Tag: animation

  • Learn English with games and animation

    Learn English with games and animation

    Contramind believes that English animation and gamification are the future of English education.One of the 6,500 languages that are spoken today is English, it is the language of diplomacy and trade in over 118 nations. Over 1.5 billion people regularly learn and use English, and that number is growing, despite the fact that English is only the official language of 53 countries.

    Over 59% of the internet’s 1.9 billion websites were in English in 2021—that’s more than a billion websites in English. Over 4.5 billion people worldwide would use social media in 2022. This indicates that an annual increase of at least 2 billion individuals using English on social media accounts.

    The study of English has increased dramatically and it has become the preferred medium of study in most countries in the world for a successful career. In a study published by the British Council in 2021, of the 157,278 English programmes in the world (degrees and other courses), almost 28,000 or close to 20% were taught outside the ‘big four’ (North America, UK, Australia, and New Zealand), which account for the largest number of English teaching courses in the world.

    And the growth of this 20% was enormous, with countries like China, India, the Middle East, and Africa growing at rates beyond 70% a year from the addition of more English courses. According to Shoaib Ahmed, the CEO of Catalystor Skill Development and a former President of Tally, the billion-dollar accounting product company, “English is the keystone to building any connection to the international community.

    It is the bridge that enables success for businesses and careers through effective communication. Although your core competencies or offerings are a major ingredient for an international audience, how well you articulate this through effective English communication is the final decider on the levels of success you achieve”

    But while all agree that learning English is a mandatory skill today, the importance of using English effectively to communicate and move forward is even more important. One major point in today’s world is how “effective” learning English in non-English-speaking countries which have the fastest growth in English learning, is. One major problem is that when English is taught in different subjects (say, economics), the focus is on the subject and not on the English, as long as it is passable.

    From what we have seen worldwide, students have performed extremely well in different subjects that are taught in English but have poor English communication and grammar skills. This has been the case even in professional subjects like medicine, engineering, and the sciences. The inability of students to communicate effectively, in spite of having done well academically and professionally, is a major deterrent to their careers.

    Dr. Joseph Rasquinha, an economist from St. Andrews University, Scotland, who advises academic institutions on strategy, says, “Articulation is a twin to ability. Short of being a total genius whose work is so overwhelming that it wipes away all considerations, the majority of people have to rely on how well they are able to communicate their opinions, abilities, and skill sets to make an impression. A better command of the English language gives you a major advantage over someone who is not so articulate, even when their work or offerings are slightly superior to yours. “

    A significant development since the COVID pandemic is online learning, which has grown exponentially. However, due to the overexposure to online learning in 2020, the enthusiasm for online learning has reduced in comparison to human interactive sessions. But for English, this is not a good development as students learn English locally and not through native speakers.

    Here, animation and gamification with contributions from native speakers have provided an excellent learning medium and a mode of learning that is interesting and very effective. An academic study from Brazil comparing animation and gamification learning vs. non-animation and gamification learning found major advantages in animation and gamification through better performance, better understanding, better results, and most importantly- more sustained interest in learning.

    Contramind works with companies that provide English animation and gamification products, mostly from Scotland, the UK, and North America. Some of our companies even offer international certifications from the prestigious “City & Guilds” of London. As these are English Animation & Gamification modules by native English speakers, the learning content and the effective communication skills enable significant improvement in English skills and communication.

    The Animation & Gamification modules have a range of learning from A1 (beginner) to B1-B2 (what is required for university entrance). These Animation & Gamification products are for Contramind’s B2B markets in South Asia, the Middle East, the Far East, and Africa and have been well received as an additional learning system to enhance present systems. They provide effective results for better careers.

  • This sci-fi novel is finally getting its own series

    This sci-fi novel is finally getting its own series

    At its annual “ANIME MADE BY BILIBILI 2022-2023,” Bilibili Inc., an iconic brand and a leading video community for the young generation in China, announced 49 Chinese anime series lineups, showcasing Bilibili’s new initiatives in the Chinese animation sector.

    The Three-Body Problem, an animated series based on Liu Cixin’s Hugo Award-winning sci-fi trilogy, is being adapted by Bilibili, which is also its principal producer and financier.

    The top sci-fi studio in China, The Three-Body Universe, and the top animation studio in China, YHKT Entertainment, are the co-producers of the series.

    Since the project was announced in 2019, The Three-Body Problem’s trailer on Bilibili has attracted 3 million followers and 40 million views. Bilibili has officially announced that the series is scheduled to debut on December 3rd. It will also be shown on satellite TV channels and overseas video platforms for both Chinese and overseas audiences to enjoy.

    As one of the most popular sci-fi novel series of the past twenty years, The Three-Body Problem trilogy broke language and cultural barriers and has inspired millions of readers globally. Preceding the launch of The Three-Body Problem animated series, there have been many excellent fan creations.

    At this year’s ANIME MADE BY BILIBILI, the company also collaborated with The Three-Body Universe, the rightsholder of the Three-Body IP, to launch the Three-Body Global Creator Project. The Project invites top animation creators across the world to explore the IP in their own unique vision and aims at presenting to global audience a wide variety of art styles and the infinite potential of Three-Body animation.

    “I am excited to announce that The Three-Body Problem animated series will debut on Bilibili,” said Liu Cixin. “Animation, like science fiction, is the art of imagination. Imagination is humanity’s most powerful force. I believe in the world of animation, a sci-fi story like The Three-Body Problem can really come alive.”

    Other anime series lineups announced at the event include Link Click Season 2, a story of two friends using extraordinary powers to grant people’s wishes that has proven popular among overseas audiences. Link Click achieved a ranking of #20 on MyAnimeList, the world’s top online anime community and database.

    The new season of Fog Hill of Five Elements involving cultural elements taken from Classic of Mountains and Seas will soon launch on Bilibili, as well as other Chinese culture-oriented anime series such as the new season of the Fairies Albums. The event also introduced To Be Hero X, a new season of a Bilibili made anime series, whose impressive visual effects showcases Bilibili’s strong production capabilities.

    This year, ANIME MADE BY BILIBLI was held amidst a boom in Chinese animation. Data from market analysis firm iResearch shows that the total production value of the industry exceeded RMB221.2 billion as of 2021. Carly Lee, Vice Chairwoman of the Board of Directors and Chief Operating Officer of Bilibili, stated that the audience for Chinese animation has grown substantially in the past years.

    Bilibili is the leading platform for Chinese anime series and a record of over 96 million people watched Chinese anime series on Bilibili in August 2022, double the audience size of just two years ago. Among the viewers on Bilibili, more than 40% come from second or lower-tier cities, and the number of users over 25 years old has increased by 7 million within one year.

    “Revenues generated from Chinese anime on Bilibili are estimated to exceed RMB 2 billion in 2022. Anime has become a popular way for the young generation to express themselves,” said Lee. “Anime is also more than just a form of expression. It has become an infrastructure capability for the digital world with wide application in films, games and virtual creator livestreaming. In the future, anime may have the potential to replace other content forms. Bilibili is actively working with leading production companies in the industry to bring more premium quality animation to global audiences.”

    Chinese animation has achieved a high level of recognition in the international arena. On overseas social media, #DongHua, the Chinese word for anime, has begun to distinguish itself from #Anime and is starting to become a popular hashtag that global audiences are following and discussing. Global platforms are actively introducing Chinese anime titles and 24 series from Bilibili are already available to audiences around the world.

    As a platform with a global perspective, Bilibili is also promoting its overseas production capacity by cooperating with overseas production companies on animation projects. Outstanding overseas animation production companies such as RED DOG CULTURE HOUSE and CMC MEDIA have participated in the production of Bilibili’s anime title Fairies Albums and other original productions.

    The Bilibili-made Face on Lie Season 1, based on a South Korean comic, was launched this April and is an example of Bilibili’s IP expansion capability in overseas markets.

    “We have always embraced ‘MADE FOR GLOBAL’ as part of our vision,” said Leo Zhang, Vice President of Bilibili. “We are committed to making more original animation with global influence, and we also hope to keep discovering outstanding creators from all over the world to develop diversified cooperation models.”

    Bilibili continued to promote its Light Catcher Initiative to further support animators, students and passionate anime lovers who want to work in the industry. 14 pioneering animated short films supported by Bilibili have been available on the platform since September this year.