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published in(发表于) 6/13/2016 11:15:55 AM
Warcraft movie break 1 billion at the box office, who earned the money? ,

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Warcraft movie break 1 billion at the box office, who earned the money? -World of Warcraft movies, dota, Wanda-IT information

250 million Yuan at the box office on the first day, its fifth days 1 billion at the box office, Warcraft occasion of cash at the box office in China, Headquarters United States is not satisfactory.

Warcraft worldwide box office revenue will affect all production, distribution partners, and even affect China's Wanda group. March 2016 to 23 billion to complete the legendary pictures acquired all shares of which dominated the Warcraft project.

? IT information with map

China sought

Has a broad fan base of Warcraft broke a number of records once they are landed in the Chinese market, Chinese box office data shows, Warcraft grates up to 13,548 zero field, more than the fast and the furious 7 11,111 created last year, an increase of 22.4%. Opening day chip rate and date is first. Is not the traditional peak of the Dragon Boat Festival holiday at the box office, because Warcraft Active holiday three-day box office revenues of nearly 800 million, and piled by fans of Warcraft box office 75%.

According to the cat's eye data, as of the afternoon of June 12, Warcraft has reached 993 million Yuan at the box office, released five days above 1 billion had little suspense.

Wow reputation in China is also high in the Chinese mainland, Warcraft 8.2 in the watercress on high scores, with the fast and the furious 7 par, the avatar is only 8.6 points.

Movie box office research experts to first financial daily reporter said: "Warcraft in China hot of reasons is $literal of consumption capacity too strong has, Qian has transformers, now is Warcraft, they play has five or six years, and seven or eight years even more long time of game, many people from 20 age around began play, to now has is more than 30 age, basic is career stable, income good. ”

Crazy box office in mainland China, millions of Chinese players of Warcraft credited. As Chinese players look forward to popular game movies for more than 10 years, Warcraft is a IP. China is one of the largest market in world of Warcraft game, Warcraft players in China it is estimated that about 10 million people, is in the midst of the world's 100 million Warcraft players, at least 10% are from China.

Feelings of Chinese players most of the Warcraft 3 on sale in 2002, with plot surrounded by wonderful, highly interactive network against high quality CG animation and Blizzard, Warcraft mainstream games.

In addition, Warcraft on June 8, is considered to be a great season. June 8 is the last day before the Dragon Boat Festival holiday, also ended the University entrance exam candidates exam days. Festive holiday to Warcraft players the opportunity to fully release the feelings, lit the first movie boom.

North American box office cold case

Hot streak at the box office compared to the Mainland, Warcraft stronghold is cold at the box office in North America.

On June 10, the Warcraft release right here in North America, only 10.71 million dollars at the box office on the first day (equivalent to 70.25 million yuan), only 1/4 of the Chinese box office.

In the North American market, Warcraft reputation is not very satisfactory. Public rating website IMDb 7.7 points, young audiences, especially in women under the age of 18 to score higher and longer the audience with over 30 years of age, to lower the score.

According to overseas media predicted that Warcraft opening-weekend box office in North America for us $ 20 million (about 131 million yuan). This data clearly and mainland China could not reach. Many people predicted that Warcraft mainland box office, more than all other markets combined.

The reasons for the cold North American box office, Chen Shaofeng, Deputy Director of the Institute of culture industry of Beijing University, told the newspaper reporters, Chinese fans is popular at the box office because of the WOW players is the film's main group, North America is basically people who play games are not optimistic about the film.

"Europe and the many types of games, online gaming is just a category, host games have more influence, and China over the past more than 10 years, is the most popular online games, but some of the domestic, Korea's game is too low, film lacks sufficient power, are less likely to have fans willing to talk about cross fire, islands of adventure, fantasy westward journey, and such movies. But world of Warcraft has the appeal of the game, coupled with Blizzard brand influence, everyone thinks that playing the world of Warcraft is not things, watching monster movies was a very fashionable thing. "Said box-office experts say, Americans are less likely to have this idea, they only watch Star Wars would have this kind of obsession, though world of Warcraft in North America also have greater influence, but far less than China's influence and appeal.

Who is absent feast

In the movie theater to see Warcraft, attentive viewers will find that appears at the beginning of the film made "mark", not only have Blizzard Entertainment, universal pictures, the Atlantean entertainment, and Wanda in January this year to 23 billion yuan to buy the legendary, and Tencent, a Studio.

In addition to Wanda and Tencent, China behind the Warcraft Gold master shadow groups, huayi brothers and taihe entertainment. Last May, the huayi brothers said in the investor relations platform, the company will participate in the Warcraft world share at the box office.

Visible, Warcraft will directly affect the performance at the box office revenue for Chinese companies. Among them, the biggest impact may be tens of.

Wanda cinema line was completed in March 2016 with 23 billion acquisition of legendary full. As the legendary-led investment projects, the profits and losses of the Warcraft will directly affect the income of the legendary, and then transfer to the Wanda Wanda films and theaters. Wanda is also pushing the film, after the official release of the film, Wanda cinema line using his 7-year domestic Championships, market share advantage over 27%, fully escorted Warcraft chip and to attract players, also carried out joint marketing of derivatives.

Public information displayed, legend pictures in 2014 and 2015 respectively giant lost 2.243 billion yuan and 3.628 billion yuan, million up hospital line in merger report in the pointed out that led to legend pictures giant lost of factors is equity incentive, and part assets meter mention reduction value and advertising vision sent cost, currently equity incentive has completed, according to forecast legend pictures in 2016-2018 years also no major assets reduction value loss effect factors, vision sent cost is is can control factors.

Wanda cinema line is expected, legendary pictures ' co-production and 2016 will be profitable, 2016-2018 total net profits of approximately 3.1 billion yuan. Report shows that recently released works include the Warcraft and the great wall. Public information display, legendary pictures ' co-production and the four major work, the wall North American schedule for February 2017, the King Kong: Skull Island, will also be released in 2017, and Warcraft legendary played an important role in 2016 can be out of the red.

From the box office, even though the Mainland box office reached 2 billion yuan, the North American box office forecast $ 4500 (boxofficeMojo), combined accounted for almost half the global box office, eventually grossed nearly $ 600 million, removal of independent theaters such as the income of the parties, eventually the producers earn less than 200 million Yuan. According to the United States media, Warcraft's direct production costs up to $ 160 million, not including the huge costs of dispersing. Warcraft may just wander in the profit margin, this is the most optimistic projections.


《魔兽》电影票房破10亿,钱都让谁赚了? - 魔兽电影,魔兽,万达 - IT资讯

首日票房2.5亿元,上映第五天票房10亿元,《魔兽》在中国大捞票房之际,其大本营美国却不尽如人意。

魔兽全球票房的收入将影响制作、发行的各个合作方,甚至影响到中国万达集团。2016年3月万以230亿完成了对传奇影业全部股份的收购,后者主导了《魔兽》投资项目。

▲IT资讯配图

中国市场追捧

有着广大粉丝基础的《魔兽》一经登陆中国市场就打破多项纪录,专资办票房数据平台显示,魔兽零点场排片高达13548场,超过《速度与激情7》去年创造的11111场,增幅22.4%。首映日排片率及场次都是第一位。在并不是传统票房高峰的端午小长假,因为《魔兽》的活跃,假期三天票房收入近8亿,而其中由粉丝堆砌的《魔兽》票房就占75%。

根据猫眼数据,截至6月12日下午,《魔兽》票房已经达到9.93亿元,上映五天破10亿几无悬念。

魔兽在中国的口碑也超高,在中国内地,《魔兽》在豆瓣上有8.2高分,跟《速度和激情7》不相上下,《阿凡达》也只有8.6分。

电影票房研究专家向《第一财经日报》记者表示:“《魔兽》在中国火爆的原因是80后的消费能力太强了,前有变形金刚,现在是魔兽,他们玩了五六年、七八年甚至更长时间的游戏,很多人从20岁左右开始玩,到现在已经是三十多岁,基本是事业稳定,收入不错。”

中国内地有如此疯狂的票房成绩,《魔兽》的千万中国玩家功不可没。作为中国玩家期待了十多年的热门游戏电影,《魔兽》是一个超级IP。中国是《魔兽世界》游戏最大的市场之一,中国的《魔兽》玩家预计约有1000万人,即在全球1亿个《魔兽》玩家当中,至少有10%都来自中国。

中国玩家最具情怀的《魔兽争霸3》发售于2002年,凭借精彩环绕的剧情、互动极强的局域网对战和暴雪高水准的CG动画,《魔兽》成为主流游戏。

此外,《魔兽》这次定档6月8日,被认为是一个绝佳档期。6月8日是端午小长假前最后一天,也是高考考生结束高考的日子。过节放假给了《魔兽》玩家充分释放情怀的机会,点燃了第一波观影热潮。

北美票房遇冷

相比内地票房的火爆,《魔兽》在北美大本营的票房却遇冷。

6月10日,《魔兽》在北美本土上映,首日票房仅1071万美元(折合人民币7025万元),只有中国票房的1/4。

在北美市场,《魔兽》的口碑也并不十分理想。大众评分网站IMDb得7.7分,年轻观众,尤其是18岁以下的女性给的评分较高,而30岁以上的观众随着年龄越长,给的评分越低。

据海外媒体预测,《魔兽》北美首周末票房为2000万美元(约合人民币1.31亿元)。这一数据显然和中国内地没法比。很多人预测,《魔兽》的中国内地票房,将超过全球其他所有市场的总和。

对于北美票房遇冷的原因,北大文化产业研究院副院长陈少峰向《第一财经日报》记者表示,中国的《魔兽》票房火爆是因为玩家粉丝也是电影的主力群体,北美基本上没玩游戏的人不看好此片。

“欧美的游戏类型很多,网游只是一个品类,主机游戏影响力更大,而中国过去十几年,最火爆的就是网游,但一些国产、韩国产的游戏太低端,拍成电影缺乏足够号召力,不大会有粉丝愿意去谈论穿越火线、冒险岛、梦幻西游、征途这样的电影。但魔兽具备游戏的感染力,加上暴雪品牌的影响力,大家觉得玩魔兽世界是一个不掉分的事情,看魔兽电影是一个很潮的事情。”前述电影票房研究专家表示,美国人不大会有这种想法,他们只有看星球大战才会有这样的痴迷,尽管魔兽在北美也有较大影响力,但远不及在中国的影响力和感染力。

谁缺席盛宴

在电影院里看《魔兽》,细心的观众会发现,电影开头出现的出品方的“厂标”中,不仅有暴雪娱乐、环球影业、亚特拉斯娱乐,还有万达今年1月以230亿元人民币收购的传奇影业,以及腾讯影业。

除了万达和腾讯,《魔兽》背后的中国金主还有中影集团、华谊兄弟、太和娱乐。去年5月,华谊兄弟公司就在投资者关系互动平台上表示,公司将参与《魔兽》全球票房分成。

可见,《魔兽》票房表现将直接影响到中国多家公司的营收。其中,影响最大的或许要数万达了。

万达院线在2016年3月以230亿完成了对传奇影业全部股份的收购。作为传奇影业主导投资的项目,《魔兽》的盈亏将会直接影响传奇影业的收入,进而传导至万达影视和万达院线。万达也在力推该片,电影正式上映后,万达院线利用自己连续7年蝉联国内冠军,市场份额超过27%的优势,全力护航《魔兽》排片,并为吸引玩家,还进行了衍生品联合营销。

公开资料显示,传奇影业在2014年和2015年分别巨亏22.43亿元和36.28亿元,万达院线在并购报告中指出导致传奇影业巨亏的因素是股权激励、部分资产计提减值和广告宣发成本,目前股权激励已经完成,据预测传奇影业在2016~2018年也无重大资产减值损失影响因素,宣发成本则属可控因素。

万达院线预计,传奇影业2016年将实现盈利,2016~2018年间将合计实现净利润约31亿元。报告书显示,在近期上映的作品包括《魔兽》和《长城》。公开信息显示,传奇影业这四部主要作品,《长城》北美档期为2017年2月,《金刚:骷髅岛》也将在2017年上映,而《魔兽》的表现对传奇影业在2016年能否扭亏为盈起到重要作用。

从目前票房来看,即便内地票房达到20亿元,北美票房预测4500美元(boxofficeMojo数据),两者加起来几乎占全球票房的一半,最终全球票房接近6亿美元,去除分账给院线等各方的收入,最终制片方收入不到2亿元。据美国媒体报道,《魔兽》的直接制作成本就高达1.6亿美元,还不包括数额庞大的宣发费用。《魔兽》可能刚在盈利边缘徘徊,这也是最乐观的预计。







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