全球领先的新经济产业第三方数据挖掘与分析机构
关于“兴趣消费”的报告
艾媒咨询 | 2024-2025年中国数字文化产业发展现状及趋势分析报告
近年来,随着数字技术的迅猛发展,数字文化产业已经深刻融入我国经济社会的各个领域,成为数字经济发展的新动能。国家统计局数据显示,2024年前三季度,规模以上文化企业实现营业收入99668亿元,比上年同期增长5.9%。其中,数字文化新业态特征明显的16个行业小类实现营业收入41616亿元,比上年同期增长10.0%,占总营业收入的比重高达41.8%。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《2024-2025年中国数字文化产业发展现状及趋势分析报告》显示,2024年前三季度全国数字文化新业态的营业收入已飙升至4.16万亿元,与2019年的1.99万亿元相比,实现了惊人的2.1倍增长。同时,其在全部规模以上文化企业营业收入中的占比也大幅提升至41.8%,与2019年相比,增长了18.9个百分点,进一步彰显了数字文化产业在文化产业整体格局中的核心地位。
In recent years, with the rapid development of digital technology, the digital cultural industry has been deeply integrated into various fields of China's economy and society, becoming a new driving force for digital economic development. According to data from the National Bureau of Statistics, the scaled-up cultural enterprises achieved a total revenue of 99,668 billion yuan in the first three quarters of 2024, up 5.9% from the same period last year. Of which, the 16 sub-categories with obvious characteristics of digital cultural new industries achieved a revenue of 416 billion yuan, up 10.0% from the same period last year, accounting for 41.8% of the total revenue. The latest report released by iiMedia Research, a third-party data mining and analysis institution for global new economy industries, shows that the revenue of digital cultural new industries in China reached 416 billion yuan in the first three quarters of 2024, a staggering 2.1 times higher than the 199 billion yuan in the same period of 2019. At the same time, its share in the total revenue of scaled-up cultural enterprises has also increased significantly to 41.8%, up 18.9 percentage points from 2019, further highlighting the core position of the digital cultural industry in the overall cultural industry landscape.艾媒咨询 | 2024-2025年中国谷子经济市场分析报告
谷子源于英文“goods”的音译,泛指二次元周边。“谷子”来自二次元文化,其是基于漫画、动画、游戏、偶像、特摄等内容IP(知识产权)而衍生出来的周边商品。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《2024-2025年中国谷子经济市场分析报告》数据显示中国泛二次元用户规模逐年递增,2023年达4.90亿人。中国谷子经济市场规模呈上升趋势,增长速度加快。2024年中国谷子经济市场规模达1689亿元,较2023年增长40.63%,预计2029年中国谷子经济市场规模超3000亿元。艾媒咨询分析师认为,二次元用户规模较为庞大,谷子经济拥有较为庞大的潜在客户。伴随着中国国内潮玩、二次元经济的崛起,基于国内IP生产的谷子商品逐渐受到二次元消费者的关注和青睐。
Millet is derived from the transliteration of the English word "goods", which generally refers to the two yuan surrounding. "Millet" comes from the two dimensional culture. It is a peripheral product derived from the content IP (intellectual property) of manga, animation, game, idol, and tokusatsu. The latest "2024-2025 China Millet Economy Market Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, shows that the scale of pan-secondary users in China is increasing year by year, reaching 490 million people in 2023. The market scale of millet economy in China is on the rise, and the growth speed is accelerated. In 2024, the economic market size of China's millet reached 168.9 billion yuan, an increase of 40.63% over 2023, and it is expected that the economic market size of China's millet will exceed 300 billion yuan in 2029. Analysts from iMedia Consulting believe that The scale of secondary users is relatively large, and millet economy has relatively large potential customers. Along with the rise of China's domestic trend and the quadratic economy, millet products based on domestic IP production have gradually attracted the attention and favor of the quadratic consumers.艾媒咨询|2024-2025年中国兴趣消费趋势洞察白皮书
随着社会物质生活日渐富裕,人民精神文化需求日益增长,消费群体迭代,消费领域兴起了“兴趣”引导消费的浪潮。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《2024-2025年中国兴趣消费趋势洞察白皮书》数据显示,超五成的新青年消费者在生活必需品外,会在一定支出范围内购买兴趣喜好相关品、愉悦自我的产品。在消费频次方面,超五成新青年消费者每月的兴趣消费频率达3-5次。
艾媒咨询分析师认为,在兴趣消费产业范畴不断拓展的环境下,越来越多产品与兴趣消费相结合,消费者对兴趣消费的认知和了解会不断加深,兴趣消费的频率和消费比例有望持续提升。
With the increasing material prosperity of society and the growing spiritual and cultural needs of the people, consumer groups are iterating, and a wave of "interest" guiding consumption has emerged in the consumption field.According to the latest "White Paper on Insights into China's Interest Consumption Trends from 2024 to 2025" released by iiMedia Research, More than 50% of new young consumers will purchase products related to their interests, preferences, and self pleasure within a certain expenditure range, in addition to daily necessities. In terms of consumption frequency, over 50% of new young consumers have a monthly interest consumption frequency of 3-5 times..
iiMedia Research analysts believe that In the environment where the scope of interest consumption industry is constantly expanding, more and more products are combined with interest consumption, and consumers' awareness and understanding of interest consumption will continue to deepen. The frequency and proportion of interest consumption are expected to continue to increase.艾媒咨询|2022年中国品牌营销及消费行为监测报告
移动广告市场在2015年赶上了移动互联网流量爆发的大行情,整体规模迅速增长,2025年预计将达4867.6亿元。随着流量红利逐渐减弱,移动广告结束了流量竞争的时代,整体行业落入稳定发展期,转而步入政策监管加强、内容竞争为王的阶段,规模增速趋于稳定。调研数据显示,在购买商品过程中,超过六成的消费者表示会认准特定品牌;在购买不同品类的商品过程中,消费者对3C数码、美妆护肤等品类的品牌最为重视。消费者最喜欢通过电商平台、社交媒体、品牌官网三个渠道了解产品的相关信息。流量红利消失后,品牌营销进入内容营销时代,好品牌都在深挖品牌内在价值,以品牌IP、差异化形象、产品质量、体验和认知价值等维度展开新一轮的品牌竞争。
艾媒咨询|2021年中国大学生消费行为调研分析报告
本报告研究涉及企业/品牌/案例:淘宝/天猫,京东/京喜,拼多多,抖音
中国在校大学生数量逐年增长。数据显示,2020年中国高等教育在学总规模达到4183万人。同时,随着生活水平的逐渐提高,大学生群体的月均生活费也随之增加,月均收入中位数为1516元,预计2021年中国在校大学生的年度消费规模约为7609亿元,消费潜力巨大。随着时代的发展,大学生消费观念也在改变,加上受群体示范效应的影响,消费逐渐朝向多元化发展,并且愿意将更多花费放在提升自己的能力、视野以及精神享受方面,因而对剧本杀、密室逃脱、萌宠体验馆等新兴休闲娱乐项目表现出较大的热情。
The number of college students in China is increasing year by year. According to the data, in 2020, the total number of higher education students in China reached 41.83 million. At the same time, with the gradual improvement of living standards, the average monthly living expenses of college students also increase, and the median monthly income is 1516 yuan. It is estimated that the annual consumption scale of Chinese college students in 2021 will be about 760.9 billion yuan, with great consumption potential. With the development of the times, college students' consumption concept is also changing. In addition, affected by the group demonstration effect, consumption is gradually developing towards diversification, and they are willing to spend more on improving their ability, vision and spiritual enjoyment. Therefore, they show great enthusiasm for emerging leisure and entertainment projects such as script killing, secret room escape and adoration Experience Hall.