2020年2月24日，全球知名的新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询) 发布《2020年中国新冠肺炎疫情正负影响行业及典型企业业绩影响分析报告》，主要对受2020年疫情影响的典型行业进行盘点分析，并选取典型企业代表进行业绩影响分析。利好企业代表选取三七互娱、荔枝、金山办公，利空企业代表选取中国国旅、南方航空、鄂武商A等。结合企业以往经营情况，预测新冠肺炎对其2020Q1业绩影响。数据显示，春节七天假期内，iOS畅销榜 Top10-60 的游戏流水总量同比增幅超 100%。艾媒咨询分析师认为，疫情引发的“宅经济”利好游戏行业，流水大幅增加对一度季度业绩形成有力支撑，预计部分头部游戏公司业绩增长有望超过50%，给予“非常乐观”评级。
On February 24, 2020, iiMedia Research, a world-renowned third-party data mining and analysis agency for the new economy industry, released the “Analysis of the Impact of 2020 China's Novel Coronavirus Pneumonia on Industry and Enterprise Performance”, mainly analyzes the typical industries affected by the epidemic situation in 2020, and selects representatives of typical enterprises for performance impact analysis. The analysis shows that Sanqi Interactive Entertainment, LIZHI, and WPS office are selected for representatives of enterprises under positive influence, and China International Travel Service, China Southern Airlines and Wuhan Department Store are selected for representatives of enterprises under negative influence. The novel coronavirus pneumonia was predicted to predict its 2020Q1 performance based on the past business situation. Data show that during the seven-day holiday period of the Spring Festival, the top 10-60 games on iOS best-selling games increased by more than 100% year-on-year. iiMedia Consulting analysts believe that the "home economy" triggered by the NCP is good for the gaming industry, and the substantial increase in flow has strongly supported the quarterly results. It is expected that the performance of some leading game companies will exceed 50%, giving them a “very optimistic” rating.
This report mainly summarizes and analyzes the current status of the development model of the knowledge payment industry in China. It monitors the background of the industry development, industry core data, and important links in the knowledge payment industry chain. Research on paid user behavior (sample size 1750), and focus on different types of knowledge payment platforms such as acquisition, fluency in English, Zhihu, Himalayan, etc. as a typical business situation analysis, interpret the overall development trend of the industry and study its business operations Model, predicting the development trend and operating model of China's knowledge payment industry in 2021.
Data from iiMedia Research shows that in 2018, China's digital economy has reached 31.3 trillion yuan, accounting for 34.8% of GDP. Digital economy has become an engine for industrial development. During the 70th anniversary of the founding of the People's Republic of China, looking back at the course of China's economic development, the Internet has written a remarkable chapter. China's Internet has experienced a period of exploration, rapid development, and maturity and prosperity, from PC Internet to mobile Internet and from 2G to 5G. In 1999, china.com went public in the United States, which announced the rise of China's Internet industry to the world. Meanwhile, the budding of China's portal website model represented by NetEase,SoHu and Sina also indicated that China's Internet really stood up. In 2009, China's 3G started the era of mobile Internet in commercial use, which means the Internet entered a period of rapid development. In 2013, China's mobile Internet began to move towards 4G era. The concept of “Internet plus“ represents a new economic form. Internet technology and innovative thinking has become the driving force of China's economic and social innovation. In the fierce competition of China's Internet, a number of outstanding enterprises have emerged, such as Tencent Video, Zhihu, Kuwo Music,JD, taobao, Ctrip, Alipay, Baidu Search, Tencent cloud, KuangShi technology and so on. After 20 years of development, China's Internet industry will continue to expand, including smart terminals, industrial robots, autonomous driving, enterprise services and other industries continue to upgrade. With the implementation of 5G network, the operation of new economy industry will also usher in a new trend of innovation.
Online audio refers to audio content listened through network streaming media, including audio books, network radio, audio live broadcast, interactive entertainment and other forms.With the further opening of online audio content and the further mining of user scenarios, the market of online audio is expected to maintain a steady and rapid growth. According to iiMedia Research, China's online audio market had 425 million users in 2018.China's online audio users are expected to reach 542 million by 2020.More than half of China's Internet users have used online audio apps in the first half of 2019, and 46.2% of them often listen to voice broadcast.Among these users, the sound of anchors and the quality of live broadcast content are the factors that users pay more attention to.In addition, most listeners of voice broadcast have paid for listening, so there is great potential to pay for the content of voice broadcast.However, content violations and copyright issues are still pain points in the industry, and the market competition is becoming increasingly fierce.In the future, the online audio market will continue to strengthen the creation of high-quality content and content ecology, with the help of the development of technology, deeply explore the needs of user scenarios, and make the business more diversified.
In 2018, the national policy strongly supported the development of the cultural industry, creating a good policy environment for the online audio industry, and a series of changes in the social environment also brought opportunities for the development of the online audio industry. As the data of iiMedia Research showed, the scale of online audio users in China reached 425 million in 2018 with an increase of 22.1% from 2017. Compared with the mobile video and mobile reading industries, the online audio industry that making content in the form of audio is showing a faster development trend. The online audio industry is also exploring the vertical market and socialization direction. In 2018, population under the age of 14 in China reached 247 million people. The overall scale of the population increased by more than 13 million compared with 2017. The consumer potential of the children's audio market has attracted attention. In addition, in the first quarter of 2019, Chinese social APP users were young, while online audio users under the age of 24 has also accounted for 33.5%. The post-1995 users are becoming the main force of socializing. In the face of the increasingly young social mainstream, the traditional social model can not meet their social needs, which provides an opportunity for the audio industry to enter the social field. As the mainstream audio platforms are strengthened in the market segment, the competition in the online audio market will become more intense in the future.
According to iiMedia Research, online audio users exceeded 400 million in size in 2018, with a growth rate of 22.1%. Compared with the mobile video and mobile reading industries,it shows a rapid growth rate. More than 60% of the respondents expressed their willingness to pay to become members of the online audio platform, while about 30% of the respondents expressed uncertainty. There is a promising prospect for online audio members to pay. iiMedia Consulting Analysts believe that with the further standardization of copyright content, more and more IP adaptation will emerge. Online platforms tend to be characterized, differentiated and subdivided, and business models become more mature and diversified.
Since the 18th national congress of the communist party of China, cultural and creative industry in China has been developing well, supported by national policies, economy, society, science and technology and other conditions. With the upgrading of consumption and the promotion of the national cultural consciousness, the overall revenue scale of cultural and creative industry has been expanding, and the supply has presented a gap. At present, cultural and creative industry in China has the characteristics of common development of game animation, music audio and other industries. According to iiMedia Research, the number of mobile game users in China has reached 565 million in 2018, the number of music client users has reached 543 million, and the number of animation users has reached 276 million . In this report, the characteristics of China's cultural and creative industry are specifically analyzed from eight subsectors, namely game, animation, film, offline mini KTV, music, audio, short video and knowledge payment, and the existing five industry problems are proposed. iiMedia analysts believe that the development of China's cultural and creative industry has the following features and eight trends: traditional culture presents higher civilization through science and technology; 5G development brings more opportunities to the cultural and creative industry; Cultural creation based on big data is gaining popularity; the development of blockchain culture and copyright protection ect.