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艾媒咨询|2024年中国虚拟数字人产业发展白皮书
随着AI技术的日益成熟与广泛应用,虚拟数字人从一个遥远的概念逐渐走进了现实世界的舞台,在技术融合与产业升级中扮演至关重要的桥梁与驱动者。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年中国虚拟数字人产业发展白皮书》数据显示,2023年中国虚拟人带动产业市场规模和核心市场规模分别为3334.7亿元和205.2亿元,预计2025年分别达到6402.7亿元和480.6亿元,呈现强劲的增长态势。
艾媒咨询分析师认为,虚拟人技术具有为用户提供高度智能化和个性化服务的潜力,为B端企业降本增效,其市场需求前景广阔。
With the increasing maturity and widespread application of AI technology, virtual digital humans have gradually entered the real world stage from a distant concept, playing a crucial bridge and driver in technology integration and industrial upgrading. According to the latest "White Paper on the Development of China's Virtual Digital Human Industry in 2024" released by iiMedia Research, a third-party data mining and analysis firm in the global new economy industry, the market size and core market size driven by virtual humans in China were 333.47 billion yuan and 20.52 billion yuan respectively in 2023. It is expected to reach 640.27 billion yuan and 48.06 billion yuan respectively in 2025, showing a strong growth trend.
Analysts from iMedia Consulting believe that virtual human technology has the potential to provide users with highly intelligent and personalized services, reducing costs and increasing efficiency for B2B enterprises. Its market demand prospects are broad. -
艾媒咨询|2020-2021年中国电竞直播行业发展专题研究报告
本报告研究涉及企业/品牌/案例:虎牙,斗鱼,快手,bilibili
近年中国电竞行业迎来良好的发展环境,政策鼓励、资本关注、大众接受程度提高,市场呈现爆发式增长。iiMedia Research(艾媒咨询)数据显示,2020年中国电竞市场规模达到1365.6亿元。在电竞行业带动下,电竞直播平台也迎来发展红利,2020年用户规模达到2.36亿人,且将保持快速增长态势,2022年将超过2.7亿人。随着电竞直播平台覆盖用户群体扩大,其提供的内容类型也更趋多样化,包括赛事直播、解说、综艺节目、日常直播等,也为用户带来良好的平台体验,八成受访电竞直播用户满意目前平台的内容丰富度。
In recent years, China E-sports industry has ushered in a good development environment. With policy encouragement, capital concern and public acceptance improved, the market has shown explosive growth. As the data of iiMedia Research showed, the scale of China's E-sports market will reach 136.56 billion yuan in 2020. Driven by the e-sports industry, the e-sports live-streaming platform also ushers in development bonus. In 2020, its user scale will reach 236 million, and will maintain a rapid growth trend, exceeding 270 million in 2022. With the expansion of E-sports live-streaming platform's coverage of user groups, its content types are becoming more diversified, including game live-streaming, commentary, variety show, daily live-streaming, etc., which also brings users a good platform experience. 80% of the interviewed E-sports live-streaming users are satisfied with the content richness of the current platform. -
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,虎牙直播,企鹅电竞,龙珠直播,战旗直播,触手直播,蘑菇街,淘宝直播,映客直播,花椒直播,NOW直播,KK直播,一直播,BiliBili,YY直播,快手,CC直播,秀色直播,酷狗直播,抖音,目睹直播,好视通,布马网络等。
中国在线直播行业用户规模近五年来一直保持稳步增长,iiMedia Research(艾媒咨询)数据显示,2019年中国在线直播行业用户规模已增长至5.04亿人,增长率为10.6%;预计2020年在线直播行业用户规模达5.26亿人。2019年,VR、AI等技术带动在线直播行业发展,“直播+”的产品与内容创新不断显现,其中“直播+电商”迎来了高速发展的风口。艾媒咨询分析师认为,未来“直播+”的商业模式将继续发展完善,在线直播平台将更加注重精细化与专业化运营,通过产品、形式与内容的创新塑造和强化自身差异化优势,并通过技术赋能提升用户体验,布局更多业务和内容模块,赢得在线直播行业赛道的竞争。
The user scale of China's online live streaming industry has grown steadily in the past five years. Data from iiMedia Research shows that the user scale of China's online live streaming industry has increased to 504 million in 2019, with a growth rate of 10.6%. It is estimated that the figure will reach 526 million in 2020. In 2019, the development of online live streaming industry will be driven by VR, AI and other technologies, and the innovations on products and contents of “live streaming +” will continue to emerge, among which “live streaming + e-commerce” will usher in the outlet of rapid development. iiMedia Research analysts believe that the “live streaming +” business model will continue to develop in the future. China’s live online platforms will pay more attention to their refinement and specialization operations, build and strengthen their differentiation advantages through the innovations on products, live forms and contents. Through the technology, they can improve their users’ experience, set better business layouts and make more great content modules, to win the competition and stand out in the online live streaming market. -
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.
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