-
艾媒咨询|2022年中国电子竞技用户行为研究报告
iiMedia Research(艾媒咨询)数据显示, 中国电竞市场规模呈上升趋势,预计2022年达1843.3亿元。在2021年电竞入亚和英雄联盟总决赛夺冠背景下,电子竞技关注度空前高涨,得到了社会更多的认可,这将为电竞行业未来新一轮的增长带来助力。随着电子竞技赛事的不断丰富和成熟,电竞产业将进一步凸显IP内容价值,逐步融入泛娱乐生态。电竞相关的文化类产品层出不穷,均有破圈之势,相信将形成更广泛的影响效应。
According to iiMedia Research, the scale of China's E-sports market is on the rise and is expected to reach 184.33 billion yuan in 2022. Under the background of E-sports entering Asia and winning the championship of hero League finals in 2021, the attention of E-sports is unprecedented and has been more recognized by the society, which will help the e-sports industry to grow in a new round in the future. With the continuous enrichment and maturity of E-sports events, the e-sports industry will further highlight the value of IP content and gradually integrate into the pan entertainment ecology. E-sports related cultural products emerge in endlessly, with the potential to break the circle. It is believed that they will form a broader impact effect. -
艾媒咨询|2021年中国电子竞技产业运行监测报告
本报告研究涉及企业/品牌/案例:腾讯,皇族电子竞技俱乐部,VSPN,虎牙
在电子设备及现代信息技术的高速发展下,中国电子竞技市场规模不断扩大,在2020年达到1365.6亿元,预计到2022年达到1843.3亿元。其中,得益于爆款游戏的打造,移动端电竞成为了电竞产业发展的主要驱动力,用户规模在2020年达到3.83亿人,预计2022年达到4.18亿人。iiMedia Research(艾媒咨询)数据显示,近七成的受访网民表示支持电竞战队的“本土化”建设,65.5%的受访网民对于青少年电竞职业培养课程表示认同,体现出民众电竞观念的进一步渗透。随着电子竞技赛事的不断丰富和成熟,电竞产业将进一步凸显IP内容价值,逐步融入泛娱乐生态,形成更广泛的影响效应。
With the rapid development of electronic equipment and modern information technology, the scale of China's E-sports market continues to expand, reaching 136.56 billion yuan in 2020 and 184.33 billion yuan in 2022. Among them, thanks to the creation of popular games, mobile E-sports has become the main driving force for the development of e-sports industry. The number of users will reach 383 million in 2020 and 418 million in 2022. According to the data of iimedia research, nearly 70% of the netizens interviewed expressed their support for the "localization" construction of the e-sports team, and 65.5% of the netizens interviewed agreed with the vocational training courses of youth e-sports, reflecting the further penetration of the public's concept of E-sports. With the continuous enrichment and maturity of E-sports events, the e-sports industry will further highlight the value of IP content, gradually integrate into the pan entertainment ecology, and form a broader impact effect. -
艾媒咨询|2020年中国密室逃脱行业发展现状及用户行为洞察分析报告
本报告研究涉及企业/品牌/案例:游娱联盟、奥秘之家、屋有岛。
中国密室逃脱的线上订购单量总体呈大幅上升的趋势,2019年第三季度仅美团平台的密室线上订单额为4.85亿元,同比增长2.41倍。艾媒咨询分析师认为,线上交易平台的发展为密室逃脱行业提供了宣传和推广的渠道,有助于商家对客户进行预约分流,提高运转效率。
The number of online orders for escape rooms in China is generally on the rise. In the third quarter of 2019, only the number of online orders for escape rooms on the Meituan platform was 485 million, an increase of 2.41 times. IiMedia Research believes that the development of online trading platforms provides a channel for publicity and promotion for the escape room industry, which helps merchants to pre-distribute customers and improve operational efficiency. -
艾媒咨询|2020年中国移动游戏行业发展专题研究报告
本报告研究涉及企业/品牌/案例:腾讯游戏,网易游戏,三七互娱,多益网络。
中国移动游戏行业在新冠疫情期间实现快速增长,并有望在后疫情时期继续借势增长。iiMedia Research(艾媒咨询)数据显示,2020年中国移动游戏市场规模增长至1850.3亿元,2021年更有望突破2000亿元。移动游戏市场中,电竞、云游戏、海外市场均具有较好的发展机遇。受疫情影响,2020年上半年中国移动电竞赛事更多转移线上举行,近九成受访用户对线上电竞赛事观看体验表示满意,未来疫情影响减弱后,电竞赛事线上线下结合发展的趋势也有望继续延续。云游戏在游戏产业内属于革新性的模式,未来其推广有望突破终端及设备配置限制,将成为厂商重点布局产品类型,2023年预计增至6.58亿人。出海市场方面,海外移动游戏厂商受疫情影响恢复较慢,也是中国企业海外增强影响力的良好机会。总体而言,中国移动游戏未来仍然具有较大增长空间。
China mobile gaming industry achieved rapid growth during the Covid-19 era, and is expected to continue to take advantage of the situation in the post Covid-19 era. As the data of iiMedia Research showed, the scale of China mobile gaming market will grow to 185.03 billion yuan in 2020, and it is expected to exceed 200 billion yuan in 2021. In the mobile game market, e-sports, cloud gaming and overseas markets all have good development opportunities. Affected by the Covid-19, in the first half of 2020, China Mobile E-sports events were more limited online, and nearly 90% of the users interviewed are satisfied with the viewing experience of online E-sports events. When the impact of the Covid-19 weakens, the trend of online and offline development of E-sports events is expected to continue. Cloud gaming is an innovative mode in the game industry. In the future, its promotion is expected to break through the limitation of terminal and device configuration, and it will become a key product type for manufacturers. It is expected to increase to 658 million people in 2023. In terms of overseas market, overseas mobile gaming manufacturers recover slowly affected by the Covid-19, which is also a good opportunity for Chinese enterprises to enhance their influence overseas. Overall, China's mobile gaming still have a large growth space in the future. -
艾媒报告|2019-2020年中国移动游戏行业年度报告
本报告研究涉及企业/品牌/案例:三七互娱,多益网络,腾讯游戏;其他提及企业/品牌:网易游戏,巨人网络,盛趣游戏,37游戏,紫龙游戏,bilibili,完美世界,虎牙直播,斗鱼直播
iiMedia Research(艾媒咨询)数据显示,中国移动游戏行业整体保持稳定提升的发展态势,2019 年中国移动游戏市场规模达1660.3亿元,预计2020年移动游戏行业市场规模将超过1800亿元。玩家以90后、95后为主,以年轻玩家为主导的移动游戏行业场景进一步拓展, 游戏+直播、游戏+视频、游戏+音乐、游戏+新文创等形式不断创新。得益于边缘计算、音视频解码等技术发展,5G浪潮下,云游戏将迸发巨大发展潜力,而围绕游戏展开的泛娱乐场景也将进一步开拓。艾媒咨询分析师认为,当前中国移动游戏凭借新技术、新人群的迭代发展而呈现较好发展态势,与此同时,在版号政策、内容管控之下,中国移动游戏厂商也要加强行业自律,注重移动游戏的正向价值,在游戏开发、运营上都需重点考虑未成年人的健康成长问题。
iiMedia Research data shows that China's mobile game industry as a whole maintains a stable development trend, with the market size of mobile game in China reaching 166.03 billion yuan in 2019, and the actual sales revenue of mobile game industry is expected to exceed 180 billion yuan in 2020. The mobile game industry scene, dominated by young players, has been further expanded. Game + live broadcast, game + video, game + music, game + new cultural and creative forms have been constantly innovated. Thanks to the development of technologies such as edge computing and audio and video decoding, cloud games will unleash huge development potential under the 5G wave, and the pan-entertainment scenes around games will be further explored. Ai media consulting analysts believe that the current China mobile games with the iterative development of new technology, new presents the good development trend, at the same time, under the policy, content control plate number, China mobile game makers also want to strengthen industry self-discipline, pay attention to the positive value of mobile games, needs to consider in game development and operation problem of the healthy growth of minors. -
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. -
艾媒报告|2020年中国疫情影响下的“宅经济”发展及投资逻辑分析报告
本报告研究涉及企业/品牌/案例:淘宝,拼多多,快手,抖音,美团,饿了么,阿里健康,新东方在线,腾讯课堂,钉钉,58同城,恒大集团,拓维信息,昂立教育,齐心集团,鸿合科技,三爱富,全通教育,会畅通讯,世纪天鸿,方直科技,三五互联,金科文化,二六三,高乐股份,智莱科技,圆通速递,佛塑科技,顺丰控股,三泰科技,外运发展,韵达股份,*ST飞马,申通快递,*ST长投,德邦股份,厦门象屿,苏宁易购,飞力达,中储股份,怡亚通,中国外运,华贸物流,铁龙物流,华鹏飞,中文在线,掌趣科技,三五互联,金科文化,昆仑万维,姚记科技,三七互娱,冰川网络,拓维信息,完美世界,芒果超媒,爱奇艺,哔哩哔哩,腾讯控股,优酷土豆,映客,斗鱼,虎牙直播,宝通科技,迅游科技,游族网络,长城动漫,世纪华通,天舟文化,东方明珠,吉比特,巨人网络,中青宝,京东生鲜,饿了么,美团买菜,叮咚买菜,每日优鲜,苏宁到家,本来生活,食行生鲜等。
2020年2月21日,全球知名的新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询) 发布《2020年中国疫情影响下的“宅经济”发展及投资逻辑分析报告》。报告根据艾媒数据中心、艾媒咨询商业情报数据库、艾媒商情舆情数据监测系统基础数据,对2020年新冠病毒影响下的中国经济发展投资逻辑进行分析,特别对疫情利好的“宅经济”以及利空行业进行深度分析,以快递行业、在线娱乐、生鲜电商、在线教育、在线医疗、在线办公等行业案例,深入探究运行模式和发展趋势。2019年,21.3%宅家网民线上消费占总消费的比例在61%以上,宅家网民对线上消费依赖程度较高;77.1%宅家网民主要通过线上渠道进行娱乐,其中最受欢迎的是影视音乐,占比48.2%。艾媒咨询分析师认为,中国“宅经济”业态早已形成,但在2020年新春新冠状病毒疫情影响下,居民防疫隔离增加了宅在家里的时间,线上消费、线上娱乐需求增加,使得“宅经济”成为当前重要的经济发展模式。
In 2019, 21.3% of home netizens' online consumption accounted for more than 61% of total consumption, and home netizens rely heavily on online consumption; 77.1% of home netizens mainly used online channels for entertainment, the most popular of which Film and television music accounted for 48.2%. iiMedia Researchh analysts believe that China's "House Economy" format has long been formed, but under the influence of the New Year coronavirus epidemic in 2020, the quarantine of residents will increase the time spent at home, and online consumption and online entertainment demand will increase "House economy" has become an important economic development model. -
艾媒报告|2020-2021中国 MCN产业运行大数据监测及趋势研究报告
本报告研究涉及企业/品牌/案例:星期六,极米传媒科技,天龙集团,引力传媒,日出东方,元隆雅图,国旅联合,美盛文化,网达软件,粤传媒,中广天择,黑芝麻,中昌数据,拉芳家化,日播时尚,天创时尚,芒果超媒,安奈儿,南极电商,电声股份,搜于特,沉浸文化,大鹅文化,婉锐(上海)电子商务,网星梦工厂,杭州微念科技,灰斑马,彦祖文化,小象互娱,五月美妆,泰洋川禾,光风霁月,papitube,薇娅,李佳琦,李子柒,办公室小野,张大奕,毒角SHOW,吴佳煜,幸猴儿,留几手,张雪峰老师,Papi酱,祝晓晗,花一村,快递员吴彦祖,米未传媒,微博,微信,今日头条,抖音,网易,火山小视频,西瓜视频,快手,易车,汽车之家,bilibili,马蜂窝,小红书,京东,淘宝,蘑菇街,楼氏传播,蜂群传媒,陌陌,爱奇艺,虎牙直播,斗鱼直播,大禹,青藤文化,二更,新片场,三感 video,罐头视频,小题影视,洋葱视频,末那传媒,橘子娱乐,飞博共创,杭州宸帆,如涵控股,美嗖文化,达人说,美 ONE,军武科技,有狐文化,鹿角熊,无忧传媒,星匠联盟,贝壳视频,灵魂有香气的女子,日日煮,十二栋文化,震惊文化,吾皇的白茶,幕星社,Drama TV,YouTube等
2020年1月22日,全球知名的新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询) 发布《2020-2021年中国MCN产业运行大数据监测及趋势研究报告》。报告根据艾媒数据中心、艾媒咨询商业情报数据库、艾媒商情舆情数据监测系统基础数据,对中国MCN产业的发展现状、产业链细分领域以及MCN业态细分领域进行深度分析,并且以如涵控股、美ONE等具有影响力的MCN公司作为典型进行商情分析,深入探究运行模式和发展趋势。2018年有59.3%的MCN完成过融资,其中半数以上融资轮次集中在A轮(28.6%)和天使轮(23.8%),行业融资类型以早期轮次为主,MCN商业模式仍处于成长期。艾媒咨询分析师认为,MCN机构商业变现形式单一、红人孵化机制不成熟、内容同质化、行业版权保护意识薄弱、负面舆情多等成为中国MCN产业发展面临的主要难题与挑战。未来,中国MCN将要进一步加强行业监管力度、融入互联网行业新兴技术、继续深耕内容垂直行业,同时积极开拓国外市场。
On January 22, 2020, iiMedia Research, a world-renowned third-party data mining and analysis agency for the new economy industry, released the“Research Report on Big Data Monitoring and Trends of China's MCN Industry Operation 2020-2021”.In 2018, 59.3% of MCNs completed financing, of which more than half of the financing rounds were concentrated in round A (28.6%) and angel rounds (23.8%). The type of industry financing was mainly in early rounds, and the MCN business model is still in its growth stage . Ai Media Consulting analysts believe that the single form of commercial realization of MCN institutions, the immature incubation mechanism of reds, the homogeneity of content, the weak awareness of copyright protection in the industry, and the negative public opinion have become the main problems and challenges facing the development of China's MCN industry. In the future, China's MCN will further strengthen industry supervision, integrate emerging technologies in the Internet industry, continue to cultivate vertical content industries, and actively explore foreign markets. -
艾媒报告 |2019H1哔哩哔哩运行状况与行业趋势研究报告
本报告研究涉及企业/品牌/案例:哔哩哔哩,腾讯,阿里,CMC资本,正心谷创新资本,君联资本,掌趣科技,华兴资本,华人文化产业投资基金,正心谷创新资本,优酷、爱奇艺、网易,三七互娱,完美世界,世纪华通,IGG,游族网络,智明星通,巨人网络,AcFun,嘀哩嘀哩
“二次元文化”泛指动画(Anime)、漫画(Comic)、游戏(Game)、轻小说(Novel)内容及相关衍生品。互联网发展扩大了二次元文化覆盖面和传播广度,更多非核心层次二次元人群有机会接触、了解二次元内容及文化,泛二次元群体不断扩大。iiMedia Research(艾媒咨询)数据显示,2018年中国互联网二次元用户规模为2.81亿人,用户增长率达21.1%。在动漫产业、网络游戏快速发展的过程中,二次元用户规模有望持续增长,预计2019年将达3.34亿人。经过十年发展,哔哩哔哩已经成为中国最大的二次元内容平台,并以年轻人喜爱的在线娱乐平台为新目标不断发展壮大。为此,公司一方面通过频繁的投融资活动来扩充内容产品、增强研发实力、拓展用户群体,另一方面通过加速商业化来增强自身造血功能,提升综合竞争实力。虽然公司全产业链布局日趋完善,用户和营收增长表现亮眼,但依然面临激烈的外部竞争、严格的市场监管、扩大的业绩亏损等诸多风险。
“Secondary metaculture“ refers to animation (Anime), comic, game, Novel content and related derivatives. The development of the Internet has expanded the coverage and dissemination of secondary metaculture. More non-core secondary people have the opportunity to contact and understand secondary content and culture. Pan-secondary groups are expanding. According to iiMedia Research data, the number of secondary Internet users in China was 281 million in 2018, with a growth rate of 21.1%. In the process of rapid development of animation industry and online games, the scale of secondary users is expected to continue to grow, and it is expected to reach 334 million people in 2019. After ten years of development, Bilibili has become the largest secondary content platform in China, and the online entertainment platform favored by young people is the new goal of continuous development and growth. For this reason, on the one hand, the company expands content products, strengthens R&D strength and expands user groups through frequent investment and financing activities, on the other hand, it strengthens its hematopoietic function and enhances its comprehensive competitive strength by accelerating commercialization. Although the company's overall industrial chain layout is becoming more and more perfect and the growth of users and revenue is outstanding, it still faces many risks, such as fierce external competition, strict market supervision, expanded performance loss and so on.
- 1
- 2
没找到想要的报告?
扫码添加客服参与预约/定制,第一时间获取行业推荐报告!
智库热榜
艾媒咨询|2024-2025年中国银发经济投资前景分析报告
艾媒咨询|2024-2025年中国烘焙食品行业现状及趋势研究报告
艾媒咨询 | 2023-2024年中国休闲食品产业现状及消费行为数据研究报告
艾媒咨询|2024-2025年全球及中国新能源汽车行业消费趋势监测与案例研究报告
艾媒咨询 | 2023-2024年中国全域旅游产业运行数据及发展趋势研究报告
艾媒咨询 | 2024年中国家用美容仪行业消费者洞察研究报告
艾媒咨询|赵一鸣零食店消费行为洞察及行业趋势报告(2024)
艾媒咨询|2024年中国月饼行业创新发展研究报告
艾媒咨询 | 2024年中国数字中台市场研究报告
艾媒咨询|2023-2024年全球及中国跨境电商运营数据及典型企业分析研究报告
艾媒咨询|2024年中国家清产品消费趋势洞察报告