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.
At the end of 2019, live e-commerce has become a new outlet. Especially due to the impact of the new crown epidemic in 2020, live e-commerce has become the most popular retail model and has a far-reaching impact. It is sought after by platform parties, capital parties, producers, users and other links in the industrial chain. However, with the rapid expansion of live broadcast e-commerce business, the problems faced by the industry have gradually increased. It is necessary to jointly promote the sound development of the industry through collaborative governance of all links.
With the popularity of live e-commerce, there are more and more supportive policies for the live e-commerce industry across the country. Live e-commerce promotes the high-quality development of the urban economy through innovative new business models, while creating more new jobs. However, the phenomenon of eating and broadcasting in the live broadcast has attracted public attention. In the context of CCTV News criticizing some big stomachs in the program for serious waste when eating and broadcasting, major live broadcast platforms have also responded and will strengthen their food Review of live content.
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.
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.
At present, the live-streaming e-commerce industry has formed a complete commercial link from brand merchants/brands to anchors, MCN institutions, to platforms and user terminals. In the industry link of live e-commerce, the anchor, MCN institution and merchant are the three important subjects in the industry ecology. iiMedia Research analysts believe that in the early stage of the development of the industry, the main broadcaster is wild, merchants and anchor docking difficult, and easy to appear irregular chaos. In MCN joined the industry chain, the agency specializes in docking anchors and merchants, live e-commerce access, the industry gradually towards standardization.
iiMedia Research data show that in the second half of 2020, the mainstream platform network variety variety theme, observation experience class variety show heat, music, talent show competitive programs continue to fight, the rise of e-commerce, fashion, the trend of variety shows a small climax, live with goods extra hot, live delivery programs also synchronized flowering.
During the 2020 618 Shopping Festival, the e-commerce platforms recorded a new high. iiMedia Research believes that live e-commerce led the 618 shopping festival consumption frenzy, Taobao live with its online platform and head anchor traffic resources, in the live e-commerce industry in the leading position, but with more and more platforms into the market, live e-commerce industry competition is becoming more intense.
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.
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.