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艾媒咨询|2024年中国乡村数字经济发展专题研究报告
数据显示,2023年中国农产品网络零售额为5900亿元,同比增长11.0%;2023年农村网络零售额达24900亿元,同比增长14.7%,预计2025年其网络零售额达28711亿元。艾媒咨询分析师认为,近年来中国农村发展增长势头明显,在加快补齐农村物流设施和服务短板等一系列措施下,农村电商蓬勃发展,在农产品产销对接、农业转型升级方面成效显著。目前中国的社交媒体平台中,“社交+电商”的模式较易实现内容引流、留存顾客并进行转化。短视频平台因其特色的创作内容和强互动性,更容易获得消费者的关注,从而带动乡村数字经济高速发展。针对数字农业App使用复杂问题,政府应鼓励软件开发商研发农民爱用、常用型App,让手机成为农业数字化转型发展中重要的“新农具”。
Data show that in 2023, China's online retail sales of agricultural products will reach 590 billion yuan, an increase of 11.0%. In 2023, rural online retail sales will reach 2,490 billion yuan, a year-on-year increase of 14.7%, and it is expected that its online retail sales will reach 2,871.1 billion yuan in 2025. Ai Media Consulting analysts believe that in recent years, China's rural development growth momentum is obvious, under a series of measures such as accelerating the complement of rural logistics facilities and service shortcomings, rural e-commerce has flourished, and has achieved remarkable results in agricultural product production and marketing docking and agricultural transformation and upgrading. At present, in China's social media platforms, the "social + e-commerce" model is easier to achieve content diversion, customer retention and transformation. Because of its unique creative content and strong interaction, short video platform is easier to get consumers' attention, thus driving the rapid development of rural digital economy. In response to the complex use of digital agricultural apps, the government should encourage software developers to develop popular and commonly used apps for farmers, so that mobile phones become an important "new farm tool" in the development of agricultural digital transformation. -
艾媒咨询|2021年中国网络游戏企业社会责任感专题报告
本报告研究涉及企业/品牌/案例:多益网络,腾讯游戏,三七互娱
iiMedia Research (艾媒咨询)数据显示,2020年中国移动游戏市场规模超过1850亿元,较2019年增长11.4%。相较于客户端游戏,移动游戏的设备门槛低,且拥有易携带、操作便捷等优势,在新冠疫情的影响下,移动游戏的发展潜力被充分激发,带动游戏行业规模进一步扩大。近年来,中国游戏企业都更加重视企业形象和社会责任,在腾讯游戏、多益网络、三七互娱等头部企业带领下,不少游戏企业都纷纷通过多个维度履行社会责任,为提高游戏行业社会形象作出了自己的贡献。
According to iimedia research, the scale of China's mobile game market exceeded 185 billion yuan in 2020, an increase of 11.4% over 2019. Compared to the client game, mobile game equipment threshold is low, and has the advantages of easy to carry, convenient operation and so on. Under the influence of COVID-19, the development potential of mobile games has been fully stimulated, and the scale of the game industry has been further expanded. In recent years, Chinese game enterprises have paid more attention to corporate image and social responsibility. Under the leadership of head enterprises such as Tencent games, Duoyi network and Panax notoginseng mutual entertainment, many game enterprises have fulfilled their social responsibilities through multiple dimensions and made their own contributions to improving the social image of the game industry. -
艾媒咨询|2021年上半年中国共享出行发展专题研究报告
本报告研究涉及企业/品牌/案例:青桔单车,美团单车,滴滴出行,曹操出行,哈啰单车,神州租车,EVCARD
在共享出行领域中,共享单车、电单车进入稳步发展阶段,特别随着碳中和、健康出行等倡议以及用户逐渐适应市场,共享单车和电单车的用户规模将有一个大幅跃升空间。iiMedia Research(艾媒咨询)数据显示,2019年中国共享电单车数量已达100万辆。预计2025年共享电单车投放车辆将达到800万辆。而网约车领域则开始更关注用户体验和司机权益,iiMedia Research(艾媒咨询)数据显示,大部分用户认为网约车的安全措施如“行程分享”“行程录音”“紧急联系人”“车辆与司机的一致性审查”很有必要,能一定程度上减少网约车违法犯罪行为的发生。
In the field of shared travel, shared bicycles and motorcycles have entered a stage of steady development. Especially with initiatives such as carbon neutrality and healthy travel, and users gradually adapt to the market, the user scale of shared bicycles and motorcycles will have a significant leap. According to data from iiMedia Research, the number of shared motorcycles in China in 2019 has reached 1 million. It is estimated that 8 million shared motorcycles will be launched in 2025. The field of online car-hailing has begun to pay more attention to user experience and driver rights. According to data from iiMedia Research, most users believe that the safety measures for online car-hailing are "trip sharing", "trip recording", and "emergency contacts". It is necessary to check the consistency between the vehicle and the driver, which can reduce the occurrence of illegal and criminal behaviors of online car-hailing to a certain extent. -
艾媒咨询|2020上半年中国在线直播行业研究报告
本报告研究涉及企业/品牌/案例:斗鱼直播、kk直播。
随着移动设备的普及、移动互联网用户的扩大,在线直播行业飞速发展,进入多维发展、多强并行的成熟阶段。网络直播行业在经历高速增长后经历了2018-2019年的行业沉淀阶段,而2020年在疫情期间“宅经济”的刺激行业又恢复了强势增长劲头。iiMedia Research(艾媒咨询)数据显示,预计2020年用户规模将有望达到5.26亿。目前,在线直播行业在模式和内容上都有很大的创新。“直播+”模式以直播媒介输出社会价值,与传统产业相结合,模式重构传统场景、创新商业模式,促进在线直播向细分领域拓展,同时也激活了社会就业生态。在内容创新上,除了UGC内容,越来越多的直播平台已经开始涉足PGC内容。数据显示,直播+渗透至各个领域,但娱乐消遣仍为主流,趣味挑战成为泛娱乐平台直播用户的偏好创新形式。未来,在线直播将发挥下沉优势,为传统企业数字化转型起助推作用。
With the popularization of mobile devices and the expansion of mobile Internet users, the online streaming industry has developed rapidly and entered a mature stage of multi-dimensional development and multi-strong parallel. After experiencing rapid growth, the online streaming industry experienced a precipitation stage from 2018 to 2019, while in 2020, the industry stimulated by the "home economy" during the epidemic period regained strong growth momentum. As the data of iiMedia Research showed, the scale of users is expected to reach 526 million in 2020. At present, the online streaming industry has made great innovations in both mode and content. The “live streaming +” model outputs social value through live broadcast media, combines with traditional industries, reconstructs traditional scenes and innovates business models, promotes the expansion of online live broadcast to subdivided fields, and also activates the social employment ecology. In terms of content innovation, in addition to UGC content, more and more live-streaming platforms have begun to set their hands on PGC content. Data show that “live streaming +” has penetrated into all fields, but entertainment is still the mainstream, and fun challenge has become the preferred innovative form of live streaming users on pan-entertainment platforms. In the future, online streaming will give full play to its sinking advantage and play a facilitating role in the digital transformation of traditional enterprises. -
艾媒报告|2020“新冠疫期”中国智能制造行业社会责任感专题分析报告
本报告研究涉及企业/品牌/案例:隆力奇,巨石集团,浪潮公司
iiMedia Research(艾媒咨询)数据显示,疫情期间智能制造行业网络热度维持较高水平,展现出强大的成长潜力。智能制造借助无人化、智能化的技术支持和产品体系,助力我国口罩日产破亿;机器人不仅能协助医护人员缓解医院人手压力,也可以在帮助企业复工复产的同时保证生产安全与效率;工业云在协助涉疫物资供需匹配、云办公、搭建疫情防控系统等方面也有出色的表现。艾媒数据显示,疫情期间“智能制造”网络口碑值达78.5,而智能制造行业防疫表现树立公众信心,超五成网民表示对行业前景态度有所改善。智能制造在疫情期间展现出的强大生命力,将加速“中国制造”向“中国智造”的发展。
As the data of iiMedia Research showed, during the epidemic, the network enthusiasm of the intelligent manufacturing industry maintained a high level, showing strong growth potential. Intelligent manufacturing uses unmanned, intelligent technical support and product systems to help China ’s daily output of masks reach 100 million yuan; robots can not only help medical staff to relieve the pressure on hospital staff, but also help enterprises resume work and resume production while ensuring production safety and efficiency; The Industrial Cloud also has outstanding performance in assisting the supply and demand matching of epidemic-related materials, cloud office, and building an epidemic prevention and control system. According to Ai Media data, the network reputation of "smart manufacturing" during the epidemic period reached 78.5, and the performance of the intelligent manufacturing epidemic has established public confidence. Over 50% of netizens said that they have improved their attitudes to the industry's prospects. The strong vitality exhibited by intelligent manufacturing during the epidemic will accelerate the development of "Made in China" towards "Chinese Intelligent Manufacturing". -
艾媒报告|2020Q1中国在线直播行业专题研究报告
本报告研究涉及企业/品牌/案例:虎牙直播,快手直播,KK直播。
其他提及企业/品牌:斗鱼直播,战旗直播,触手直播,龙珠直播,企鹅电竞,蘑菇街,淘宝直播,目睹直播,盟主直播,好视通,映客直播,花椒直播,NOW直播,一直播,酷狗直播,YY直播,抖音,快手。
iiMedia Research(艾媒咨询)数据显示,中国在线直播行业整体保持稳定提升、深耕存量的发展态势,预计在线直播行业用户群体将于2020年达到5.26亿人。经历秀场直播、游戏直播、短视频直播三个发展阶段后,在线直播行业目前进入以电商直播为主,多维发展、多强并行的成熟阶段。疫情期间,用户需求激增、观看习惯养成; “直播+”模式的“破圈”动态进一步提高直播行业关注度,直播正快速向医疗、教育、协同办公等多领域渗透,逐步成为企业的常态化传播沟通工具。同时,直播形式的时效性、可视化、互动性特点使其成为疫情期间资讯传播的重要媒介;各直播平台积极抗“疫”、传播正能量、践行企业责任的活动得到用户的普遍认可,实现直播的社会价值。艾媒分析师认为,大数据、高流量、多渠道等优势使直播与消费场景、商业模式、公益渠道相结合,实现传统行业的转型发展。随着5G商用、VR/AR技术的发展提供技术支持,在线直播行业旨在实现更大的商业潜力与社会价值。
According to the statistics of iiMedia Research, Chinese online streaming industry has develped into steady, stock-focused stage, the user scale is expected to reach 5.26 billion in 2020. Gone through the show streaming, game live, and short-video live, online streaming industry concentrates on E-commerce streaming, shaping into the diverse, mature pattern. During the COV-19 period, user demand soars, more groups have grown the watching behaviors into the habits; the heated movements combined with “Online Streaming Plus” mode raised up the attention. Online streaming embarks on cooperation with medication, education, co-working etc. professional fields, becoming common tools for enterprises to communication and collaboration. Meanwhile, the features like timing, visualized, interactive of online streaming grow it into the significant medias for information spreading. The charitable anti-virus activities promoted by platforms gained recognized by the users as well, achieving the social value of online streaming. iiMedia consulting analyst believes that, big data, high volume, and multi-channel etc. advantages contribute to the combination with consumption pattern, business model and charitable platforms, motivating the traditional industries to digitalized transformation. As the 5G, VR/AR technology support, online streaming platform aims to achieve greater business potential and social value. -
艾媒报告|2019中国网络游戏企业社会责任感专题研究报告
本报告研究涉及企业/品牌包括:腾讯游戏、网易游戏、三七互娱、完美世界、多益网络、巨人网络、昆仑万维、盛趣游戏、游族网络、世纪华通、英雄互娱、掌趣科技、游久游戏、龙图游戏、吉比特、光线传媒、中文传媒、乐元素、网龙、欢悦互娱、天神娱乐、浙数文化、中手游、恺英网络、冰川网络、顺网科技、云游控股、华清飞扬、第七大道、柠檬微趣、盛天网络、电广传媒、奥飞娱乐、IGG、全科文化、金山软件、际动网络、铁血科技、天舟文化、凯撒文化、拓维信息、乐游科技控股、掌中飞天、塔人网络、深海软件、迅游科技、博雅互动、宝通科技、人人游戏、云畅游戏
iiMedia Research (艾媒咨询)数据显示,2018年中国手机游戏市场规模接近1500亿元,较2017年增长26.4%,而对于游戏行业整体而言,2018年增速仅为5.3%。近年游戏行业发展繁荣主要由手机游戏高速增长所致,目前行业头部企业如腾讯游戏、网易游戏均在手游领域投入巨大。2018年收入前50手游新品中,腾讯、网易研发的游戏合计收入占比达到44.4%。近年来,中国游戏企业重视企业形象和社会责任,iiMedia Research (艾媒咨询)数据显示,社会责任感TOP50网络游戏企业中,三分之二来自于北上广深一线城市。在企业上市情况方面,A股上市企业占比高达56.0%,经济效益对于企业发挥社会责任感起到关键作用。腾讯游戏、多益网络社会责任感得分分别为上市企业和非上市企业之首,头部企业更需发挥行业领头作用,树立良好业内形象。
As the data of iiMedia Research showed, the scale of China mobile game market in 2018 is close to 150 billion yuan, with an increase of 26.4% over 2017. While for the whole game industry, the growth rate in 2018 is only 5.3%. In recent years, the development and prosperity of the game industry is mainly caused by the rapid growth of mobile games market. At present, leading enterprises in the industry, such as Tencent games and Netease games, have invested tremendous amounts in the field of mobile games. Tencent and Netease accounted for 44.4% of the total revenue of the top 50 mobile games in 2018. In recent years, Chinese game companies attach great importance to corporate image and social responsibility. As the data of iiMedia Research showed, two-thirds of TOP50 online game companies with most social responsibility come from first-tier cities in Beijing, Shanghai, Guangzhou and Shenzhen. As for the listing situation of enterprises, the proportion of A-share listed enterprises is as high as 56.0%. Economic benefits play a key role in the social responsibility of enterprises. Tencent Game and Duoyi Network have the highest scores of social responsibility for listed and non-listed enterprises respectively. Head enterprises need to play a leading role in the industry and establish a good image in the industry. -
艾媒报告|2019酷我音乐《榜样阅读》社会影响研究报告
目前明星阅读类节目能通过多种渠道进行传播,其传播内容价值正面,且明星进驻进一步吸引粉丝观众,受众规模不断扩大。以《榜样阅读》为代表的明星阅读类节目,由于在主流价值传播和对社会影响方面具有重要意义,未来仍将保持较强活力。《榜样阅读》节目主要针对年轻人群,且节目嘉宾均为年轻粉丝占比高的优质青年偶像,能更好地对青少年人群发挥表率作用。通过明星朗诵的形式对优秀文化进行传播,能有效宣扬正面价值观。
At present, celebrity reading programs can be spread through a variety of channels, and the value of the content is positive, and inviting the celebrities for reading further attracts fans and the audience size continues to expand. The celebrity reading program, represented by “Bangyang Reading“, will remain strong in the future due to its significance in mainstream value propagating and social impact. As the data of iiMedia showed, the potential audience for celebrity reading programs in 2018 exceeded 300 million. 44.7% of the netizens surveyed expressed their preference for celebrity reading programs, among which the proportion of netizens who said they liked it was 10.3%. The proportion of respondents who expressed satisfaction with the celebrity reading program accounted for 81.0%. The Post 90s and 00s audience of “Bangyang Reading“ accounted for 90.2%. Among the interviewed audience of “Bangyang Reading“, 47.7% prefer to watch the episodes of their favorite celebrity. The “Bangyang Reading“ program aims at young people, and the celebrity attended on the shows are high-quality young idols with a high proportion of young fans, who can set a good example for the youth population. The propagation of excellent culture through the form of celebrity reading can effectively promote positive values and easily gain high social appraisal. The essence of celebrity reading programs is the propagation of excellent literary culture. As the celebrity guests have a high influence on young people, the program needs to pay more attention to its image and representative spirit in selecting guests. The trend of multi-channel fusion communication will be more obvious in future celebrity reading programs, and its application scenarios will be more extensive. -
艾媒报告|2019中国企业图片字体版权纠纷专题研究报告
2019年4月视觉中国因黑洞及国旗国徽图片导致的版权维权争议事件,引发了公众对“版权碰瓷”这一企业行为的关注。事件发生后,视觉中国品牌形象一落千丈。艾媒大数据商情舆情监测系统数据显示,视觉中国的言值指数由4月10日的44.3降至4月16日的8.2,网络口碑呈现一面倒的负面态势。iiMedia Research(艾媒咨询)数据显示,78.8%的受访企业认为,视觉中国的维权方式属于敲诈。而超过四分之三的受访企业解决版权纠纷耗时在3个月以上,且69.0%的受访企业认为处理“版权碰瓷”纠纷已对企业造成负担。企业滥用维权导致“版权碰瓷”现象愈加频繁,对于社会秩序已造成严重干扰,这类企业缺乏社会责任感的行为也引来公众愤慨之情,72.4%的受访网民认为行业频发的版权纠纷问题是涉事企业故意而为,38.3%的受访网民认为该类行为已触及公众底线。
In April 2019, the controversy over copyright protection of VisualChina caused by pictures of black holes and of national flag and emblem has triggered public concern about the corporate behavior of copyright infringement. After the dispute, the brand image of VisualChina fell sharply. As the data of iiMedia Public Opinion Monitoring System showed, the Yanzhi Index of VisualChina dropped from 44.3 on April 10th to 8.2 on April 16th, and its comments on the Internet showed a negative trend. As the data of iiMedia Research showed, 78.8% of the interviewed enterprises believed that the way of rights protection acts of VisualChina was blackmail. More than three quarters of the interviewed enterprises took more than three months to resolve copyright disputes, and 69.0% of the interviewed enterprises believed that dealing with copyright infringement disputes had caused a burden on enterprises. The abuse of rights of copyright protection by enterprises leads to the phenomenon of copyright infringement becoming more and more frequent, which has caused serious interference to social order. The lack of social responsibility of such enterprises has also aroused public outrage. 72.4% of the interviewed netizen think that the frequent copyright disputes in the industry are deliberately caused by the enterprises involved. 38.3% of the interviewed netizen think that such acts have touched the bottom line of the public.
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