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关于“大文娱”的报告

目前短视频平台的聚合属性突出,能够覆盖用户生活各个方面,展现出强社交属性。iiMedia Research(艾媒咨询)数据显示,2020年中国短视频用户规模将增长至7.22亿人,成为新的国民级应用行业。在短视频行业影响力持续扩大的背景下,全球发力的抖音在用户规模和网络热度上增长迅速,其月活跃用户从2018年1月落后快手1.30亿人至2020年6月已反超1.13亿人。面对抖音的攻势,快手也承受巨大竞争压力,虽然平台在2020年依靠直播电商获得不错的增长,但仍需加快资本化道路,否则若字节跳动上市进度提前,其市值恐难以支撑。

At present, the aggregation attribution of micro-video platform is outstanding, which can cover all aspect of users’ life and show strong social attributes. As the data of iiMedia Research showed, user scale of China micro-video industry will grow to 722 million people by 2020 and is becoming a new national application industry. Tik Tok has been growing rapidly under the background of micro-video continued expanding. Its user scale and Internet Heat index is growing fast. Its MAUs is 130 million left behind Kuaishou’s in January 2018, but surpassing 113 million in June 2020. Facing with Tik Tok’s offense, Kuaishou also suffers enormous competition pressure. Although the platform has gained a good growth in 2020 with the business of Live Streaming E-Commerce, capitalization acceleration is still needed. Otherwise, if ByteDance take IPO ahead of schedule, Kuaishou’s market value will be hard to sustain.

在疫情影响和下线音乐平台多渠道布局地推动下,中国在线音乐演出市场规模快速发展,2020上半年中国在线音乐演出观看的用户规模已经突破8000万。疫情期间,在线音乐演出行业面临着机遇和挑战,如何更好地吸引、留存用户和探索盈利模式成为重中之重。目前中国在线音乐演出行业仍然是以免费模式为主,从而更好地吸引增量用户,挖掘潜在消费者,同时,平台也开始尝试通过在线音乐演出创新新演出模式、节目元素,宣传旗下新艺人等。免费模式之后下一步是探索在线音乐演出的付费模式,以真正实现在线音乐演出的产业化、专业化、规模化发展。iiMedia Research(艾媒咨询)数据显示,更多00后用户的表现出了对线上演出地喜爱,00后在线音乐演出用户TGI达109.7;同时64.6%的受访者表示在线音乐演出已成为其休闲娱乐的重要方式。未来,各在线音乐平台将继续整合资源,加紧布局。

Driven by the impact of the Covid-19 and the multi-channel layout of offline music platforms, China’s online performance market has grown rapidly. In the first half of 2020, the scale of online performances users in China has exceeded 80 million. During the epidemic, the online performance industry is facing opportunities and challenges. How to better attract and retain users and explore profit models has become a top priority. At present, China’s online performance industry is still dominated by the free model, so as to better attract users and tap potential consumers. At the same time, platforms also begin to try to innovate new performance modes and program elements and promote its new artists through online music performances, After the free model, the next step is to explore the paid model to truly realize the industrialization, professionalization and large-scale development of online performances industry. As the data of iiMedia Research showed, post-00 users show more love for online performances, and the TGI of post-00 online music performance users reached 109.7. Besides, 64.6% of the respondents said that online performances had become an important way of entertainment during the epidemic. In the future, online music platforms will continue to integrate resources and step up their deployment.

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.

本报告研究涉及企业/品牌/案例:腾讯、大连竞胜、IG、斗鱼。

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2019年达到982.2亿元,预计到2020年达到1095.6亿元。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,用户规模预计在2020年达到3.75亿人。iiMedia Research(艾媒咨询)数据显示,63.6%的受访网民希望加强本土电竞产业建设,并有79.8%的受访网民支持打造“本土化”电子竞技战队,体现出民众电竞观念的进一步渗透。在“新冠疫情”爆发的背景下,电子竞技产业通过创新技术的应用及云上电竞馆等商业模式的探索来应对疫情所带来的挑战,在提升用户体验的同时为行业创造更大的商业价值。

Driven by the rapid development of electronic devices and modern information technology, the scale of the China E-Sports market has enlarged continually, which has reached 98.22 billion RMB in 2019, and is expected to reach 109.56 billion RMB in 2020. Meanwhile, benefited from the making of various hit games, mobile E-Sports has become the main driven force of the development of the whole E-Sports industry, and the user scale is expected to reach 37.5 billion in 2020. As the data of iiMedia Research showed, 63.6% of the interviewed users wish to improve the construction of local E-Sports industry, and 79.8% of the interviewed users support to build local E-Sports teams, which showed a further penetration of E-Sports awareness of the citizens. Within the background of “COVID-19”, the E-Sports industry faced the challenge of the pandemic crises by applying creative technology and exploring new business models such as “E-Sports stadium on cloud”, which both improved the users’ experience and created extra business value for the industry.

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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