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找到报告 4927 篇 当前为第 26 页 共 493

所属行业:文化、体育和娱乐业

  • 251.全球棋盘游戏市场展望预测(2023-2028年)

    [文化、体育和娱乐业] [2023-11-29]

    Board games are tabletop games that typically involve players moving pieces around a board to achieve a specific objective or goal. These games often incorporate elements of strategy, luck, and social interaction, and can be enjoyed by players of all ages. Some popular examples of board games include Chess, Monopoly, Scrabble, and Settlers of Catan. These games have been played for centuries and continue to be a popular form of entertainment and social activity today. These games are known to enhance science, technology, engineering, and math (STEM) skills and act as a tool to provide knowledge and learning experiences to people of every age. These games require active participation from individual players and are quite engrossing. Also, board games can reduce stress, strengthen relationships, and offer entertainment.

    关键词:棋盘游戏;桌面游戏;棋盘游戏;国际象棋;大富翁;拼字游戏;娱乐和社交活动形式
  • 252.全球交通媒体市场展望预测报告(2023-2028年)

    [信息传输、软件和信息技术服务业,文化、体育和娱乐业,金融业] [2023-11-28]

    The transport media is a medical device and essential buffered solution containing peptones, carbohydrates, and other nutrients, excluding growth factors designed and developed for infectious microorganism specimen collection, transport, preservation, and analysis. Transport media solutions preserve the viability of viruses, bacteria, and other microbes during transport without allowing them to multiply in a secure bio-environment. There are types of transport media developed for infectious disease diagnosis.

    关键词:传输介质;医疗设备;缓冲溶液;其他营养素;制造的生长因子;感染性;微生物标本采集;运输;保存
  • 253.全球桌面游戏市场展望预测报告(2023-2028年)

    [文化、体育和娱乐业,金融业] [2023-11-28]

    The tabletop games market is diverse, with a variety of tabletop games available both for kids and adults as well as families & gatherings. The market offers huge potential owing to the increased adoption of tabletop games across countries. The global tabletop games market is bifurcated into six segments, namely, board games, card games, dice games, miniature games, tabletop RPG games, tile-based games, and other tabletop games. Based on themes, the global tabletop games market is divided into educational, strategy and war, fantasy, sports, historical, and others. Tabletop games are normally sold via two prime modes, i.e., offline and online.

    关键词:桌游市场;多元化;儿童和成人;家庭和聚会;市场潜力巨大
  • 254.全球股票音乐市场展望预测报告(2023-2028年)

    [文化、体育和娱乐业,金融业] [2023-11-28]

    Revolutionary technology has brought about digital globalization, enabling businesses and brands to go beyond cultural, language, and geographic boundaries to communicate with customers and market their products and services. Until globalization, being locally relevant was not a requirement, thereby hedging communication. However, cross-border flows in this complex, digitally connected economy have led to the need for more participation in communication, information, searches, and commerce. SMEs are becoming micro-multinationals using platforms such as Facebook, Amazon, Alibaba, and eBay. Individuals have also become ingrained in the process of globalization by using digital platforms, developing international connections, and participating in e-commerce.

    关键词:革命性;数字全球化;品牌超越文化;语言和地理界限;产品和服务;数字化互联;跨境流动;通信信息
  • 255.第二批大模型备案落地,昆仑万维、有道等在列

    [文化、体育和娱乐业] [2023-11-27]

    中国第二批大模型通过备案落地。根据钛媒体,11 月 4 日昆仑万维“天工”大模型、 知乎“知海图 AI”模型、金山办公“WPS AI”、好未来“MathGPT”大模型、面壁智能 “面壁露卡 Luca”、月之暗面“moonshot”、美团等多家公司的大模型产品通过备案,可以面向全社会开放服务。目前面壁智能、网易有道、昆仑万维已经官宣了此消息。今年 8 月 15 日正式施行的《生成式人工智能服务管理暂行办法》,加上首批的 10 余个大模型,目前国内有超过 20 个大模型获得审批。随着更多大模型获批,预计国内将有更多 AI 应用从概念到产品化、商业化阶段。

    关键词:第二批大模型; AI;昆仑万维
  • 256.2023年中国实时音视频应用系列报告

    [文化、体育和娱乐业] [2023-11-27]

    政府级客户对信息安全性提出较高要求且价格敏感度较低,主要采用传统视频会议 解决方案;企业级客户注重办公协同和产品性价比,主要采用新型视频会议。在建设运营成本影响下,非涉密型政府客户转向使用新型视频会议,新型视频会议解决方案从通用解决方案向场景化和定制化的行业解决方案发展。

    关键词:实时音视频;视频会议;RTC视频会议
  • 257.真人互动电影爆火,关注游戏+短剧

    [文化、体育和娱乐业] [2023-11-27]

    10月17日,真人模拟恋爱互动游戏《完蛋!我被美女包围了》于steam平台发行,好评率92.51%,24小时内在线巅峰65435 名用户。这是一款模拟恋爱的全动态真人互动影像游戏,全程采用第一人称视角拍摄,完全沉浸在场景互动与真人模拟之中。它能让你置身其中,体验真实发生在生活中的故事、场景,让你多做尝试,与你心仪的女孩产生沉浸式恋爱体验。根据SteamDB数据,《完蛋》周末买新用户数量继续攀升,预估销量达87.2万份。此前7天在线人数峰值达6.5万人,对比 2019年真人互动游戏《隐形守护者》峰值8.2万人。

    关键词:真人互动游戏;“游戏+AI+互动”;短剧;枫叶互动
  • 258.短视频拓宽商业化路径,上市公司电影储备密集释放

    [文化、体育和娱乐业] [2023-11-27]

    短剧、视频内容付费等新模式层出不穷,看好短视频行业拓宽商业化路径。作为内容产品,短剧行业也将逐步出现精品化趋势,关注网文 IP 储备丰富的公司。随着贺岁档临近,定档信息密集披露,上市公司电影储备释放节奏更为透明。12 月已公布的片单中,猫眼娱乐一口气出品了《怒潮》、《一闪一闪亮星星》、《金手指》、《年会不能停》等 4 部电影;万达电影主控出品《三大队》、 参投《瞒天过海》;百纳千成主控出品了《敦煌英雄》和《热搜》; 光线传媒出品《照明商店》;博纳影业出品《爆裂点》;上海电影参投了《再见,李可乐》。进口片方面,好莱坞顶级配置传记片《拿破仑》、连姆尼森主演动作片《疾速营救》、经典 IP 续作《旺卡》以及《海王 2》都将在 12 月上映。

    关键词:短剧、视频;院线电影;游戏及出版行业
  • 259.《科学》:AI有望帮助消化海量论文?仍面临技术和法律障碍

    [信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2023-11-27]

    关键词:AI工具;论文;数据挖掘;法律;
  • 260.非遗传承“韵动”校园

    [文化、体育和娱乐业] [2023-11-23]

    关键词:非遗传承;校园文化
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