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.
After nearly 30 years of development, the industry dividend of Chinese music gradually highlighted. Market size of Chinese music industry has exceeded 24 billion yuan in 2019 and is expected to reach 32.1 billion yuan in 2022. The development and expansion of the Internet has extended the Chain of Chinese music industry and activated the enthusiasm of musician for Chinese music creation. In 2019, Chinese original musicians accounted for 67%, with a year-on-year growth of 45.7%. The styles of musicians have become more diversified, among which pop, folk, rap, ancient style and electronic sound have become the Top 5. In 2020, among Chinese music users, the scale of online music users reached 635 million. As the data of iiMedia Research showed, Preference for rock, rap and Chinese-style music has increased significantly, and Chinese music users have more distinctive music idols with stronger original power. At the same time, almost 70% of Chinese music users "like" to watch music variety shows. By analyzing and comparing the characteristics of video platforms and their innovative strategies, the results show that iQIYI is the preferred platform for users to watch music variety shows, and its music variety shows have become phenomenological programs in the industry. Thanks to internet, Music industry chain will be closer connected, and the explosion of information technology will be the biggest boost to the development of Chinese music.
iiMedia Research(艾媒咨询)数据显示，预计2020年MCN市场规模将达到245亿元，并且预计2020年MCN机构数量将达到28000家，平均同比增速大于100%，MCN机构数量迅速增加，内容产业入局者越来越多，行业竞争将进一步加剧。另外，iiMedia Research(艾媒咨询)数据显示，在地域方面，56.3%中国MCN机构分布在一线城市;在KOL带货转化方面，明星、直播平台主播和短视频网红带货转化率在80.0%以上，UP主和微博大V带货在70.0%以上。艾媒咨询分析师认为，明星、直播平台主播和短视频网红带货能力较强，能够为机构和平台带来较大价值，将是MCN重点关注和培养的KOL。未来，MCN机构将打破发展边界，通过去MCN化解决模式困境，增强盈利能力，直播电商将成为其发展的重要方向，机构将吸引更多明星/网红带货宣传。
As the data of iiMedia Research showed, it is estimated that the market scale of MCN will reach 24.5 billion yuan in 2020, and the number of MCN institutions will reach 28000 in 2020, with an average year-on-year growth rate of more than 100%. The number of MCN institutions will increase rapidly, more and more people will enter the content industry, and the industry competition will be further intensified. In addition, according to the data of iiMedia Research, 56.3% of China's MCN institutions are located in the first tier cities in terms of regions; in terms of KOL's delivery conversion, the conversion rate of stars, live platform hosts and short video network red tape calls is more than 80.0%, and that of up hosts and microblog big V-belts is more than 70.0%. iiMedia Research consulting analysts believe that stars, live broadcast platform hosts and short video network have strong red tape capabilities, which can bring greater value to institutions and platforms, and will be the KOL that MCN focuses on and cultivates. In the future, MCN institutions will break the development boundary, solve the dilemma of the model through de MCN, and enhance the profitability. Live e-commerce will become an important direction of its development, and the institutions will attract more stars / online red tape publicity.
Affected by the epidemic, Internet plus cultural consumption has been on the rise, boosting the social awareness of cloud games. According to the data of iiMedia research, 70.7% of the Internet users interviewed who have some knowledge of cloud games have experience, and more than 70% of them will choose to play again after the first experience. However, the frequency and duration of cloud game users are still in the initial stage currently, and the payment conversion rate, payment amount and willingness level are low, and 43.7% of the Internet users interviewed hope to extend the free experience time of the game. iiMedia consulting analysts believe that although the new crown epidemic accelerated the public's understanding of cloud concept, cloud games are still in the initial stage of development. How to improve the content and experience, improve user stickiness and pay conversion rate will become the focus of attention.
iiMedia Research(艾媒咨询)数据显示，中国在线直播行业整体保持稳定提升、深耕存量的发展态势，预计在线直播行业用户群体将于2020年达到5.26亿人。经历秀场直播、游戏直播、短视频直播三个发展阶段后，在线直播行业目前进入以电商直播为主，多维发展、多强并行的成熟阶段。疫情期间，用户需求激增、观看习惯养成； “直播+”模式的“破圈”动态进一步提高直播行业关注度，直播正快速向医疗、教育、协同办公等多领域渗透，逐步成为企业的常态化传播沟通工具。同时，直播形式的时效性、可视化、互动性特点使其成为疫情期间资讯传播的重要媒介；各直播平台积极抗“疫”、传播正能量、践行企业责任的活动得到用户的普遍认可，实现直播的社会价值。艾媒分析师认为，大数据、高流量、多渠道等优势使直播与消费场景、商业模式、公益渠道相结合，实现传统行业的转型发展。随着5G商用、VR/AR技术的发展提供技术支持，在线直播行业旨在实现更大的商业潜力与社会价值。
According to the statistics of iiMedia Research, Chinese online streaming industry has develped into steady, stock-focused stage, the user scale is expected to reach 5.26 billion in 2020. Gone through the show streaming, game live, and short-video live, online streaming industry concentrates on E-commerce streaming, shaping into the diverse, mature pattern. During the COV-19 period, user demand soars, more groups have grown the watching behaviors into the habits; the heated movements combined with “Online Streaming Plus” mode raised up the attention. Online streaming embarks on cooperation with medication, education, co-working etc. professional fields, becoming common tools for enterprises to communication and collaboration. Meanwhile, the features like timing, visualized, interactive of online streaming grow it into the significant medias for information spreading. The charitable anti-virus activities promoted by platforms gained recognized by the users as well, achieving the social value of online streaming. iiMedia consulting analyst believes that, big data, high volume, and multi-channel etc. advantages contribute to the combination with consumption pattern, business model and charitable platforms, motivating the traditional industries to digitalized transformation. As the 5G, VR/AR technology support, online streaming platform aims to achieve greater business potential and social value.
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.