other departments on promoting the development of China's animation industry" (Guobanfa [2006] No. 32 ), "Notice of the State Council on Issuing the Cultural Industry Revitalization Plan" (Guofa [2009] No. 30), and 9 ministries and commissions including the Central Propaganda Department, "Guiding Opinions on Financial Support for the Revitalization, Development and Prosperity of the Cultural Industry" (Yinfa [2010] No. 94 ) and "Several Opinions of the Ministry of Culture on Supporting the Development of China's Animation Industry" (Wenshifa [2008] No. 33) and other documents to promote industrial development. In order to further promote the development of the animation and game industry in our province, the Provincial Party Committee and the Provincial Government have issued in recent years the "Notice of the Fujian Provincial People's Government on Issuing Guiding Opinions on Accelerating the Development of the Creative Industry in our Province" (Min Zheng [2007] No. 17), "Fujian Provincial People's Government" The General Office of the Provincial People's Government forwarded several opinions on promoting the development of the animation industry in our province from the Department of Information Industry and other departments" (Fujian Government Office [2007] No. 181), "Fujian Province's Opinions on Accelerating the Development of Cultural Industry" (Fujian Committee Office issued [2009] No. 3), "Opinions of the Fujian Provincial People's Government on Further Accelerating the Development of the Software Industry" (Min Zhengwen [2009] No. 374) and other industrial development documents. In order to promote the development of the animation and game industry in our province, strengthen the cultural industry, accelerate the development of Fujian and the construction of Haixi, and in combination with the actual situation of our province, this plan is specially formulated.

1. Development status, comparative advantages and existing problems

(1) Development status

The development of my country's animation industry started in the 1930s, but it has never formed an industrial scale. Entering the 21st century, the domestic animation industry began to develop rapidly. In 2007, the output of original cartoons nationwide exceeded 100,000 minutes, becoming the first in the world. In 2008, there were more than 5,600 companies engaged in animation production in China, employing more than 200,000 people, and producing more than 130,000 minutes of animation. At present, there are 2,000 provincial and municipal TV stations in China, including 289 children's columns and more than 200 animation columns, as well as 34 children's channels and 4 professional animation channels. More than 280,000 minutes of animation programs need to be broadcast every year, and every day About 8000 minutes. There are more than 400 million teenagers in the country, making them the world's largest animation and game consumer group. The annual consumption space is expected to reach 100 billion yuan. The huge market potential will greatly promote the development of the animation and game industry. The animation industry in Fujian Province originated in the 1990s. It is mainly composed of a few small workshop-style enterprises that mainly process cartoons for external parties, and derivative products are mainly processed by agents.

Since 2006, the animation and game industry in our province has shown a good momentum of development. Animation industry bases or film and television animation industry zones have been established in two software parks in Fuzhou and Xiamen.

In 2007, Xiamen invested more than 20 million yuan to establish a public digital media technology service platform, and the Fujian Province animation and game research and development public service platform began preparatory work.

In 2008, the Wuyishan Creative Animation Industrial Park with a total investment of 350 million yuan passed expert certification, and the Changle "Haixi Animation Creative Park" with a total investment of 1 billion yuan also started construction;

In December of the same year, Xiamen Software Park Film and Television Animation Industrial Zone was identified as the fourth batch of national animation industry bases. In March 2009, the Fujian Animation and Game Industry Association was officially established in Fuzhou.

In 2009, the province's animation and game industry achieved revenue of 2.75 billion yuan (excluding revenue from animation derivatives companies). At present, there are more than 100 animation, game and other related companies in the province, with more than 10,000 employees. It has formed a group of advantageous companies, high-quality brands and leading talents with good development prospects. Some animation and game companies have entered the stage of producing results and exporting products. The rapid development stage of high-quality products.

Animation field: In 2009, the province planned and produced more than 30 animation works, with a total duration of 18,952 minutes, and completed production of more than 13,900 minutes. Among them, 16 cartoons with a length of 6,299 minutes were approved and approved by the radio and television department, ranking first in the national animation production Ranked 8th in quantity; 5 excellent domestic cartoons were recommended as priority broadcasts by the State Administration of Radio, Film and Television, ranking 3rd in the country. Our province has participated in and won awards in various national animation competitions. Among them, Sirius Animation Co., Ltd. won the highest award of this competition – Best at the 4th China Original Mobile Animation Game Competition sponsored by the Ministry of Culture and other five ministries. Mobile Animation Award, and also received three supports from the National Original Animation Support Plan (2009) for online animation works, online animation teams, and mobile animation works. Many original cartoons created by Xiamen Jade Bird Animation Co., Ltd. and other units have won the "Excellent Domestic Cartoon" quality award issued by the State Administration of Radio, Film and Television; Fujian Handheld World Information, Xiamen Fengyun Animation, Xiamen Jade Bird, Fujian Sirius, Xiamen Bingxun and other companies have The works also won the Golden Ling Award, the Golden Dolphin Award, the Golden Dragon Original Comic Animation Art Competition Finalist Award, and the Golden Panda International Animation Selection Animation Short Finalist Award.

Game field: In 2009, nearly 30 new game products were developed in the province, and more than 10 new games were put into operation. NetDragon ranks among the first echelons in the field of original online game development in China, and won three heavyweight awards at the 2009 China Game Industry Annual Conference, including: NetDragon won the "2009 Outstanding Enterprise in China Game Industry", and Chairman Liu Dejian won the "Outstanding Entrepreneur of the Year in China's Game Industry in 2009" and "Fantasy Disney" won the title of "The Most Anticipated Online Game of the Year in China's Game Industry in 2009". At the same time, NetDragon's product "Happy OL" won the "Golden Ling Award" for the best Q-version online game in 2009; "Devilland" and "Conquest" have been successfully promoted to 6 major language regions around the world, becoming China's second largest online game export business. Fujian Handheld World Information Technology Co., Ltd.'s mobile game "Girl's Country OL" won the 2009 "Golden Ling Award" for the best mobile online game.

Xiamen Gbit Company's online game "Aspirations" was selected into the fourth batch of "Chinese National Online Game Publishing Project" by the General Administration of Press and Publication. At its peak, the number of people online at the same time exceeded 900,000.

Xiamen game animation industry_Xiamen game animation industry_Xiamen game animation industry

(2) Comparative advantages

1. Brilliant history and humanity. When you enter Fujian, you can see long-standing historical and cultural relics everywhere, such as Fuzhou’s Three Lanes and Seven Alleys, Meizhou Island Mazu Culture, Quanzhou Maritime Silk Road, Shanghang Gutian Conference Site, Mawei Shipbuilding Culture, Nanjing and Yongding Tulou, Wuyi Mountain Dahongpao…, Jin style and Tang Dynasty, Zhu Xi and Zheng Chenggong in the Ming Dynasty, Lin Zexu, Yan Fu, Lin Shu in the Qing Dynasty, patriotic overseas Chinese Tan Kah Kee and many other local historical and cultural resources provide distinctive themes for animation and game creation.

2. Unique geographical location. The economic zone on the west coast of the Taiwan Strait is mainly based on Fujian, covering adjacent areas such as Wenzhou in Zhejiang, Chaoshan in Guangdong, and Ganzhou in Jiangxi. It borders Taiwan to the east and the Pearl River Delta and Yangtze River Delta to the north and south. Fujian is connected to Taiwan by a river and has unique advantages in exchanges with Taiwan. It has increasingly become an important base for economic, trade and cultural exchanges with Taiwan. The animation and game industries on both sides of the Taiwan Strait have complementary advantages, and the sharing of five advantages and cultural resources will surely open up a new situation of win-win cooperation.

3. Good communication infrastructure. Our province’s communication infrastructure has always been at the forefront of the country, with advanced IP broadband networks, digital TV networks and mobile communication networks. At present, China Mobile Corporation has decided to locate the national “Mobile Animation and Game R&D and Operation Base” in Fujian, which will serve as the basis for our province’s animation industry. The development of the game industry provides a solid economic foundation and network technology support.

4. Traditional industries have obvious advantages. Fujian has a relatively developed light textile industry and rich tourism resources. There are many production and processing enterprises for shoes, clothing, toys, stationery, food, accessories, souvenirs, etc., which provides favorable conditions for the development and production of derivative products related to the animation and game industry.

5. Haixi policy support. Fujian is one of the earliest provinces in my country to open up to the outside world. The promulgation of the State Council's "Several Opinions on Supporting Fujian Province in Accelerating the Construction of the West Coast Economic Zone" provides a new action plan for the development of Fujian and the development of Haixi. Many national ministries and commissions and centrally-affiliated enterprises have successively issued relevant policies to support the construction of Haixi, which has broadened Fujian's development opportunities, development advantages, and development prospects, and will surely promote the rapid development of Fujian's animation and game industry.

(3) There are problems

1. The industry is small in scale. There are more than 100 animation and game companies in our province, basically concentrated in Fuzhou and Xiamen, with only a few in other cities. Less than half of these companies have independent original works. Many companies rely on outsourcing processing to survive. The scale of the companies is relatively small and there is still a long way to go before industrialization. Moreover, many animation producers still rely on broadcast income and government incentive funds to maintain their production, and their profit model is single. The animation industry chain of creativity, production, operation, broadcasting, derivative product development and marketing has not yet been formed.

2. Lack of talent. Animation and game companies in our province generally lack creative talents. Although many colleges and universities in the province have established animation schools and animation, digital media art and other majors, professional teachers, teaching materials, teaching systems, etc. are not complete enough. In teaching, more emphasis is placed on the training of painting and computer skills, and the training of painting and computer skills is often ignored. The cultivation of humanistic background and artistic accomplishment makes it difficult for the students trained to meet the needs of enterprises.

3. Insufficient investment. Difficulties in loan and financing are one of the bottlenecks restricting the development of animation and game enterprises in our province. Especially in the early stages of production of original works, the guidance of government financial funds and the investment of entrepreneurial funds are needed.

4. The construction of parks and public platforms needs to be strengthened urgently. The management system and operating mechanism of the existing park need to be improved and standardized, and the agglomeration effect needs to be further enhanced. Although the animation bases in Fuzhou and Xiamen have begun to take shape, related supporting construction such as public service platforms need to be further improved. As the domestic animation industry generally heats up, companies are facing greater competitive pressure than similar companies in other regions of the country.

2. Guiding ideology, basic principles and development goals

(1) Guiding ideology

Xiamen game animation industry_Xiamen game animation industry_Xiamen game animation industry

Adhere to the scientific outlook on development, fully understand the importance and urgency of developing the animation and game industry from the strategic perspective of meeting the people's growing spiritual and cultural needs, enhancing Fujian's cultural soft power, adjusting industrial structure, and transforming development methods, and implement relevant national policies Support the development policies of the animation and game industry, and through government guidance, strive to improve the independent research and development and independent innovation capabilities of animation in our province, highlight cluster development and brand cultivation, explore multiple profit models, and explore the industrialization, scale, and production of animation and games with Haixi characteristics. On the road to international development, support and expand the animation and game industry clusters and industrial clusters, and gradually form an industrial development pattern with a relatively complete industrial system, advanced overall technological level, orderly market competition, and significant economic and social benefits, making the animation and game industry gradually become our It will become a new growth point for the province’s economic and social development and create a nationally renowned animation and game industry base.

(2) Basic principles

1. Adhere to the combination of government guidance and independent development of enterprises. The government guides the development of the animation and game industry by formulating plans, policies and building a public service platform system; enterprises are guided by market demand, improve economic benefits through research, innovation and market operations, and continue to grow and develop.

2. Adhere to independent innovation and promote brand cultivation. Enterprises are encouraged to vigorously develop original animation and game products with independent intellectual property rights on the basis of introducing and absorbing foreign advanced production technology and equipment, relying on the rich cultural heritage of our province, and cultivating Haixi animation and game brands with Chinese style and international influence. .

3. Adhere to the promotion of group advantages and the cultivation of leading enterprises. Actively cultivate leading enterprises and gradually form an animation industry cluster and advantageous industrial chain with leading enterprises as the backbone and large and medium-sized enterprises cooperating with each other; actively introduce well-known animation enterprises, and give full play to the province's colleges and universities, scientific research institutions, animation talent training and practice The enthusiasm of training institutions will be established to establish bases for research and development, production, processing, talent training and marketing, and expand the scale of the industry.

(3) Development goals

By 2012, the total revenue of the province's animation and game industry will reach 10 billion yuan, with an average annual growth rate of about 45%. Establish national-level animation (animation) game industry bases in Fuzhou and Xiamen; form more than five leading animation companies with strength, scale, strong core competitiveness, certain influence across the country, and annual sales revenue of more than 100 million yuan;

The production capacity of original animation and online games has been significantly enhanced, and the overall level of the animation and game industry ranks among the top in the country; the animation and game derivatives industry has developed rapidly, forming an animation and game industry chain with reasonable layout, clear layers, prominent core, and clear division of labor.

3. Development Focus

(1) Key areas

Focus on the development of product production and services in six areas, namely the creation, production, publishing and broadcasting of animation, film and television works; the development, production and services of animation and game (including online, television, mobile phone and other categories) products; and animation, film and television and game products Development, production and services of related software and tools; development and production of animation, film, television and game derivative products; creation, publication and distribution of animation works; training and development of animation, film, television and game talents, etc.

(2) Key tasks

1. Strengthen base construction. Focus on strengthening the construction of animation (animation) and game industry bases in Fuzhou and Xiamen, and step up improvement and supporting facilities in accordance with first-class national base standards; support the development of the animation and game industry and the construction of animation ( animation) game industry base; support the construction of park bases such as Wuyishan "Creative Animation Industrial Park", Changle "Haixi Animation Creative Park" and Lianjiang "Strait Cultural Creative Base".

Xiamen game animation industry_Xiamen game animation industry_Xiamen game animation industry

2. Accelerate the development of mobile animation and game industry. Support the three major telecom operators China Mobile, China Telecom and China Unicom in establishing a national mobile animation game R&D and operation base in Fujian, support the three major telecom operators and animation and game companies to cooperate in developing animation game operation platforms, and support animation and game companies to accelerate the development of mobile animation and comics. and games, and accelerate the cultivation of the mobile animation and game industry chain.

3. Accelerate the cultivation of emerging animation and game formats. Vigorously develop industries such as online animation, mobile animation games, and web games that are mainly characterized by digital production and networked communication. Guide and support animation production institutions to develop animation products based on new media technology platforms such as online TV, mobile TV, and mobile TV, and form an animation industry development model with multimedia broadcasting, multi-product development, and multi-field integration.

4. Accelerate the cultivation of the animation and game industry chain. Guide animation and game companies to actively explore industrial profit models, strengthen cooperation between the animation and game industry and our province's traditional advantageous industries such as shoes and hats, clothing, toys, stationery, food, and accessories, and promote the establishment of Blue Hat Company, a well-known international animation derivatives company, in Fuzhou The development and operation center supports the Kaku flagship chain store to settle in Fuzhou, accelerates the development, production and sales of animation derivatives, enriches animation peripheral products and markets, and strives to build an animation and game industry chain and industrial cluster with Haixi characteristics.

5. Strengthen the introduction and cultivation of leading animation and game companies. Support China Animation Group, Hollywood Beijing Fubo International Film and Television Animation Development Agency and other well-known domestic and foreign animation, film and television institutions to invest and settle in Fujian and establish R&D institutions; support Fujian NetDragon and other leading animation and game companies in the province to adopt mergers and reorganizations to form animation and game group companies. ; Support small and medium-sized animation and game companies with different specialties in the province to form industrial alliances, give full play to group advantages, and quickly expand the company.

6. Accelerate the cultivation and formation of a number of Haixi animation and game brands. Take animation product exhibition transactions and brand promotion as strategic tasks for the development of the animation and game industry, support the Xiamen Cultural Industry Expo (Animation Festival) to become a high-level international exhibition with wide visibility and influence; guide and encourage animation and game works to actively participate in domestic Various exhibitions at home and abroad, make full use of "5·18", "6·18", "9·8" and other exhibition trading platforms, focus on organizing the annual Hangzhou International Animation Festival and Xiamen Cultural Industry Expo (Animation Festival) in the province's animation The centralized exhibition and publicity activities of game works focus on cultivating a group of animation images and animation brands with independent intellectual property rights, Hainan characteristics, Chinese style and international influence.

7. Strengthen the construction of public service platforms. Accelerate the construction of basic research and development of animation games and supporting facilities, public service platforms, and achievement transformation platforms, focus on accelerating the construction of public service platforms for animation games in Fujian Province, enhance and improve the functions of the digital media public technology platform of Xiamen Software Park, and form complementary functions, advanced technology, and services A well-known regional platform in Haixi and surrounding areas.

8. Strengthen the training of animation talents. Encourage and support universities and animation and game companies to jointly carry out "order-based" talent training, and strive to build 10 school-enterprise cooperation training bases with companies as the main body by 2012, and support 3 to 5 companies with an annual training capacity of more than 500 people. vocational training institutions to cultivate talents suitable for the animation and game industry; encourage colleges and universities and animation and game training institutions to carry out joint education and practical training with universities and enterprises in developed countries and Taiwan to cultivate animation management, marketing and management that are in line with international standards. Technical talents; qualified enterprises are encouraged to apply for national animation technology research and development centers (enterprise technology centers) or key laboratories, actively strive for national support for research on key topics in animation technology, and continue to promote the construction project of Fujian Animation Game R&D and Creation Center.

9. Strengthen intellectual property work. Actively implement the national intellectual property strategy outline, cooperate with the intellectual property department in intellectual property legislation and publicity work, standardize industry order, strengthen copyright protection, severely crack down on illegal piracy, private server plug-ins and other infringements, and use copyright and trademark protection as a way to safeguard animation games The core interests of the enterprise promote the healthy development of the industry.

10. Strengthen exchanges and cooperation between Fujian and Taiwan. Taiwan has been producing OEM animations for Europe and the United States for many years, and has cultivated a number of high-level key talents in planning, directing, production, brand operation and marketing; Fujian and Taiwan have the "five-edge" advantage, laying the foundation for strengthening cross-strait cooperation in the field of animation and games. A good foundation. Our province should take the initiative to undertake various tasks in undertaking the transfer of Taiwan's animation and game industry, vigorously attract Taiwan's animation and game companies and talents to start businesses, invest and develop in our province, and encourage and promote Taiwan's animation and game companies and operating institutions to develop, produce, and process , training and marketing and other business outsourcing moved to our province.

4. Policies and measures

(1) Strengthen organizational leadership

1. Establish a joint conference system to support the development of the animation and game industry in Fujian Province. The joint meeting was convened by the Provincial Information Technology Bureau and the Provincial Department of Culture, and included the Provincial Radio, Film and Television Bureau, the Press and Publication Bureau, the Cultural Reform Office, the Development and Reform Commission, the Economic and Trade Commission, the Education Department, the Science and Technology Department, the Finance Department, and the Human Resources and Social Security Department. , the Department of Foreign Trade and Economic Cooperation, the Civil Service Bureau (Provincial Human Resources Development Office), the National Taxation Bureau, the Local Taxation Bureau, the Industrial and Commercial Bureau, the Intellectual Property Office, the Bureau of Statistics and other departments as well as the Fuzhou and Xiamen municipal governments are members of the joint meeting. The joint meeting office is located in the Cultural hall. The joint meeting mainly studies the development layout and planning of the animation and game industry in our province, studies and implements policies and measures to support the development of the animation and game industry, and coordinates and solves problems in promoting the development of the animation and game industry.

2. Strengthen the construction of the Fujian Animation and Game Industry Association. Give full play to the role of the Provincial Animation and Game Industry Association in formulating industry conventions, regulating the animation and game product market, maintaining industry order, strengthening copyright protection, and guiding the healthy development of the industry. The Provincial Bureau of Statistics guides the industry association to carry out statistical work on animation and game companies in the province. The association integrates information resources from the domestic and foreign animation and game industries by establishing industry databases, publishing industry publications, compiling industry yearbooks, establishing industry websites, etc., and strives to build a solid foundation for enterprises. Exchange and cooperation service platform creates a fair and orderly competitive environment and promotes the healthy, orderly and rapid development of the animation and game industry.

Xiamen game animation industry_Xiamen game animation industry_Xiamen game animation industry

(2) Financial support policies

Provincial fiscal cultural industry, software industry, service industry and foreign trade and other development funds jointly support the development of the animation and game industry. A certain amount of funds are allocated every year to provide subsidies and subsidies for the construction of public service platforms for animation and games, talent training and product research and development. award. Each district or city may set up special funds based on actual conditions.

1. Support the construction of animation and game public service platforms. Approximately 10 million yuan is allocated in the provincial software special support funds every year, focusing on supporting the construction and improvement of public technical service platforms for animation games, and supporting basic research and development and achievement transformation of small and medium-sized animation companies.

2. Support enterprises to become bigger and stronger. Encourage animation and game companies to merge, reorganize and go public, support qualified animation and game companies to apply for the top ten software companies in the province, and equally enjoy the "Opinions of the Fujian Provincial People's Government on Further Accelerating the Development of the Software Industry" for the listing of companies and the cultivation of key companies. Policy: Encourage animation and game companies to apply for national projects, and for projects that receive support from national ministries and commissions, relevant provincial and municipal departments will provide supporting services in accordance with regulations.

3. Implement high-quality animation and game projects. Animation and game works that have won awards from international authoritative organizations, national administrative departments, and titles such as Chinese Famous Brand, Provincial Famous Brand, and Provincial Excellent New Product will be rewarded with provincial funds. Excellent domestic cartoons recommended by the national radio and television department and original game products with independent intellectual property rights and officially approved for operation by relevant departments will be supported by provincial funds.

4. Increase broadcast rewards for original animation products. For original animation film and television works broadcast by media at all levels in our province, the financial department of the district or city where the original animation company is located can award rewards according to the reward standards no lower than those of similar domestic cities; those broadcast by national-level and provincial-level media (Fuzhou and Xiamen are regarded as provincial-level ) original animation film and television works broadcast, on the basis of district and city awards, the provincial software special support funds will be re-rewarded at no less than 10% of the district and city award standards (original films that have been officially approved by the relevant national departments for production and distribution Animations and cartoons broadcast abroad are regarded as national-level).

5. Encourage animation and game companies to expand into international markets. The provincial fiscal "Foreign Economic and Trade Development Fund" gives priority to supporting the export of animation and game software products and undertaking service outsourcing. A subsidy of 0.2 yuan is provided for every 1 US dollar of animation and game software product exports and service outsourcing income, and a further subsidy of 0.1 yuan is provided for every 1 US dollar of foreign exchange income exceeding the previous year. , subsidies are mainly used for enterprises to explore international markets.

6. Increase the publicity of the animation and game industry. Animation companies are encouraged to participate in animation expos, trade fairs, exhibitions and other publicity activities organized by the national animation and game industry authorities, and provincial funds will provide a 50% subsidy for booth fees.

7. Continue to promote the construction project of the Provincial Animation Game R&D and Creation Center. For animation game R&D and creation centers (enterprise technology centers) recognized by the state, provincial funds will be awarded to each center of 1 million yuan; for animation game R&D and creation centers recognized by provincial authorities, provincial funds will be awarded to each center of 300,000 yuan. rewards.

8. The application fees and annual fees for the first three years after authorization for animation and game companies to apply for patents will be subsidized based on the actual expenses incurred.

9. Introducing high-level talents, cultivating enterprise backbone talents and applicable talents, building national-level R&D centers and laboratories, attracting well-known animation and game companies and research institutions at home and abroad to settle and invest in Fujian are all in accordance with the "Fujian Provincial People's Government's Notice on Further Accelerating Software Development" Implementation of preferential policies in "Opinions on Industrial Development".

(3) Tax support policies

1. Encourage animation companies that meet the requirements to apply for software company certification. After animation companies that are general taxpayers of value-added tax sell their independently developed and produced animation software and collect value-added tax at a rate of 17%, their actual value-added tax burden will exceed 3 %, a policy of immediate withdrawal upon collection is implemented. If the national tax policy changes, the newly issued tax policy will be implemented.

Xiamen game animation industry_Xiamen game animation industry_Xiamen game animation industry

2. According to the "Notice of the Ministry of Finance and the State Administration of Taxation on Tax Policy Issues Concerning Supporting the Development of the Animation Industry" (Caishui [2009] No. 65), animation companies that have been recognized by relevant departments to independently develop and produce animation products can apply to enjoy the current national Preferential tax policies to encourage the development of the software industry.

3. According to the "Notice of the Ministry of Finance and the State Administration of Taxation on Tax Policy Issues Concerning Supporting the Development of the Animation Industry" (Caishui [2009] No. 65), animation script compilation, image design, background design, etc. provided by animation companies for the development of animation products Animation design, storyboarding, animation production, filming, line drawing, coloring, screen synthesis, dubbing, soundtrack, sound effects synthesis, editing, subtitle production, compression and transcoding (for online animation, mobile animation format adaptation) and other services, in Before December 31, 2010, the business tax will be temporarily reduced to 3%. Starting from 2011, before the state promulgates new tax policies for the animation industry, animation companies that have been identified as software companies will be subject to the software industry tax policies.

4. According to the "Regulations on the Implementation of the Enterprise Income Tax Law of the People's Republic of China", if the research and development expenses incurred by animation companies to develop new technologies, new products, and new processes have not formed intangible assets and are included in the current profits and losses, they will be deducted according to the regulations. On the basis of the research and development expenses, an additional deduction of 50% will be applied; if intangible assets are formed, the amortization will be based on 150% of the cost of the intangible assets.

5. Animation companies (including software companies) recognized by the relevant departments of the State Council that independently develop and produce direct animation products, and goods that really need to be imported, can enjoy the policy of exemption from import duties and import value-added tax in accordance with the current tax policies. Enterprises exporting animation products enjoy the export tax refund (exemption) policy uniformly stipulated by the state. According to the "Notice of the Ministry of Finance and the State Administration of Taxation on Certain Tax Policies for Business Tax on the Purchase and Sale of Personal Financial Products" (Caishui [2009] No. 111), income from animation companies providing cultural and sports (excluding broadcasting) services overseas is exempt from business tax. According to the "Interim Regulations of the People's Republic of China on Business Tax" and its "Implementation Rules", business tax is not levied on the income derived from the transfer of intangible assets (excluding land use rights) by animation companies to overseas companies or individuals. According to the "Enterprise Income Tax Law of the People's Republic of China", the amount of income tax paid by animation companies from abroad can be credited according to regulations.

6. According to the "Notice of the Ministry of Finance and the State Administration of Taxation on the Implementation of Relevant Tax Issues" (Caishui [1999] No. 273), animation companies engaged in technology transfer, technology development business and related technical consulting and technical service business income, Exempt from sales tax.

7. According to the "Enterprise Income Tax Law of the People's Republic of China", animation companies are encouraged to apply for high-tech enterprise certification. If they are recognized as high-tech enterprises, they will be levied corporate income tax at a reduced rate of 15%. All relevant departments should actively help and support animation companies in applying for certification as high-tech enterprises and provide more support for the development of animation companies.

(4) Investment and financing support policies

1. Encourage the planning and construction of an animation industrial park in the Pingtan Comprehensive Experimental Zone. Animation companies in the park should apply for film and television production licenses and implement them in accordance with relevant national and provincial regulations and policies.

2. Encourage Taiwanese private capital, enterprises and other institutions to set up wholly-owned or joint ventures in the Pingtan Comprehensive Experimental Zone to engage in film and television (including animation and game) program production and business activities. The project establishment and broadcasting of film and television programs (including animation and game) produced by the above enterprises Licensing and review are carried out according to the same approval procedures and requirements as domestic-funded enterprises.

3. In accordance with the spirit of the document "Opinions of the State Council on Encouraging and Guiding the Healthy Development of Private Investment" (Guofa [2010] No. 13), encourage and guide private capital to invest in the animation industry. Support private capital investment to establish professional animation and game financial institutions and develop financial products and services suitable for the characteristics of animation companies; encourage and guide private capital investment to establish professional animation and game guarantee institutions and venture capital institutions to improve the financing guarantee capabilities for animation and game companies. Improve the credit guarantee system for animation and game companies, improve the investment environment in the animation and game field, and effectively alleviate the financing difficulties of animation and game companies.

4. Animation and game companies enjoy various preferential policies of China Investment and Financing Services in the "Opinions of the People's Government of Fujian Province on Further Accelerating the Development of the Software Industry". Provincial software development funds will provide a subsidy of 6% of the investment amount of animation and game companies by venture capital institutions, and a compensation of 16‰ of the financing guarantee amount provided by guarantee institutions to animation and game companies.

5. Encourage investment based on intellectual property rights. Support and encourage employees of animation and game companies to invest in shares with transferable registered trademark rights, patent rights, copyrights and other intellectual property rights, and the investment ratio can reach up to 70% of the total registered capital. Actively guide and promote commercial banks to carry out pledge loan business for intellectual property rights such as patent rights, trademark rights, and copyrights in the animation and game industry.

Each district and city should study and formulate more preferential policies and measures based on the actual development of its own animation and game industry. All levels and relevant departments must strengthen coordination and cooperation to form a joint force to promote the sustained, rapid and healthy development of the animation and game industry in our province.

Xiamen Jiaying Animation Co., Ltd.

Jiaying has a high-quality, high-level and efficient animation creation, design, production and planning team. Its main creative staff have been engaged in the production of various animations for more than ten years, and have accumulated a wealth of experience. He has rich experience in professional and technical inspection, is familiar with animation planning, production and broadcasting process, and has worked with domestic plateau single Mao Li to produce animations of Liu Leng's level. The production staff maintained a good cooperative relationship.

A brief history

Jiaying Animation Company settled in Xiamen Software Park in 2007.

company's product

"The Magical Game" is set on Gulangyu Island. It tells the story of four friends, Douding, Douya, Mingyue and Mingliang, who, with the help of elves, use the food-weighing questions to tie the letters between plants. They accidentally obtain an ancient wooden box and experience an experience in the primeval forest. A thrilling adventure and the story of their gradual growth through constant brave attempts and exploration in real life. The entire cartoon is rich in elements from Xiamen – the statue of Zheng Chenggong, Gulangyu Beach and other urban landscapes can be seen everywhere; all the characters in the film are fans of Xiamen. , they love to eat Gulangyu pie, learn Gaojia opera, love tea ceremony, and study Xiamen folk customs.

"Magical Game" is set on Gulangyu Island. It tells the story of four friends, Douding, Douyazhi, Mingyue, and Mingliang. With the help of elves, they accidentally obtain an ancient wooden box and enter the primeval forest to experience thrilling adventures and their experiences in real life. In the story, it is a story of gradual growth through constant brave attempts and exploration. The entire cartoon incorporates many Xiamen elements – Zheng Chenggong's statue, Gulangyu Beach and other city state affairs seedlings and costumes can be seen everywhere; the characters in the film are all fans of Xiamen. They love to eat Gulangyu pies and learn Gaojia opera. , loves tea ceremony and studies Xiamen folk customs.

The film is based on the clue that four friends, with the help of elves, accidentally obtain an ancient wooden box and enter the primeval forest to experience thrilling adventures throughout the entire text. Through their adventures in the primeval forest, they discovered the fact that the real environment has been severely damaged by human habitation. At the same time, they continue to face various problems in real life: setbacks in learning, challenges from the Grimace King… The children gradually grow up through continuous brave attempts and explorations. They re-recognize themselves and realize their shortcomings and shortcomings. In the process, they also realized the importance of family and friendship, the value of team spirit, and the hard-won learning opportunities.

Honors

1. "Magical Game" produced by Jiaying Animation was rated by the State Administration of Radio, Film and Television as: the second batch of outstanding domestic cartoons in 2009.

2. Jiaying Animation Co., Ltd. became a key protected enterprise by the Xiamen Copyright Bureau in 2009.

3. Jiaying Animation Co., Ltd. was approved as one of the first batch of key cultural enterprises in Xiamen on October 15, 2009.

4. The cartoon series "Magical Game" independently created by Jiaying Animation won the finalist award in the 6th Golden Dragon Award Original Animation Art Competition.

5. Xiamen Jiaying Animation Co., Ltd.'s ""Magic Game" Series Animation Film and Television Drama Creation" project was awarded the 6th Siming District Science and Technology Progress Award "Animation Game Special Exploration Award" – Siming District People's Government September 23, 2009.

6. On September 25, 2009, "Amazing Game" was shortlisted for the "Golden Dolphin" Best Film and Television Animation TV Series at the Xiamen International Cartoon and Animation Festival.

7. "Magical Game" was shortlisted for the "Film and Television Animation Work Award with the Most Industrial Value" at the first China International Film, Television and Animation Copyright Protection and Trade Expo.

8. On April 23, 2010, "Amazing Game" won the third prize of the 2009 National Animation Quality Outstanding Domestic Cartoon Film, becoming the only animation work in Fujian Province selected into the "Top Three" of the annual outstanding domestic animation. 9. In June 2010, "Tushi's Magical Game" won the third prize in the 14th Fujian Provincial Television Art Award for Long-form TV Series (Animation).

10. In June 2010, "Magical Game" won the first prize in the Xiamen Radio and Television Documentary and Children's Program Animation Programs.

11. On May 23, 2011, "Amazing Game" won the 2009 Outstanding Domestic Cartoon Film Award.

1. Huachui Meifannabai Kufuchui 2. In November 2011, the sequel to "The Magical Game of Ersanzeng Gu guilty sound" "The Wise Boy of the Magical Game" won the third batch of "Outstanding Domestic Cartoon Awards" from the State Administration of Radio, Film and Television.

13. In April 2012, "Magical Game: Smart Boy" won the "Second Prize for Domestic Animation Quality".

The “Belt And Road” Animation And Game Industry Development Summit Was Held In Xiamen

On November 16, 2017, the “Belt and Road” Animation and Game Industry Development Summit hosted by the Xiamen Municipal People’s Government and China Publishing Group Corporation was held in Xiamen. At the meeting, leading figures in the Chinese and foreign animation and game industries gathered together to engage in a collision of wisdom around the topic of international cooperation in the animation and game industry "One Belt, One Road".

On November 16, 2017, the “Belt and Road” Animation and Game Industry Development Summit hosted by the Xiamen Municipal People’s Government and China Publishing Group Corporation was held in Xiamen. At the meeting, leading figures in the Chinese and foreign animation and game industries gathered together to engage in a collision of wisdom around the topic of international cooperation in the animation and game industry "One Belt, One Road".

The summit aims to focus on the implementation of the national “Belt and Road” initiative, promote external exchanges and cooperation in the domestic animation and game industry, introduce overseas high-quality works projects, channel publishers, operation service providers, etc., and create animation and game channels, markets, and services for industrial enterprises. It is an industry docking and exchange platform for policies and service outsourcing to achieve win-win development through the "bringing in and going out" model.

Li Huiyue, deputy mayor of the Xiamen Municipal People's Government, and Pan Kaixiong, member of the Party Leadership Group and Vice President of China Publishing Group Corporation and director of China Publishing and Media Co., Ltd. attended the summit and delivered speeches. Vice Mayor Li Huiyue said that this summit closely follows the national “One Belt, One Road” initiative and strengthens the platform positioning of “domestic enterprises going global and bringing in foreign resources”. At the same time, it invites domestic and foreign industry associations, animation companies and “One Belt, One Road” "Top experts from countries and regions along the route gathered in Ludao to jointly seek new ways of cooperation in the animation and game industry under the vision of the "One Belt, One Road" initiative, deepen industrial docking, and promote win-win development.

Vice President Pan Kaixiong said that Xiamen has historically been an important starting point of the Maritime Silk Road and one of the five trading ports. It is currently regarded as a strategic fulcrum city for the Maritime Silk Road and an international comprehensive transportation hub city determined by the country. occupy an extremely important position in the strategy. China Publishing Group, as the "national team" of my country's publishing industry, and its dozens of internationally and domestically influential cultural enterprises, such as the Commercial Press, Zhonghua Book Company, Sanlian Bookstore, People's Literature Society, People's Fine Arts, People's Music, China The Book Import and Export Corporation, Rongbaozhai, etc. have also been fulfilling their cultural responsibilities and mass communication missions, and contribute to the construction of the "Belt and Road" by "telling Chinese stories well and spreading Chinese voices well".

At the same time, Ed, Chairman of the ASIFA International Animation Association (USA), Luc, Chairman of the Polish Se-ma-for Group, Zsolt, General Manager of the Hungarian Ltd Animation Company, Lin Yang, Editor-in-Chief of China Art Publishing House, and Lin Yuhong, Deputy Director of the Central Network Film and Television Center of the Communist Youth League , Sun Hao, deputy general manager of China Animation Group, and Zeng Dafeng, VP of BSG Innovation and Development Unit of Migu Culture Technology Co., Ltd., and other industry guests came to the scene and delivered wonderful keynote speeches.

In addition to the wonderful speeches by the guests, China Publishing Group and China Cinda (Xiamen) Cultural Communication Co., Ltd. also launched blockbuster IP works "The Legend of Zhong Kui" and "Ba Ming Zhi" respectively at the summit.

"The Legend of Zhong Kui" is a fully copyrighted work created by China Edition Group Digital Media Co., Ltd. The protagonist of the work, Zhong Kui, is talented, knowledgeable, and talented. He is upright and upright, but he has a ruthless face and a strange appearance. The story tells the story of someone pretending to be a ghost king and killing people everywhere. Zhong Kui went to investigate and clear up his grievances, but he discovered a childhood past that he could not bear to look back on. In the process, he discovered that someone was secretly disrupting the timeline and worked hard to restore the timeline to normal.

At the press conference, the development plans for paper book publishing, mobile games and film and television of "The Legend of Zhong Kui: The Mystery of the World" were announced. The first and second volumes of "The Legend of Zhong Kui: Mysteries of the World" will be published by China Art Publishing House and will be available in December this year. The mobile game of the same name will also be launched simultaneously on all major platforms in December this year, and the filming of the film and television series of the same name will be completed by the end of 2018.

In addition, China Edition Cinda (Xiamen) Cultural Communication Co., Ltd., a subsidiary of China Edition Group Digital Media Co., Ltd., also held an all-media press conference for another animation work "Ba Ming Zhi". "Ba Ming Zhi" mainly tells the story of the seventh century AD, when the Tang Dynasty was prosperous, the Maritime Silk Road was beginning to take shape, and people going to sea became increasingly prosperous. In order to combat various dangerous accidents at sea, independent escort agencies and individuals emerged as the times require. Ouyang Sisi, a young man with passive cooking god skills, embarked on a bizarre and dangerous escort journey in order to find his missing father.

Game Cards Have Become Capital And Favor The Track, And The Industry Advocates Building A Strong Protection Barrier For Minors

As a new form of entertainment, game cards have developed rapidly in China in recent years. They are loved by young people and have also attracted the attention of capital. Experts believe that my country's game card market is still in its infancy and the industry is still facing many challenges. The protection of minors is an important part of card consumption that cannot be ignored. The industry needs to increase self-restraint and regulation to promote the long-term health of the industry. develop.

Domestic card consumption is rising rapidly, attracting capital

The Trading Card Game (TCG for short) is a chess game based on collecting cards, which is both strategic and interesting. Gamers buy card packs randomly packaged by game publishers, collect cards, and then use different cards to build decks that comply with the rules to play the game. Trading cards are regarded as one of the important tracks for people’s consumption and entertainment upgrade in the future Z era.

According to industry insiders, card games represented by Magic: The Gathering and Yu-Gi-Oh! have cultivated a number of domestic fans over the years, and tabletop game products such as Three Kingdoms have also expanded a certain number of user groups and market shares. Benefiting from the influence of popular animation IPs such as Ultraman among the new generation of teenagers, the scale of the domestic card market has been accelerating in the past two years.

The "Comprehensive Research on the Market Status and Investment Prospects Forecast Report of China's Trading Card Industry in 2021-2025" released by the New Thinking Industry Research Center shows that with the influence of Japanese animation and American Marvel on the world, global trading cards The card game industry is developing rapidly, and the market size continues to rise, reaching US$11.5 billion in 2020, and is expected to reach US$24 billion by 2025. The domestic trading card industry started late, but with the growth of domestic two-dimensional users in recent years and the enhancement of operational capabilities for IP derivative products, the trading card industry will usher in a period of rapid development.

At present, the leading domestic companies in the field of trading cards include Holley Technology, Yunchong Holdings, and Card Game Animation. Holley Technology landed on the A-share market in June 2021, becoming the first listed company in the industry. The recently released 2021 performance forecast shows that during the reporting period, Holley Technology’s animation IP derivative product business continued to grow at a rapid pace.

As one of the largest card distributors in the Asia-Pacific region, Yunyong Holdings submitted an application to the Hong Kong Stock Exchange in mid-January this year, planning to apply for listing on the main board market. The prospectus shows that in the first nine months of 2021, Yunchong Holdings’ revenue reached HK$1.215 billion.

Card maker Card Game Animation recently received investment from Sequoia Capital. As a representative company in this field, Kayou Animation currently has IP authorizations for Harry Potter, Marvel, Disney, Ultraman and others, and is accelerating the nationwide layout of offline direct stores. The company's animation and cultural product production line project with a total investment of 332 million yuan and an annual output of 500,000 pieces (sets) was put into production in July 2020.

my country's card industry is still in its early stages

Judging from the current status of the global game card market, Japan's trading card market has exceeded 100 billion yen. As a major exporter of games and animation culture, Japan is in a leading position in the field of trading cards, both in terms of development maturity and global influence.

Compared with the Japanese market, my country's trading card games started relatively late, and the market is in the cultivation stage. Caitong Securities believes that as the payment ability of the domestic Generation Z population increases and the operational capabilities of the IP derivative industry continue to mature, the domestic trading card market is entering a stage of accelerated penetration. Compared with Japan's population base, the size of China's trading card market is expected to reach 30 billion yuan in the future, and there is still much room for improvement in penetration rate.

The development of the trading card industry usually relies on card packs and the launch of new versions. Its core is IP. Currently, the main trading cards on the market mainly use film and television animation IP, well-known game IP, and original products that are symbiotic with games. It is worth noting that most of the popular trading card products in the domestic market are still licensed from foreign IPs.

According to industry insiders, currently popular card IP sources are usually foreign IPs, such as Ultraman, Yu-Gi-Oh, Pokémon, etc. Currently, most of the card users are teenagers, and the popularity of the cooperative IP determines the sales of the cards. Although domestic IP has gained a place, it has not developed into a phenomenon-level product like Ultraman, Yu-Gi-Oh, and Pokémon. There is still a gap in the cultivation of domestic IP.

In addition, from the perspective of the industry, there are still some chaos in the current domestic card market, such as the impact of pirated cards on the genuine card market; the lack of standards and regulations in the industry; many card consumers are students. How to prevent excessive consumption by minors also needs to be improved and improved.

The industry explores the "Sunshine Convention" to promote the healthy development of the card market

In the past two years, the competent government departments have attached great importance to the development of the game industry, making the protection of minors and anti-addiction work the top priority for the development of the game industry, and have introduced a series of policies and measures. Under this situation, the game card industry has gradually increased its efforts to protect minors.

Yunyong Holdings previously stated that although these regulations are currently not expected to have any significant adverse impact on it, further changes in relevant laws, regulations and policies, such as expanding the scope of application of these regulations to trading card games, may would adversely affect its business, growth strategy, financial condition and results of operations.

In order to enhance the protection of minors, Kayou Animation recently launched the "Kayou Store Sunshine Convention", announcing that it will regulate the consumption of goods by minors in stores, supervise the length of time minors are in the store, and also appeals to all consumers Reject piracy, consume rationally, avoid addiction, etc.

Guo Yue, senior vice president of Kayou Animation Group, said that since the implementation of the above-mentioned "Convention", Kayou's sales channels have implemented effective consumer rights protection, and will provide timely communication and guidance to minor consumers who come to the store. The Convention was proposed with the starting point of optimizing the order of the industry. This attempt is benign and sustainable for the overall social benefits and the long-term development of the industry.

"Parents' guardianship responsibilities cannot be absent." Li Zhiqi, chairman of Zhenxing International Think Tank, said that the "Sunshine Convention" also provides parents with the conditions to implement guardianship behaviors. Through timely communication with store staff, parents have the opportunity to help minors make reasonable purchases. behavior to help children correct bad consumption habits.

"The role of demonstration and consumer education of leading brands is particularly important. Through the joint efforts of industry enterprises and society, the interests of consumers can be maximized, their recognition of products will be higher, and enterprises will also gain better development environment." Guo Yue said that the implementation of the "Sunshine Convention" can effectively promote the standardized development of the industry, and he believes that more and more market operating regulations will jointly safeguard social and public interests and provide orderly guarantee for the development of the industry.

Japanese Mecha Anime (top Ten Japanese Mecha Anime Rankings)

1. Mobile Suit Gundam

The first thing that everyone thinks of when it comes to mechanized combat animations is "Mobile Suit Gundam". Since its debut in 1979, it has become one of the most famous, enduring, huge, and highly profitable series of Japanese animation works. The work is based on the earth. , the universe as the stage, in which the villain Zeon Army has a strong German military atmosphere. Under the petition of some enthusiastic fans to the TV station, this work was broadcast several times again after the completion, and was re-evaluated. In the ratings The rate has reached an average of more than 10% and an increase of 25%. The work not only has cool mechas and fierce battles, but also intersperses the emotions and destiny entanglements between the protagonists. The plot is very full. If you are interested in mecha anime I've just been tempted, and the editor recommends this one first.

2. The Adventures of Lolo, the Variety of Robots

There are also very good robot combat animations in Chinese comics, such as this one, "The Adventures of Loluo, the Variety of Robots". The film tells the story of the protagonist Lolo, who is a master of computer games in the real world, and is good at playing a game with the past. The background of the robot war is a 3D computer game called "The King of Robots". On a special night, he entered the virtual computer world and started a battle of mecha warriors in this mecha world. It is worth mentioning. It is an animation that perfectly integrates the essence of traditional Chinese martial arts. Such special mecha combat episodes are very rare. Friends who have watched this animation will be attracted by the wonderful fighting scenes.

3. Lelouch the Rebellious

"Lelouch of the Rebellion" has always been the editor's favorite Japanese mecha anime. The film describes Japan, which was invaded and subjugated by the Holy British Empire. In District 11, on the verge of life and death, he obtained the Geass power given by the mysterious witch CC and determined to conquer Japan. The great changes brought about by the black prince Lelouch Lamperuki, who shattered the empire, and Suzaku Suzaku, the white knight who upheld justice, were immediately well-received after it was aired that year. It became one of the most popular serial animations in Japan and was continuously ranked in "Monthly Magazine" 》The popular animation also won the Outstanding Original Animation Award at the 11th Paris Comic Con in France. It has topped the male/female character popularity list for 30 consecutive months.

4. Neon Genesis Evangelion

Among mecha anime, the one that is as famous as "Mobile Suit Gundam" is "Neon Genesis Evangelion", also known as EVA. The ratings were low during the TV animation broadcast, but after the show ended, it caused a mixed response in society. Strong response. The revolutionary strong stream of consciousness technique and the use of a large number of religious and philosophical images in this animation have caused a huge response and impact in Japanese society, which is called a "social phenomenon", and has become a milestone in the history of Japanese animation. It is also recognized as one of the great animations in Japanese history, and is known as the three major otaku works of the 1990s along with "Girls' Revolution" and "Mobile Battleship".

5. Voltron: Legendary Protector

Naturally, American comics are indispensable for good-looking mecha-type animations. This "Voltron: The Legendary Protector" is a popular classic. For thousands of years, the evil Galra Empire has conquered and destroyed other planets, making the entire universe deeply… Affected by this, the only thing that can threaten and stop them for the Empire is the legendary 100-meter-tall robot warrior composed of 5 robot lions – Voltron, known as the "Guardian of the Universe", piloted by it The people were called Paladins. A group of space pilots: Hero, Keith, Lance, Pidge and Hank, became the new knights. At the same time, they also reunited the five lions into Voltron. The struggle to free the planet from domination and enslavement by the Galra Empire.

6. Armored Cavalry

"Armored Cavalry" is a classic mecha war series. The story is based on the long "Hundred Years War" between two interstellar countries, Kilgames and Balalante, in a galaxy called Astragis. On the stage, the protagonist Qiligu Qiubi was forced to participate in a battle for which he did not even know the purpose. While performing a mission, he fatefully met a mysterious woman "Ghost Lady" who was placed in a training tank. He experienced underground murders. In the battlefields such as the "Battle Arena" and the civil strife in Kumen, I continue to pursue the mystery of being hunted and the figure of the ghost lady, and embark on a wandering adventure in the galaxy…

7. Battle Fortress

The mecha anime "Battlestar" is an 85-episode long-form TV animation that was re-edited by the American company Gold from three Japanese animation works "Macross", "Macross" and "Mecha Genesis". Later, the United States produced its own sequel story and peripherals such as comics, novels, and video games. The film describes the story of three generations of earthlings resisting alien invaders. Its core content is war and love. The compiled "Battle Fortress" It premiered in the United States, Canada, Europe, Australia, many South American countries, China, and Russia from 1985 to 1991.

8. Tianyuan breaks through the red lotus rock

"Tengen Breakthrough Gurren Lagann" is a passionate story about a man who was betrayed by fate, fighting, continuing to fight, and fighting. The work is set in an imaginary future world, where a boy lives in the village "Giha" who does not know what the sky is. When "Simon" was cultivating the village, he accidentally unearthed a crystal that shone with mysterious light. After that, a huge robot rushed in from the patio and wreaked havoc on the village. Simon, his eldest brother Kamina, and the young son from the ground Together, they engage in a desperate battle with giant robots. This is a very exciting and passionate mecha-war anime, both in terms of plot and combat.

9. Star God of the Universe

"Cosmic Star God" is a domestic mecha animation. The story is set in 2401. During an outing, teenagers Di Lu, Yaoyao and Xiao An discovered a mysterious object called the Galaxy Star from the core of the Milky Way. The Milky Way Star contains an unsolved mystery in the universe. The curious Dilu decided to embark on a journey into the universe with two good friends to unlock this ultimate secret. With the help of spaceship pilot Lily, they began to explore the nine planets in the solar system. With the help of the star god of the universe, and relying on their courage and wisdom, they finally solved the unknown mystery of the Milky Way Star.

10. Knights of Sidnia

"Knights of Sidonia" is set 1,000 years after the solar system was completely destroyed by mysterious life forms called Strangers. Sidney, a seed ship that maintains human reproduction and production and flies in the universe, The protagonist Tanikaze Nagamichi in Yagami's life has become a trainee operator of the giant humanoid weapon "Guardian". The work tells the story of the protagonist and his companions fighting against Kijuko. This is a hard science fiction machine. Anime, which combines elements such as robots and school romance, is a work that builds its own unique worldview.

Animation And Game Basics Class

Animation and Game Basics Class

1. Course content:

1. Basics of CG art creation:

**Learn vivid and interesting cases, master the basic concepts and methods of animation creation, and comprehensively master the production process and precautions of scene, character, and illustration design from a business perspective; master the creation method of storyboards, **comprehensive classic cases Understand the animation production process and the use of storyboard shots

2. 2D animation production:

**Learn the entire FLASH cartoon production case, master the animation principles and motion laws, master the basic application of Flash software, MMS, and advertising production methods, be able to master the animation motion laws and motion principles, and have a more in-depth and systematic understanding of animation production , be able to skillfully use Flash software to complete animated short films, enabling students to become qualified Flash animation designers

3. 3D model production:

Master the basic knowledge of Maya, Maya scene production, Maya cartoon character modeling, Maya realistic character modeling, have a comprehensive understanding of software knowledge, be able to make elementary and intermediate models, and become a qualified character modeler and scene modeler

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4. 3D rendering technology:

Master the use of the material editor, the production of specular reflection and diffuse reflection materials, cartoon character and scene materials, and the production of materials and textures for real characters. Master the lighting rendering of industrial products, indoor environment lighting rendering, outdoor environment and some typical special Lighting and rendering in the environment, layered rendering technology.Be able to master the skills of using materials and drawing textures, master various commonly used lighting methods and conventional layered rendering, and become a qualified materialist and renderer

5. 3D animation production:

**Learning of the 3D animation production module, mastering key frame animation, the use of animation charts, driving key frames, basics of character animation production, basic character binding setting methods, AE special effects production and post-production synthesis and other skills.Be able to produce elementary and intermediate animation settings, have a preliminary understanding of character animation production, and become a junior animator and compositor

2. Skill mastery

1. Master the complete 2D&3D (Maya) animation project production process;

2. Master the design, production, application and techniques of animation characters, scenes and props;

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3. Master the use of lens design, lens language analysis, and storyboard drawing;

4. Proficient in the use of Flash software, animation principles, Flash scene drawing, character animation, post-production and other technologies, and the creation of 2D animated short films;

5. Proficient in the production of low-model and high-model scenes, characters, animal characters, etc. in Maya;

6. Master UV, material map production, lighting settings, layered rendering and batch rendering technology in Maya;

7. Master Maya key frame animation settings, primary binding of characters and post-production synthesis skills;

8. Produce a complete 2D and 3D (Maya) animated short film.

3. Project achievements:

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1. Proficient in every step from pre-planning to mid-term production to post-production synthesis, and comprehensively improve project practical capabilities;

2. During the 2D part of the learning stage, you will work with teachers and classmates to complete a 2D animated short film;

3. During the Maya learning phase, a 3D (Maya) cartoon will be completed again;

4. There are several learning outcomes at each stage, such as character design, Maya models, still frames, animation clips, etc.

4. Position:

1.2D animation designer

2.Flash Animator

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3. Illustrator and cartoonist

4.Maya animation designer

5.Maya Model Maker

6.Maya lighting renderer

7.Maya Character Animator

8. Animation post-production compositor

9. Advertising producer

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5. Intermediate Vocational Skills Certification

Ministry of Industry and Information Technology: 3D Animation Designer Certification**

Huizhong Education Research Institute: 3D Animation Designer Certification**

6. Course features:

1. More practice: more time for systemization; more overall content; more personalized works;

2. Low foundation: high school degree or above; no art foundation required; no computer foundation required;

3. Easy to learn: knowledge is explained with simple cases; step by step, multiple cases and multiple angles;

4. Strong interest: technical visualization; staged work; commercialization of cases;

5. Multiple results: teaching case practice stage; project practice and comprehensive project production.

10 Recommended Websites For Downloading Comic Resources (free/paid)

The cover image comes from mox.moe, and the copyright belongs to the original author.

Mox.moe

Website address:

Download formats: EPUB, MOBI, push.

The picture comes from mox.moe, the copyright belongs to the original author

Mox.moe is the former Vol.moe. Mox.moe is a comics push website operated and maintained by comic lovers in Hong Kong. In addition to powerful and rich comic resources, it also supports pushing comics directly from the website! Whether it's classic comics, popular comics, or niche comics, or even some indescribable comic resources, including Japanese comics, we have them all! After you register a vol account, you can use the built-in browser to download comics – the steps are extremely simple, you just need to connect to the Internet, and you don't need to use any other external devices (such as computers, mobile phones, etc.). And although Mox.moe has a VIP system, even if you don't top up, you still have a certain free download quota every day, and this quota will increase as you increase your level on the website.

Manga

Website address:

Download format: MOBI, PDF, compressed image package.

Pictures come from .co.jp, the copyright belongs to the original author

Those who have used it should know that Amazon also provides e-books for download. In fact, not only e-books, but also some comic resources can be downloaded, including shounen comics, youth comics, girl comics, women's comics, love comics, BL, TL, independent comics and adult comics. Comics etc. And many of them can be downloaded for free. After purchasing for 0 yuan, you can push them to the Internet and you can read them normally. Generally, you don’t have to worry about typesetting, and the comics obtained through this channel are all genuine.

Tips for saving money while living at home and abroad:

Friends who like shopping or overseas shopping can register for the rebate network (what is the rebate network?), and by linking to the partner website for shopping, you can also get an additional cash rebate of up to 30+% for free (supports multiple cash withdrawal methods). New users will receive a $20 welcome bonus when they register! Invite friends to register and get an additional $5 cash bonus.

All major e-commerce companies at home and abroad are cooperating with us! For example, domestic Taobao (32-40% rebate), JD.com (18-20% rebate), foreign (5-6% rebate); (0.5-1% rebate); (3.5-4% rebate), Sam's Club Store (up to 15% rebate), Sephora (4-5% rebate), etc.! It can be used for purchasing various daily necessities, fashion, beauty, electronic products, installing broadband, mobile phone communications, delivery from major supermarkets, booking air tickets and hotels, etc. for food, clothing, housing, transportation, entertainment, and all aspects of life!

8 recommended websites for buying original Japanese comics (some direct mail + up to 5% rebate) I don’t need to say more about how famous Japanese comics are, Japan…

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7 recommended websites for purchasing original Korean comics (some direct mail + up to 2% rebate) Korean comics have developed rapidly in recent years, and have been…

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7 Recommended Websites for Buying Genuine Taiwanese Comic Books (Direct Mail to Mainland China and Overseas + Up to 6% Rebate) Although there are many comics resources and comics online now…

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Website address:

Download format: MOBI, PDF.

The picture comes from, the copyright belongs to the original author

Provides Japanese comic recommendation information and Chinese and Japanese original resource downloads and searches. Comics are available in mobi format and high-definition PDF format. Signing in every day will reward you with a comic coin, and if you keep signing in, it will be considered free. There are a lot of comic collections in both Chinese and Japanese, which is quite good. It is suitable for those who are learning Japanese. You can also customize the original Japanese version. PDF format is universal for mobile phones, computers, and all devices, and the image quality is also high-definition.

I love reading comics

Website address:

Download format: PDF, MOBI.

The picture comes from 5ikmh.ink, the copyright belongs to the original author

I Love Reading Comics is a website dedicated to sharing comics. There are many types of comics, including suspense reasoning, cooking and food, sports competitions, comedy and joy, love comics, science fiction and magic, passionate fighting, gods and ghosts, historical wars, life dramas, and campus Comics, workplace comics, classic comics and more. To download, you need to register first. After logging in, you can download. The download format supports pdf and mobi formats. The quality of the comics downloaded from this website is quite good, but free comics are only part of them. Most popular comics require money to download. There are two ways, either buy one and download one. The price of a single comic is generally 2- 5 yuan. If you want to download a lot, you can consider upgrading to VIP and recharging dozens of yuan at a time. After the upgrade, downloading each comic only costs a few cents, which is quite cost-effective.

Qianqiu Shuzai

Website address:

Download format: PDF.

The picture comes from, the copyright belongs to the original author

Qianqiu Shu is a download website with various electronic resources. It has a variety of e-books, comics, monthly, weekly, daily, magazine collections, teaching materials and tutorials for download. There are quite a lot of comic types included, including Fantasy and science fiction, suspense and thriller, romance comics, campus comics, passionate fighting, historical wars, etc. You can download it after logging in. Some comics can be downloaded for free, while some require payment of book coins.

CG fishing

Website address:

Download formats: PDF, MOBI, JPG.

The picture comes from, the copyright belongs to the original author

CGLao is a gathering place for lovers of two-dimensional pictures. It provides you with packaged download services of various resources such as high-definition comics, CG illustrations, CG original paintings, Japanese comics, Chinese comics, European and American comics, etc., and is committed to building a high-quality CG animation forum website. The website collects some out-of-print, high-definition scanned versions of Japanese comics in various formats such as PDF, MOBI, JPG, etc., as well as high-quality comic works from Hong Kong, Taiwan and other regions. Comic fans can get what they want here. resource.

diffuse core

Website address:

Download formats: PNG, PDF and MOBI.

The picture comes from, the copyright belongs to the original author

-Manhe focuses on the in-depth optimization of electronic comics for the best reading experience, and provides the sharing of two-dimensional derivative content such as Japanese comics, Chinese comics, and European and American comics. The types of comics that can be downloaded from the website cover fantasy, adventure, comedy, campus, romance, science fiction, thriller, magic, fighting, etc. The supported formats include PNG, PDF, and MOBI.

simple animation

Website address:

Download format: PNG.

The picture comes from, the copyright belongs to the original author

Some BT search sites actually also provide downloads of comic resources, which many people may have overlooked. Simple Anime is such a website, which provides netizens with BT download services for Japanese animation, comics, e-books, anime music, anime games and other high-quality resources. Many popular Japanese comics, Hong Kong and Taiwan comics, and European and American comics can be found here.

animation club

Website address:

Download format: compressed image package.

The picture comes from, the copyright belongs to the original author

Animation Club is an animation site with very comprehensive content and rich download resources. Anime, novels, comics, wallpapers, and music can all be downloaded. And the quality is also good. Most of the resources are directly provided on Baidu Netdisk. Some new resources need to enter a verification code to view. The comics downloaded from the animation agency are compressed images, which are very suitable for serialization.

Dimensional dog

Website address:

Download format: compressed image package.

The picture comes from, the copyright belongs to the original author

Dimension Dog is a community where anime friends share anime resources. Here you can find anime pictures, videos, comics, light novels and everything else about the second dimension. All resources are directly provided on Baidu Netdisk, and it is quite convenient to download! Like the anime club, the comic download format provided by this website is a compressed image package.

The above are the 10 websites recommended by the editor for downloading comic resources (free/paid). They are available in EPUB, MOBI, PDF, PNG, JPG and compressed image formats. Friends can take a look if you need them! If you want to watch comics online, the following guide can also help you!

7 Recommended Websites for Buying Genuine Taiwanese Comic Books (Direct Mail to Mainland China and Overseas + Up to 6% Rebate) Although there are many comics resources and comics online now…

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