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.
随着中国企业对SaaS服务需求不断扩大，中国市场涌现一批新兴的SaaS 企业。在疫情的催化下，进一步加速SaaS业务在垂直领域的发展。iiMedia Research（艾媒咨询）数据显示，2019年中国业务垂直型SaaS市场规模持续增长，CRM和ERP SaaS市场规模分别达到36.9亿元、30.2亿元，位居行业前列。艾媒咨询分析师认为，随着移动互联网的发展和企业主体的扩张，行业垂直型和云端商业模式SaaS企业发展加快，短视频、直播电商及小程序等新兴渠道的兴起也为企业服务SaaS行业带来新的发展机遇。
As Chinese companies' demand for SaaS services continues to expand, a number of emerging SaaS companies have emerged in the Chinese market. Catalyzed by the epidemic, further accelerate the development of SaaS business in vertical fields. As the data of iiMedia Research showed, the scale of China's business vertical SaaS market continued to grow in 2019, with the CRM and ERP SaaS market reaching 3.69 billion yuan and 3.02 billion yuan respectively, ranking the top in the industry. iiMedia Consulting analysts believe that with the development of the mobile Internet and the expansion of business entities, the development of industry vertical and cloud business models SaaS companies has accelerated, and the emergence of emerging channels such as short videos, live broadcast e-commerce, and small programs also serve SaaS companies. The industry brings new development opportunities.
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.
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.
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.
The rapid development of the entertainment industry has won the favor of the capital market. From the perspective of segmentation, in 2019, the media sector received 30.2% of financing, ranking first in the segment of the entertainment industry, followed by film and television (19.0%), animation (16.8%), and short video (12.3%). Rank third and fourth. iiMedia Research analysts believe that the entertainment industry has obvious advantages in the help of digital technology in film, television, and animation. In the mobile Internet era, new formats and models of short video and live broadcast are favored by the investment market; and large Internet companies rely on their own businesses to carry out the ecological layout of the entertainment industry has a certain first-mover advantage.
iiMedia Research（艾媒咨询）数据显示，2019年中国第三方手机浏览器用户规模达6.82亿人，同比增长为4.4%；预计2021年的用户规模达7.30亿人，同比增速将下降至3.3%。移动互联网用户增长红利式微，占据用户心智成为了发展与竞争的关键。iiMedia Research（艾媒咨询）数据显示，主流手机浏览器拥有超六成90后用户，其中UC浏览器和搜狗浏览器的年轻用户占比超七成。随着年轻群体经济能力的增强，年轻消费用户正在崛起。同时，下沉市场用户的实力也不容轻视。下沉市场和年轻群体将成为各厂商争夺的焦点。在市场竞争激烈的背景下，对于手机浏览器厂商来说，洞察用户需求，向平台化发展，丰富平台内容，拓展功能，延伸场景，提升用户获取内容信息的效率，将能提高用户黏性以及收获用户的肯定。
As the data of iiMedia Research showed, in 2019, the number of third-party mobile browser users in China reached 682 million with a year-on-year growth of 3.9%. The scale of the users is expected to reach 730 million in 2021, a year-on-year increase that will continue to decline to 3.3%. As the growth bonus of mobile Internet users has diminished, occupying users' minds has become the key to development and competition. As the data of iiMedia Research showed, mainstream mobile browsers have more than 60% of the post-90s users, of which young users of UC browser and Sogou browser accounted for more than 70%. With the increase of young people's economic capabilities, young users are increasingly important. At the same time, the importance of sinking market users should not be underestimated. Sinking markets and younger groups will become the focus of competition among manufacturers. In the context of fierce market competition, for mobile browser manufacturers, insight into users’ demand and development towards a platform, enriching content in the platform, expanding functions, extending scenarios, and improving the efficiency of users' access to content information will improve users’ stickiness and gain the affirmation of users.
在政策驱动、海外扩张、科技等因素的驱动下，短视频规模实现快速扩张，2018年增长率为107.0%。iiMedia Research（艾媒咨询）数据显示，2019上半年，在短视频内容领域，短视频用户对PGC内容（专业生产内容）表现出更高的偏好，对于PGC和UGC（用户生产内容）结合的视频偏好率由37.4%上升至43.6%。短视频用户付费意愿大幅度增加，从31.3%增长至54.8%，过半用户现在更愿意为其喜爱的视频付费。用户在短视频平台频率最高的互动行为仍然是“点赞”，而点赞、分享转发等互动比例明显上涨，用户的互动意愿明显提升，短视频用户之间的连接关系逐步增强。在短视频营销领域，短视频市场规模预计突破200亿元，中国短视频MCN机构数量将超5000家， MCN机构进一步提高商业化效率，助推行业创新改革。短视频MCN呈现出垂直化、专业化、商业变现模式多样、技术化等新趋势。随着5G的发展，5G的商用落地有效降低创作者的门槛，短视频用户体验也将得到进一步优化。在5G的加持下，用户在短视频的互动体验将越趋丰富，其传播性也将得到有效提升。5G将会以其强大的优势推动短视频行业的发展，短视频将迎来“又一春”。
Driven by policy, overseas expansion, technology and other factors, the scale of short video has expanded rapidly, with a growth rate of 107.0% in 2018. According to iiMedia Research, in the first half of 2019, short video users showed a higher preference for PGC content (professional production content), and the video preference rate for the combination of PGC and UGC (user production content) increased from 37.4% to 43.6%. Short video users'willingness to pay increased significantly, from 31.3% to 54.8%. More than half of users are now willing to pay for their favorite videos. Users'most frequent interactive behavior in short video platform is still “point praise“, while the interactive proportion of point praise, share and forwarding has increased significantly. Users' willingness to interact has increased significantly, and the connection between short video users has gradually strengthened. In the field of short video marketing, the scale of short video market is expected to exceed 20 billion yuan, and the number of short video MCN institutions in China will exceed 5,000. MCN institutions will further improve the efficiency of commercialization and help promote industrial innovation and reform. Short video MCN presents new trends such as verticalization, specialization, diversification of commercial cash flow modes and technicalization. With the development of 5G, the commercial landing of 5G effectively reduces the threshold of creators, and the short video user experience will be further optimized. With the support of 5G, the interactive experience of users in short video will become more and more abundant, and its dissemination will be effectively improved. 5G will promote the development of short video industry with its strong advantages, and short video will usher in another spring.