iiMedia Research（艾媒咨询）数据显示， 2019年中国在线音频市场用户规模达4.89亿人，随着在线音频平台的资源投入和品质内容供给，2020年“耳朵经济”有望进一步激发。艾媒咨询分析师认为，在线音频行业发展核心仍然是内容生态的建设，未来三到五年内，内容建设将持续推进，日益向细分化、场景化发展。内生于用户年轻态、热衷表达的UGC模式，将不同于知识付费背景下的PGC模式，由用户参与、携手主播共建内容生态，具有更灵活、更人性化的特点，在优质内容驱动下将更高效赋能行业发展。此外， 5G技术的发展将进一步加速，在线音频行业若能顺利迎接5G+物联网的时代变革，未来在线音频将有望开辟出新的发展空间。
Data from iiMedia Research shows that the number of users in China's online audio market reached 489 million in 2019. With the resource input and quality content supply of online audio platforms, the “ear economy“ is expected to be further stimulated in 2020. Imedia consulting analysts believe that the core of the development of the online audio industry is still the construction of content ecology, in the next three to five years, content construction will continue to promote, increasingly to a fine differentiation, scene development. The UGC model with young users and keen expression will be different from the PGC model under the background of knowledge payment, with users' participation and co-construction of content ecology by anchors. It will be more flexible and more user-friendly, and will be more efficient in enabling the development of the industry driven by high-quality content. In addition, the development of 5G technology will be further accelerated. If the online audio industry can successfully embrace the era change of 5G+ Internet of things, it is expected to open up new development space for online audio in the future.
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.
China's online audio industry started in 1997, benefited from the popularity of the Internet and the mobile Internet , and gradually matured after 2011. The platform is divided into UGC and PGC, which are quite different in business model and content source and so on. The growth of users in the online audio industry is stable. As the data of iiMedia Research showed, the number of online audio users in 2019 is 490 million, an increase of 14.0% compared with that in 2018. It is estimated that the number of users can reach 540 million by 2020. At the same time, the new generation of young people have diversified needs, pay attention to personality and experience, and have strong willingness to pay, which makes the online audio industry have strong growth potential. In the future, with the growth of 5G, IoT and other communication technologies, users will have better experience in mobile phones, computers, smart home, car speakers and other devices and scenes, and the application of online audio is expected to be more in-depth. At the same time, Podcasts will also become popular . Entertainment audio, which can meet people's various leisure and entertainment needs, will also have greater space for growth.