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艾媒咨询 | 2024年中国00后暑假文娱活动分析报告
随着暑假的到来,文娱行业迎来了消费的高峰期,各类线上线下文娱活动备受欢迎,对于00后群体,他们成长于物质条件相对富足的年代,在暑假中对精神娱乐需求旺盛,悦己消费意愿更强。全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2024年中国00后暑假文娱活动分析报告》数据显示,中国居民在教育、文化和娱乐领域的消费支出比例波动明显,2023年教育、文化和娱乐领域的消费支出比例达到10.8%。
艾媒咨询分析师认为,00后更倾向于参与多样化的文娱活动,包括看电影/电视剧/综艺、听音乐、打游戏、看短视频、刷社交软件/社交论坛和看动漫等,消费意愿较强。
With the arrival of the summer vacation, the entertainment industry has ushered in the peak of consumption, and all kinds of online and offline entertainment activities are very popular. For the post-00s, they grew up in the era of relatively rich material conditions, and have strong demand for spiritual entertainment during the summer vacation, and are more willing to enjoy themselves. According to the latest "Analysis Report on China's post-00s Summer Recreational Activities in 2024" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of Chinese residents' consumption expenditure in the fields of education, culture and entertainment fluctuates significantly. In 2023, the proportion of consumer spending in the fields of education, culture and entertainment will reach 10.8%.
Analysts from iiMedia Consulting believe that the post-00s are more inclined to participate in diversified recreational activities, including watching movies/TV series/variety shows, listening to music, playing games, seeing short videos, browsing social software/social forums and watching animation,etc.,and have a strong willingness to consume. -
艾媒咨询|2024年中国饰品行业发展状况与消费行为洞察报告
随着居民消费水平的提高,消费整体呈现恢复向好态势,饰品行业供需两端双向回暖。全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2024年中国饰品行业发展状况与消费行为洞察报告》数据显示,2023年中国社会消费品零售总额累计值为47.2万亿元,同比增长7.2%。其中金银珠宝类商品零售累计值增长至3310亿元,增长率为9.8%。在宏观经济环境和消费需求的共同影响下,我国饰品行业消费市场将继续扩大。当前,居民消费正处于持续升级阶段,国内消费市场呈现出“品质消费需求旺盛”的特点,实用性、美观性、实惠性已成为消费者购买饰品时的主要考量因素。同时,饰品行业的消费群体愈发年轻,90后乃至千禧一代已逐渐成为黄金珠宝饰品的主力消费群体,这将推动饰品行业在产品设计和营销模式方面进行升级与革新。截至2023年,众多时尚珠宝品牌纷纷推出与热门动漫游戏联名的产品,以个性潮流的设计与年轻消费者实现情感共鸣。未来,将会有更多的珠宝品牌通过联名的方式为品牌赋予更多可能性。
With the improvement of residents' consumption level, consumption as a whole has shown a positive trend of recovery, and the supply and demand of the jewelry industry have recovered in both directions.According to the latest "2023-2024 China Jewelry Industry Development Status and Consumer Behavior Insight Report" released by iiMedia Research, a third-party data mining and analysis agency for the global new economy industry, In 2023, the cumulative value of China's total retail sales of consumer goods will be 47.2 trillion yuan, a year-on-year increase of 7.2%. Among them, the cumulative retail value of gold, silver and jewelry increased to 331 billion yuan, with a growth rate of 9.8%. Under the combined influence of the macroeconomic environment and consumer demand, the consumer market of China's jewelry industry will continue to expand. At present, residents' consumption is in the stage of continuous upgrading, and the domestic consumer market is characterized by "strong demand for quality consumption", and practicality, aesthetics and affordability have become the main considerations for consumers when purchasing jewelry. At the same time, the consumer group of the jewelry industry is getting younger and younger, and the post-90s generation and even millennials have gradually become the main consumer group of gold jewelry, which will promote the upgrading and innovation of the jewelry industry in terms of product design and marketing model. As of 2023, many fashion jewelry brands have launched co-branded products with popular anime and games, and achieved emotional resonance with young consumers with personalized and trendy designs. In the future, there will be more jewelry brands that will give more possibilities to the brand through co-branding. -
艾媒咨询 | 2023-2024中国饰品产业发展状况与消费者行为变化监测调查报告
随着居民消费水平的提高,消费整体呈现恢复向好态势,饰品行业供需两端双向回暖。全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2023-2024年中国饰品产业发展状况与消费者行为变化监测调查报告》数据显示,2023年中国社会消费品零售总额累计值为47.2万亿元,同比增长7.2%。其中金银珠宝类商品零售累计值增长至3310亿元,增长率为9.8%。 在宏观经济环境和消费需求的共同影响下,我国饰品行业消费市场将继续扩大。当前,居民消费正处于持续升级阶段,国内消费市场呈现出“品质消费需求旺盛”的特点,实用性、美观性、实惠性已成为消费者购买饰品时的主要考量因素。此外,饰品行业的消费群体愈发年轻,90后乃至千禧一代已逐渐成为黄金珠宝饰品的主力消费群体,这将推动饰品行业在产品设计和营销模式方面进行升级与革新。截至2023年,众多时尚珠宝品牌纷纷推出与热门动漫游戏联名的产品,以个性潮流的设计与年轻消费者实现情感共鸣。未来,将会有更多的珠宝品牌通过联名的方式为品牌赋予更多可能性。
With the improvement of residents' consumption level, consumption as a whole has shown a positive trend of recovery, and the supply and demand of the jewelry industry have picked up in both directions.According to the latest "2023-2024 China Jewelry Industry Development Status and Consumer Behavior Change Monitoring Survey Report" released by iiMedia Research, a third-party data mining and analysis agency for the global new economy industry, in 2023, the cumulative value of China's total retail sales of consumer goods will be 47.2 trillion yuan, a year-on-year increase of 7.2%. Among them, the cumulative retail value of gold, silver and jewelry increased to 331 billion yuan, with a growth rate of 9.8%.Under the combined influence of the macroeconomic environment and consumer demand, the consumer market of China's jewelry industry will continue to expand. At present, residents' consumption is in the stage of continuous upgrading, the domestic consumer market presents the characteristics of "strong demand for quality consumption", practicality, aesthetics, and affordability have become the main considerations for consumers when buying jewelry. At the same time, the consumer group of the jewelry industry is getting younger and younger, and the post-90s generation and even millennials have gradually become the main consumer group of gold jewelry, which will promote the upgrading and innovation of the jewelry industry in terms of product design and marketing model. As of 2023, many fashion jewelry brands have launched co-branded products with popular anime and games, and achieved emotional resonance with young consumers with personalized and trendy designs. In the future, there will be more jewelry brands that will give more possibilities to the brand through co-branding. -
艾媒咨询| 2020年中国移动游戏IP价值探析专题报告
本报告研究涉及企业/品牌/案例:腾讯游戏,王者荣耀,多益网络,神武4,阴阳师
受新冠疫情影响,移动游戏获发展机遇,2020年中国移动游戏市场规模达1850.3亿元,预计2021年有望突破2020亿元。在中国移动游戏产业链中,IP起重要的串联、延伸作用,为促进行业规范化、精品化发展,政府部门采取日趋严格的监管措施并鼓励IP开发及转换。iiMedia Research(艾媒咨询)数据显示,51.5%的受访移动游戏用户表示会因IP喜好而玩相应的手游,并对其持有较高的期待值;其中78.9%的受访IP受众玩家有游戏付费习惯。因此在政策利好、市场需求拉动的背景下,游戏企业通过IP改编、自研IP等途径突破内容壁垒,全方位拓展游戏IP题材,进而研发精品游戏,并深挖移动游戏IP价值,不断完善IP衍生产品矩阵,最终构建移动游戏IP生态,提升IP商业化变现效率。
Affected by the Covid-19, China mobile gaming industry have gained development opportunities. In 2020, the scale of China mobile gaming market grew to 185.03 billion yuan, and it is expected to exceed 200 billion yuan in 2021. In China mobile gaming industry chain, IP plays an important role in tandem and extension. In order to promote the standardization and high-quality development of the industry, the government departments have adopted increasingly strict regulatory measures and encouraged IP development and conversion. As the data of iiMedia Research showed, 51.5% of the mobile game users interviewed show that they would play the corresponding mobile games based on their IP preferences, and hold high expectations for them; Amongthem, 78.9% of the IP audience players interviewed have the habit of paying for games. So under the background of good policies and market demand, through IP adaptation and independent research IP, game enterprises break the content barrier, expand game themes in an all-round way and then develop high-quality goods game. Furthermore, game enterprises dig the mobile game IP value, improve the IP derivative product matrix. Finally they build the mobile games IP ecosystem and improve the efficiency of IP commercialization. -
艾媒咨询|2020年中国盲盒行业发展现状及市场调研分析报告
本报告研究涉及企业/品牌/案例:泡泡玛特,奥飞娱乐,52Toys。
伴随着消费升级,人们对提升生活品质和满足情绪需求的产品和服务接纳度更高。盲盒因其具有的高度不确定性,激发了年轻群体的消费潜力。数据显示,95后最“烧钱”的爱好中,盲盒手办排名第一。95后成为盲盒的重要消费用户,占比近4成,其中8.6%的用户可以接受盲盒单价在1000元以上。在高毛利率、高增长、创新的销售模式、新兴的千亿年轻潮玩市场等因素吸引下,资本、上市公司纷纷抢滩盲盒市场,盲盒市场前景可期。
As consumption escalates, people become more receptive to products and services that improve their quality of life and meet their emotional needs. Because of its high uncertainty, the blind box stimulates the consumption potential of young people. Data shows, 95 hind most"burn money"hobby, blind box is handled rank first. Since 1995, it has become an important consumer of the blind box, accounting for nearly 40% of which 8.6% of the users can accept the price of the blind box above 1000 yuan. In the high gross profit rate, high growth, innovative sales model, the emerging hundred billion-year-old tide play market and other factors, capital, listed companies have rushed to the beach blind box market, the blind box market prospects. -
艾媒报告|2019-2020中国二次元视频行业专题研究报告
本报告研究涉及企业/品牌/案例:AcFun,bilibili,腾讯视频,抖音;其他提及企业/品牌:爱奇艺,快手,优酷,快看漫画,叭哒,风鱼动漫,腾讯动漫,波动星球,阅文集团
iiMedia Research(艾媒咨询)数据显示,中国二次元用户规模预计在2021年突破4亿人,用户规模的持续增长,抬升了二次元产业的商业价值。随着国家政策的鼓励、中国二次元视频行业发展环境向好、视频产业链条趋于完善、直播与电商元素的加入,加速了中国二次元视频商业化。iiMedia Research(艾媒咨询)数据显示,以A站、B站为代表的垂直二次元视频平台仍是二次元用户观看视频的主要占地,占比超过五成;近六成的受访网民会为观看二次元视频付费。艾媒咨询分析师认为,平台方对UP主创作的大力扶植,不仅有利于丰富完善二次元视频内容生态,推动二次元视频产业升级,还有助于吸引更多用户人群。随着主力年轻用户的崛起,以及泛二次元用户人群的扩大,二次元视频平台有望迎来发展红利。
As the data of iiMedia Research showed, the scale of China ’s Two-dimensional users is expected to exceed 400 million by 2021. The continued growth in user scale has boosted the commercial value of the secondary industry. With the encouragement of national policies, the development environment of China ’s secondary video industry is improving, the video industry chain is complete, and the addition of live broadcast and e-commerce elements has accelerated the commercialization of China ’s Two-dimensional video. As the data of iiMedia Research showed, vertical Two-dimensional video platforms represented by AcFun and BiliBili are still the main areas for video watching by Two-dimensiona users, accounting for more than 50%; nearly 60% of the interviewed netizens will Pay for watching Two-dimensional videos. iiMedia analysts believe that the platform's strong support for the creator's main creation will not only help enrich and improve the Two-dimensional video content ecology, promote the upgrade of the Two-dimensional video industry, but also help attract more user groups. With the rise of the main young users and the expansion of the Pan- two-dimensional user population, the Two-dimensional video platform is expected to usher in a development bonus. -
艾媒报告|2019-2020中国文娱行业运行监测与头部企业布局研究报告
本报告研究涉及企业/品牌/案例:人民网,华谊兄弟,腾讯音乐集团,阅文集团,哔哩哔哩,抖音,虎牙直播,腾讯游戏;其他提及企业/品牌:人民在线,人民视讯,环球网,幸福蓝海影视文化集团,中央广播电视台,中视传媒股份有限公司,中影集团,上影集团,光线传媒,华谊兄弟,博纳影业,万达影视传媒,腾讯,百度,阿里巴巴,考拉FM,QQ音乐,酷狗音乐,酷我音乐,全民K歌,虾米音乐,网易云音乐,猫眼娱乐,QQ阅读,起点中文网,新丽传媒,天方听书网,喜马拉雅,懒人听书,AcFun,搜狐视频,乐视视频,次元社,微信,支付宝,豌豆荚,百度应用,中国移动,中国电信,华为,美图手机,阿里云视频,快手,梨视频,腾讯微视,斗鱼直播,YY直播,王者荣耀,QQ游戏,网易游戏,百度,字节跳动,企鹅影视,淘票票,优酷视频,UC浏览器,书旗小说,阿里体育,百度贴吧,爱奇艺,梨视频,百度问答,今日头条,西瓜视频,火山小视频,懂车帝,皮皮虾视频,芒果TV
本报告主要通过文娱行业的投融资数据,对媒体、影视、音乐、阅读、动漫、短视频、网络直播、游戏等文娱细分领域的上下游进行深入探究,并对阿里文娱、腾讯、哔哩哔哩、爱奇艺等典型企业的文娱投资进行案例分析,以此对中国文娱行业的发展进行预判。文娱行业的高速发展赢得了资本市场的青睐,媒体仍占据文娱投资细分领域的头部地位,影视、动漫在数字技术帮助下,优势明显。而互联网大企业依托自身业务,进行文娱生态布局,掌握了一定的先发优势。
The rapid development of the entertainment industry has won the favor of the capital market. From the perspective of segmentation, in 2019, the media sector received 30.2% of financing, ranking first in the segment of the entertainment industry, followed by film and television (19.0%), animation (16.8%), and short video (12.3%). Rank third and fourth. iiMedia Research analysts believe that the entertainment industry has obvious advantages in the help of digital technology in film, television, and animation. In the mobile Internet era, new formats and models of short video and live broadcast are favored by the investment market; and large Internet companies rely on their own businesses to carry out the ecological layout of the entertainment industry has a certain first-mover advantage. -
艾媒咨询|后疫情时代中国在线文娱行业研究报告
本报告研究涉及企业/品牌/案例:酷我音乐、中文在线、爱奇艺、腾讯游戏。
随着疫情的扩散,各地陆续出台了限制公共聚集活动、文化娱乐场所营业的要求和延迟复工复学的通知。线下活动受限,居家隔离期间,广大网民线上娱乐需求增长刺激各种云娱乐方式拓展。 2020年第一季度中国在线文娱市场规模超1400亿元,增长率达到27%。预计2020年全年中国在线文娱市场规模将超5000亿元,较2019年增长30%以上。疫情期间,在线文娱平台通过媒介优势,主动承担社会责任助力防疫抗疫,并由娱乐导向拓展到兼具资讯、社交、教育特征。后疫情时代,短视频、网络直播、网络动漫、网络文学、游戏、音乐等在线文娱内容形态将进一步交叉结合。与此同时,传统文娱也将加速线上化进程,以云综艺为典型的新型在线文娱类型将日益增多。
With the spread of the COVID - 19, local governments have issued restrictions on public gatherings and cultural and entertainment venues, as well as notices to delay the resumption of work and school,So offline activities are limited. During home isolation, the growth of online entertainment demand of netizens stimulates the expansion of various cloud entertainment methods. In the first quarter of 2020, the scale of China's online entertainment market exceeded 140 billion yuan, with a growth rate of 27%. It is expected that the scale of China's online entertainment market will exceed 500 billion yuan in 2020, increasing by more than 30% compared with 2019. During the COVID-19, online entertainment platforms took the initiative to take social responsibilities to help epidemic prevention and Disseminate anti-epidemic measures through media, and expanded from entertainment to information, social contact and education features. In the Post-epidemic era, online entertainment forms such as short videos, live streaming, online animation, online literature, games and music will be further integrated. At the same time, traditional entertainment will also accelerate the process of online entertainment, and cloud entertainment as a typical new type of online entertainment will be increasing.
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