全球领先的新经济产业第三方数据挖掘与分析机构
关于“娱乐”的报告
艾媒咨询 | 2025年中国密室逃脱行业消费行为调查数据
密室逃脱作为一种新兴的线下娱乐业态,近年来市场规模不断扩大,其受欢迎程度持续攀升。消费群体也日益多元,市场正不断拓展受众边界。根据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《2025年中国密室逃脱行业消费行为调查数据》数据显示,消费者更期待密室逃脱游戏带来的氛围体验,占比达到33.61%。同时,超过一半的密室逃脱消费者(58.40%)愿意向朋友推荐店铺和主题,这表明密室逃脱行业具有较强的口碑传播潜力。密室逃脱行业在技术创新、消费体验升级和市场拓展方面展现出巨大潜力,未来有望成为娱乐市场中的重要组成部分。但密室逃脱行业也面临一些挑战,如游戏类型和内容的同质化问题。消费者对游戏类型的多样化和内容升级有较高期待,商家需要在剧情设计和谜题难度上不断创新。
As an emerging offline entertainment business format, the market scale of escape rooms has been continuously expanding in recent years, and their popularity has been steadily rising. The consumer group has also become increasingly diverse, and the market is constantly expanding its audience boundaries. According to the latest "Survey data on consumer behavior in China's escape room industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, consumers are more expecting the atmosphere experience brought by escape room games, accounting for 33.61%. At the same time, more than half of the escape room consumers (58.40%) are willing to recommend the store and theme to their friends, which indicates that the escape room industry has strong word-of-mouth communication potential. The escape room industry shows great potential in technological innovation, consumption experience upgrading and market expansion, and is expected to become an important part of the entertainment market in the future. However, the escape room industry also faces some challenges, such as the homogenization of game types and content. Consumers have high expectations for the diversification of game types and the upgrading of content, and merchants need to continuously innovate in plot design and puzzle difficulty.艾媒咨询 | 2025年中国音乐行业市场消费行为调查数据
随着智能算法推荐与多终端协同技术的深度融合,音乐应用生态呈现多维渗透态势,显著覆盖以流行乐、国风音乐为主的个性化内容消费领域,以通勤健身、睡前助眠为代表的场景化体验领域,以及云Live互动、社交共享等创新娱乐领域。在技术驱动下,音乐产业正构建起“内容+场景+社交”的三维价值体系。根据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《2025年中国音乐行业市场消费行为调查数据》数据显示,现代音乐(含流行音乐)以63.27%的偏好占比领跑用户音乐类型选择,反映出大众对主流文化内容的高接受度。终端设备数据显示,手机以49.24%的绝对优势主导用户入口,QQ音乐则以35.90%的活跃占比稳居平台竞争榜首。值得注意的是,社交功能使用率达71.80%,其中52.12%的用户倾向与好友共享音乐内容,体现“音乐+社交”模式的强大吸引力。付费领域呈现两极分化,49.65%用户选择“偶尔付费”,而音质升级(31.10%)与云Live演出(满意度70.70%)成为主要付费驱动力。但行业仍存显著痛点:短视频板块因内容同质化遭遇29.58%用户负面评价,付费意愿受限于免费资源充足性(38.16%)与价格敏感度(30.34%),云Live则面临画质延迟(43.81%)、互动单一(34.69%)等技术体验瓶颈。艾媒咨询分析师认为,平台需强化差异化内容供给,通过AI音效优化与XR技术升级重塑沉浸式体验,同时构建阶梯式付费体系与社交激励机制,在保障基础服务普惠性的同时深挖垂直场景商业价值。
With the deep integration of intelligent algorithm recommendation and multi-terminal collaborative technology, the music application ecology presents a multidimensional penetration trend, significantly covering the personalized content consumption field dominated by pop music and Chinese music, the scene experience field represented by commuting fitness and bedtime sleep, and the innovative entertainment field such as cloud Live interaction and social sharing. Driven by technology, the music industry is building a three-dimensional value system of "content + scene + social". According to the latest "Survey data of Chinese music industry market consumption behavior in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, modern music (including pop music) leads the user's music type choice with 63.27% preference. It reflects the high acceptance of mainstream cultural content by the public. Terminal device data show that mobile phones dominated the user entrance with an absolute advantage of 49.24%, and QQ music ranked first in the platform competition with an active proportion of 35.90%. It is worth noting that the usage rate of social functions reached 71.80%, of which 52.12% of users tend to share music content with friends, reflecting the strong appeal of the "music + social" model. The payment space is polarized, with 49.65% of users choosing to "pay occasionally", while audio quality upgrades (31.10%) and Cloud Live shows (70.70% satisfaction) are the main payment drivers. However, the industry still has significant pain points: the short video sector suffered 29.58% negative comments from users due to content homogenization, the willingness to pay was limited by the adequacy of free resources (38.16%) and price sensitivity (30.34%), and Cloud Live faced technical experience bottlenecks such as picture quality delay (43.81%) and single interaction (34.69%). Analysts from Imedia Consulting believe that the platform needs to strengthen the supply of differentiated content, reshape the immersive experience through AI sound optimization and XR technology upgrade, and build a stepped payment system and social incentive mechanism, so as to deeply dig the business value of vertical scenes while ensuring the inclusiveness of basic services.艾媒咨询 | 2025年中国线下KTV市场消费行为调查数据
随着线下娱乐业态的加速升级,KTV消费场景呈现多元化发展趋势,主要覆盖以智能点歌系统、沉浸式体验设备为代表的技术革新领域,以生日派对、企业团建为核心的社交聚会领域,以及结合餐饮定制、主题包厢等增值服务的复合消费领域。根据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《2025年中国线下KTV市场消费行为调查数据》数据显示,56.34%的消费者选择线下KTV作为主要娱乐方式。在消费频率上,48.60%的消费者选择“偶尔”前往,而月均消费2-3次的群体占比达54.17%,反映出中低频次仍是主流。社交属性显著影响用户行为,51.81%的消费者偏好与朋友同行,6-10人规模的聚会占比最高(43.47%),显示其作为群体社交场景的核心地位。从消费偏好来看,44.86%的消费者选择2-3小时的黄金消费时长,单次消费集中在101-300元区间。曲库选择呈现代际特征,流行歌曲和90年代经典构成核心歌单,折射出消费者怀旧与潮流并存的消费心理。尽管41.25%的消费者将KTV作为娱乐放松的首选,但行业仍面临挑战。48.28%的消费者因“新兴娱乐方式增多”分流需求,同时40.42%的用户指出隔音效果差是最大痛点。硬件设施与环境优化成为首要改进方向。艾媒咨询分析师认为,行业需重点强化差异化竞争力:通过升级沉浸式音响设备、优化空间隔音设计提升体验,同时开发主题包厢、餐饮融合等增值服务以增强用户粘性。此外,针对年轻群体偏好灵活匹配时段定价策略,结合智能点歌系统优化歌单推荐算法,或将成为线下KTV突围新兴娱乐业态竞争的关键路径。
With the accelerated upgrading of offline entertainment formats, KTV consumption scenes show a diversified development trend, mainly covering the field of technological innovation represented by intelligent song on-demand systems and immersive experience equipment, the social gathering field with birthday parties and enterprise group construction as the core, and the composite consumption field combining value-added services such as catering customization and theme boxes. According to the latest "Survey data of consumer behavior in China's offline KTV market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 56.34% of consumers choose offline KTV as their main entertainment mode. In terms of consumption frequency, 48.60% of consumers choose to go "occasionally", while the group that consumes 2-3 times per month accounts for 54.17%, reflecting that the medium and low frequency is still the mainstream. Social attributes significantly affect user behavior, 51.81% of consumers prefer to walk with friends, and 6-10 people scale parties account for the highest proportion (43.47%), showing its core status as a group social scene. From the perspective of consumption preference, 44.86% of consumers choose 2-3 hours of gold consumption time, and a single consumption is concentrated in the 101-300 yuan range. The selection of the music library presents the characteristics of generations, and the popular songs and the classics of the 1990s constitute the core playlist, reflecting the consumer psychology of nostalgia and trend. Although 41.25% of consumers regard KTV as their first choice for entertainment and relaxation, the industry still faces challenges. 48.28% of consumers due to the "increase in emerging entertainment" diversion demand, while 40.42% of users pointed out that the poor sound insulation effect is the biggest pain point. Hardware facilities and environment optimization become the primary improvement direction. iiMedia Research believe that the industry needs to focus on strengthening the competitiveness of differentiation: by upgrading immersive audio equipment, optimizing space sound insulation design to enhance the experience, while developing value-added services such as theme boxes and catering integration to enhance user stickiness. In addition, for the young group preference flexible matching time pricing strategy, combined with the intelligent song request system to optimize the song list recommendation algorithm, or will become the key path for offline KTV to break through the emerging entertainment industry competition.艾媒咨询 | 2025年中国剧本杀市场消费行为调查数据
随着剧本杀产业生态的持续完善,其消费行为特征呈现多维分化趋势,主要形成以社交裂变传播为核心的消费生态体系,以沉浸式体验升级为驱动的玩法创新体系,以及以文化融合为导向的内容创作体系三大发展方向。在消费生态层面,用户触达路径已形成以短视频平台引流、线下门店社群运营、熟人社交裂变为代表的传播矩阵,同时通过剧本杀+文旅、剧本杀+党建等跨界模式延伸消费场景。玩法创新领域则呈现出以实景搜证剧场、AI角色交互系统、跨时空剧本联机为代表的科技融合趋势,以及桌面推理、红色教育、情感沉浸等多元形式并存的格局。内容创作体系更聚焦于以国风悬疑、科幻解谜、都市情感为典型题材的垂直细分市场,并衍生出历史复原型、乡村振兴类、非遗活化类等文化赋能型剧本创作方向。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《2025年中国剧本杀市场消费行为调查数据》显示,74.73%的消费者都玩过剧本杀,消费者们偏好和朋友一起玩剧本杀,玩得比较多的是开放本,占比达到69.76%。43.33%的消费者认为剧本杀能够锻炼他们的思维,这是他们游玩剧本杀的一个重要原因,58.33%的消费者都对当前的剧本杀感到满意。但同时消费者们也认为现在的剧本杀存在剧本质量参差不齐,剧本同质化严重,玩法过于单一等问题。艾媒咨询分析师认为,剧本杀工作者应更加关注剧本杀的价格,质量等问题,加强剧本杀工作人员的服务质量,了解更多剧本杀消费者的内在需求。
With the continuous improvement of the play-killing industry ecology, its consumer behavior characteristics show a multi-dimensional differentiation trend, mainly forming a consumer ecosystem with social fission and communication as the core, a gameplay innovation system driven by immersive experience upgrading, and a content creation system oriented by cultural integration. At the level of consumption ecology, the user access path has formed a communication matrix represented by short video platform drainage, offline store community operation, and acquaintance social splitting, while extending the consumption scene through cross-border models such as script killing + cultural travel, script killing + Party building. The field of gameplay innovation shows the trend of technology integration represented by real scene search theater, AI role interaction system, and cross-time script online, as well as the coexistence of multiple forms such as desktop reasoning, red education, and emotional immersion. The content creation system is more focused on vertical market segments with typical themes of national style suspense, science fiction puzzle solving, and urban emotion, and has derived cultural empowerment script creation directions such as historical replicas, rural revitalization, and intangible cultural heritage activation. According to Survey data of consumption behavior in China's scripted market in 2025" released by iiMedia Research, a third party data mining and analysis institution in the global new economy industry, 74.73% of consumers have played script kill, consumers prefer to play script kill with friends, and play more open books. That's 69.76 percent. 43.33% of consumers believe that script kill can exercise their thinking, which is an important reason for them to play script kill, 58.33% of consumers are satisfied with the current script kill. But at the same time, consumers also believe that there are problems such as uneven script quality, serious homogeneity of scripts, and too single gameplay. Ai media consulting analysts believe that script kill workers should pay more attention to the price, quality and other issues of script kill, strengthen the service quality of script kill staff, and learn more about the inherent needs of script kill consumers.艾媒咨询 | 2025年中国单身经济市场消费行为调查数据
单身经济市场正随着单身人群的扩大和消费观念的转变而迅速崛起,其核心特点是注重个性化、品质化和便利性,涵盖餐饮、娱乐、旅游、家居等多个领域。单身人群更倾向于为自我提升、情感陪伴和便捷生活买单,推动了“一人食”、迷你家电、宠物经济等细分市场的蓬勃发展。根据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《2025年中国单身经济市场消费行为调查数据》数据显示,“工作环境或生活环境不利于恋爱(如经常出差、加班等)”以30.53%的占比成为单身的主要原因,凸显了现代社会中工作和环境因素对个人情感生活的显著影响。在消费领域,餐饮美食以39.97%的占比高居榜首,成为单身群体每月消费的核心支出,反映出他们对饮食品质和体验的重视。此外,生活日用品和休闲娱乐分别以35.51%和34.31%的占比紧随其后,表明单身群体在日常生活便利性和娱乐休闲方面表现出强劲的消费力,进一步印证了单身经济在提升生活品质和满足个性化需求方面的巨大潜力。艾媒咨询分析师认为,未来,单身经济将朝着更加精细化、场景化和情感化的方向发展,品牌需抓住单身人群的消费心理,提供个性化、高品质的产品和服务,以在这一快速增长的市场中占据先机。
The single economic market is rising rapidly with the expansion of the single population and the change of consumption concept, its core feature is to pay attention to personalization, quality and convenience, covering catering, entertainment, tourism, home and other fields. Single people are more inclined to pay for self-improvement, emotional companionship and convenient life, which has promoted the vigorous development of market segments such as "one-person food", mini household appliances and pet economy. According to the latest "Survey data of consumption behavior of China's single economy market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, "The working environment or living environment is not conducive to love (such as frequent business trips, overtime work, etc.)" was the main reason for singleness, accounting for 30.53%, highlighting the significant impact of work and environmental factors on personal emotional life in modern society. In terms of consumption, food and beverage topped the list with 39.97% of the total, becoming the core expenditure of single people's monthly consumption, reflecting their emphasis on food quality and experience. In addition, daily necessities and leisure and entertainment followed closely with 35.51% and 34.31% respectively, indicating that the single group showed strong spending power in the convenience of daily life and entertainment and leisure, further confirming the great potential of the single economy in improving the quality of life and meeting individual needs. Analysts from Imedia Consulting believe that in the future, the single economy will develop in a more refined, scenario-based and emotional direction, and brands need to seize the consumer psychology of single people and provide personalized, high-quality products and services to take the lead in this rapidly growing market.艾媒咨询 | 2025年中国电子竞技行业消费行为调查数据
中国电子竞技行业是一个充满活力和发展潜力的新兴领域。近年来,中国电竞行业市场规模持续扩大,这主要得益于游戏产业的蓬勃发展、赛事商业化程度的提高以及直播平台等相关产业的协同发展。根据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《2025年中国电子竞技行业消费行为调查数据》数据显示,FPS(第一人称射击游戏)以37.62%的占比成为2025年中国电竞用户最偏好的游戏类型,其次是TPS(第三人称射击游戏),占比35.05%。电竞用户在战队周边、线下门票和游戏周边方面的消费意愿较高,其中购买过喜欢战队应援周边的用户占比达到38.42%。同时,用户对游戏周边的购买具有一定的周期性,主要以季度为单位较为集中。随着电竞行业的发展,社会对电竞的认知逐渐发生转变,从过去的不认可、误解逐渐走向接受和支持。越来越多的人认识到电竞不仅是一种娱乐活动,也是一项具有竞技性和专业性的体育运动,能够培养选手的团队协作能力、反应能力和思维能力。一些高校也开设了电竞相关专业,为行业发展提供了人才支持和学术研究基础。
The Chinese esports industry is a vibrant and promising emerging field. In recent years, the market scale of China’s esports industry has been continuously expanding, mainly due to the vigorous development of the gaming industry, the increasing commercialization of esports events, and the coordinated development of related industries, such as live streaming platforms.According to the latest "Survey data on consumer behavior in China's e-sports industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, FPS (First-Person Shooter) has become the most preferred game genre among Chinese esports users in 2025, accounting for 37.62%. TPS (Third-Person Shooter) follows, accounting for 35.05%.Esports users have a relatively high willingness to consume in areas such as team peripherals, offline event tickets, and game peripherals. Among them, the proportion of users who have purchased support peripherals for their favorite teams reaches 38.42%. At the same time, users’ purchases of game peripherals have a certain periodicity, mainly concentrated in quarterly intervals.With the development of the esports industry, societal perception of esports has gradually shifted from past disapproval and misunderstanding to acceptance and support. More and more people have realized that esports is not only an entertainment activity but also a competitive and professional sport that can cultivate players’ teamwork, reaction reflexes, and thinking skills. Some universities have also established esports-related majors, providing talent support and an academic research foundation for the industry’s development.艾媒咨询 | 2025年中国手办市场消费行为调查数据
手办市场是一个充满活力且具有独特魅力的领域。随着动漫、游戏等文化产业的蓬勃发展,手办作为其衍生产品,市场需求不断扩大。消费群体主要以动漫、游戏爱好者以及收藏家为主。这些消费者对手办所代表的角色和作品有着深厚的情感,愿意为高品质的手办支付较高的价格。根据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《2025年中国手办市场消费行为调查数据》数据显示,对手办产品持正面态度的消费者占比高达76.33%,反映出手办在中国市场的受欢迎程度较高。同时,有79.27%的消费者表示曾购买过手办,有82.18%的消费者愿意为限量版或特殊主题的手办支付更高的价格,这表明绝大多数消费者对限量版或特殊主题手办具有较高的购买意愿和支付能力,市场潜力巨大。手办作为装饰品在家居布置中扮演重要角色,占比达到46.76%。随着手办文化的普及,越来越多的年轻人也开始加入到手办消费的行列中,进一步扩大了市场群体。
The figurine market is a dynamic and uniquely charming field. With the vigorous development of cultural industries such as animation and games, figurines, as derivative products of these industries, are witnessing a continuous expansion of market demand. The consumer group is mainly composed of animation and game enthusiasts as well as collectors. These consumers have a deep affection for the characters and works represented by the figurines and are willing to pay a higher price for high-quality figurines. According to the latest "Survey data on consumer behavior in China's figurine market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of consumers with a positive attitude towards figurine products is as high as 76.33%, reflecting the high popularity of figurines in the Chinese market. At the same time, 79.27% of consumers said that they have purchased figurines, and 82.18% of consumers are willing to pay a higher price for limited edition or special theme figurines. This indicates that the vast majority of consumers have a high willingness to purchase and the ability to pay for limited edition or special theme figurines, and the market potential is huge. Figurines play an important role as decorations in home furnishings, accounting for 46.76%. With the popularization of figurine culture, more and more young people are also starting to join the ranks of figurine consumption, further expanding the market group.艾媒咨询 | 2025-2029年中国微短剧市场研究报告
近年来,中国微短剧市场迎来爆发式增长,逐渐成了数字内容领域最具潜力的新赛道之一。全球领先的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《2025-2029年中国微短剧市场研究报告》数据显示,中国网络微短剧市场规模呈上升趋势,2025年中国微短剧市场规模将达677.9亿元,同比上升34.40%,预计2030年中国网络微短剧市场规模超1500亿元。艾媒咨询分析师认为,伴随文化出海进程的加速与多元文化创新题材的持续涌现,中国微短剧有望突破以往爽剧主导的单一内容格局,为市场规模的稳步攀升注入新动能。
In recent years, the Chinese micro-short drama market has witnessed explosive growth and gradually become one of the most promising new tracks in the digital content field. The latest "Analysis report on the Chinese micro drama market from 2025 to 2029" released by iiMedia Research, a world-leading third-party data mining and analysis institution for the new economy industry, shows that the market size of online micro short dramas in China is on the rise, and the market size of micro short dramas in China will reach 67.79 billion yuan in 2025 It is expected that the market size of China's online micro-short dramas will exceed 150 billion yuan by 2030, with a year-on-year increase of 34.40%. Analysts from iiMedia Research believe that with the acceleration of the process of cultural exports and the continuous emergence of innovative themes from diverse cultures, Chinese micro-short dramas are expected to break through the previous single content pattern dominated by thrilling dramas and inject new impetus into the steady growth of the market size.艾媒咨询 | 2025年中国电影行业发展数据与消费行为调查数据
随着电影消费数字化升级,观影偏好呈现以类型多元、国潮崛起为代表的内容取向,以智能购票、社交互动为核心的平台选择,以及以衍生付费、即时评论为特色的参与模式。根据全球领先的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《2025年中国电影行业发展数据与消费行为调查数据》数据显示,中国消费者观影行为呈现显著社交化与场景化特征。近四成消费者每月观影1-3次,周末及节假日成为主流观影时段,超46%消费者选择与家人共同观影,反映出电影作为家庭娱乐的重要纽带作用。在内容偏好上,国产影片以53.58%的偏好占比占据主导,消费者尤其关注影片情感共鸣与人物塑造,需求导向更趋深层化。消费决策层面,线上购票渗透率持续提升,35.97%消费者线上购票占比达41%-60%,淘票票以超56%使用率成为核心平台。消费者青睐线上购票的主因集中于时效性与便捷性,但跨平台使用障碍成为消费者的主要服务痛点。视频平台领域,腾讯视频以35.89%覆盖率领跑市场,会员专属内容成37.54%消费者选择关键,近八成消费者愿为优质影片开通会员,中短期会员订阅模式更受青睐。艾媒咨询分析师认为,行业需强化购票流程的跨终端兼容性,深化会员权益与衍生内容联动,通过情感化内容运营提升消费者粘性,同时关注家庭观影场景的差异化服务供给,构建全周期观影体验生态。
With the digital upgrade of movie consumption, movie-watching preferences show a content orientation represented by diverse genres and the rise of national trends, platform selection with smart ticket purchase and social interaction as the core, and participation mode featuring derivative payment and instant reviews. According to the latest China film industry development data and consumer behavior survey data released by iiMedia Research, the world's leading third-party data mining and analysis organization for the new economy industry, Chinese consumers' movie-watching behavior presents significant social and scene-oriented characteristics. Nearly 40% of consumers watch movies 1-3 times a month, weekends and holidays have become the mainstream movie-watching period, and more than 46% of consumers choose to watch movies with their families, reflecting the role of movies as an important link in family entertainment. In terms of content preferences, domestic films dominate with 53.58% of preferences. Consumers pay special attention to emotional resonance and characterization of films, and demand orientation becomes deeper. At the level of consumption decision-making, the penetration rate of online ticket purchase continues to increase, with 35.97% of consumers purchasing tickets online accounting for 41% to 60%, and Tao Ticket has become the core platform with a usage rate of over 56%. The main reasons that consumers prefer to buy tickets online are timeliness and convenience, but the cross-platform use barrier has become the main service pain point of consumers. In the field of video platform, Tencent video leads the market with 35.89% coverage, member-exclusive content is the key choice of 37.54% of consumers, nearly 80% of consumers are willing to open members for high-quality videos, and the short and medium term membership subscription model is more favored. iiMedia Research believe that the industry needs to strengthen the cross-terminal compatibility of the ticket purchase process, deepen the linkage between member rights and derivative content, enhance consumer stickiness through emotional content operations, and pay attention to the differentiated service supply of family viewing scenes to build a full-cycle viewing experience ecology.艾媒咨询 | 2024年中国00后暑假文娱活动分析报告
随着暑假的到来,文娱行业迎来了消费的高峰期,各类线上线下文娱活动备受欢迎,对于00后群体,他们成长于物质条件相对富足的年代,在暑假中对精神娱乐需求旺盛,悦己消费意愿更强。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00后暑假文娱活动分析报告》数据显示,中国居民在教育、文化和娱乐领域的消费支出比例波动明显,2023年教育、文化和娱乐领域的消费支出比例达到10.8%。
艾媒咨询分析师认为,00后更倾向于参与多样化的文娱活动,包括看电影/电视剧/综艺、听音乐、打游戏、看短视频、刷社交软件/社交论坛和看动漫等,消费意愿较强。
With the arrival of the summer vacation, the entertainment industry has ushered in the peak of consumption, and all kinds of online and offline entertainment activities are very popular. For the post-00s, they grew up in the era of relatively rich material conditions, and have strong demand for spiritual entertainment during the summer vacation, and are more willing to enjoy themselves. According to the latest "Analysis Report on China's post-00s Summer Recreational Activities in 2024" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of Chinese residents' consumption expenditure in the fields of education, culture and entertainment fluctuates significantly. In 2023, the proportion of consumer spending in the fields of education, culture and entertainment will reach 10.8%.
Analysts from iiMedia Consulting believe that the post-00s are more inclined to participate in diversified recreational activities, including watching movies/TV series/variety shows, listening to music, playing games, seeing short videos, browsing social software/social forums and watching animation,etc.,and have a strong willingness to consume.
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