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关于“AcFun”的报告

本报告研究涉及企业/品牌/案例:AcFun,bilibili,腾讯视频,抖音;其他提及企业/品牌:爱奇艺,快手,优酷,快看漫画,叭哒,风鱼动漫,腾讯动漫,波动星球,阅文集团

iiMedia Research(艾媒咨询)数据显示,中国二次元用户规模预计在2021年突破4亿人,用户规模的持续增长,抬升了二次元产业的商业价值。随着国家政策的鼓励、中国二次元视频行业发展环境向好、视频产业链条趋于完善、直播与电商元素的加入,加速了中国二次元视频商业化。iiMedia Research(艾媒咨询)数据显示,以A站、B站为代表的垂直二次元视频平台仍是二次元用户观看视频的主要占地,占比超过五成;近六成的受访网民会为观看二次元视频付费。艾媒咨询分析师认为,平台方对UP主创作的大力扶植,不仅有利于丰富完善二次元视频内容生态,推动二次元视频产业升级,还有助于吸引更多用户人群。随着主力年轻用户的崛起,以及泛二次元用户人群的扩大,二次元视频平台有望迎来发展红利。

As the data of iiMedia Research showed, the scale of China ’s Two-dimensional users is expected to exceed 400 million by 2021. The continued growth in user scale has boosted the commercial value of the secondary industry. With the encouragement of national policies, the development environment of China ’s secondary video industry is improving, the video industry chain is complete, and the addition of live broadcast and e-commerce elements has accelerated the commercialization of China ’s Two-dimensional video. As the data of iiMedia Research showed, vertical Two-dimensional video platforms represented by AcFun and BiliBili are still the main areas for video watching by Two-dimensiona users, accounting for more than 50%; nearly 60% of the interviewed netizens will Pay for watching Two-dimensional videos. iiMedia analysts believe that the platform's strong support for the creator's main creation will not only help enrich and improve the Two-dimensional video content ecology, promote the upgrade of the Two-dimensional video industry, but also help attract more user groups. With the rise of the main young users and the expansion of the Pan- two-dimensional user population, the Two-dimensional video platform is expected to usher in a development bonus.

本报告研究涉及企业/品牌/案例:腾讯视频,QQ音乐,饿了么,猫眼电影,美团,大众点评,美颜相机,美图秀秀,大姨妈,美柚,妈妈网,考拉海购,爱奇艺,芒果TV,宝宝树孕育,淘宝,微信,今日头条,懒人听书,喜马拉雅,西瓜视频,糖豆广场舞,网易新闻,春雨医生,丁香医生,滴滴出行,百度地图,AcFun,Soul,哔哩哔哩,全民K歌,虎牙直播,前程无忧,斗鱼TV,安居客,汽车之家,齐家网,央视新闻,同花顺,Keep,旅航纵横,携程

截至2019年6月,中国互联网普及率已经达到61.2%,网民规模突破8.5亿人,整体发展进入成熟阶段。与此同时,互联网整体人口红利基本消失,各企业开始将竞争的焦点转移至垂直群体市场。群体经济市场消费者具有同类特点,对于企业而言,其推广成本更低、收益更明显、商业模式更加清晰。iiMedia Research(艾媒咨询)数据显示,2020年预计她经济市场规模将达4.8万亿元、老年市场总体规模达4.6万亿元,小镇青年、Z世代、单身人群群体规模超亿人,各类群体经济均进入万亿级市场。但不同群体间需求差异也十分明显,新中产人群追求品质生活,而Z世代人群个性化消费需求则更为明显,垂直群体对产品适配性要求高,因此服务各群体市场的产品也需要更具针对性。

By June 2019, China Internet Penetration Rate has reached 61.2%, and the scale of netizens has exceeded 850 million, and the development of Internet industry has entered a mature stage. Meanwhile, the bonus of general netizens basically disappeared, and the enterprises began to shift the focus of competition to the vertical demographic-oriented market. The consumers of demographic-oriented market have similar characteristics. For enterprises, the promotion cost would be lower, the revenue would be higher, and the business model would be clearer. As the data of iiMedia Research showed, in 2020, the market scale of She-conomy in China is expected to reach 4.8 trillion yuan, the overall scale of elderly market is expected to reach 4.6 trillion yuan. The population size of town youth, generation Z, and singles exceeds 100 million respectively. The economy of different demographic groups have entered the market of trillion level. However, the demand difference among different groups is obvious. The new middle class pursue quality life, while the personalized consumption demand of generation Z is more obvious. The vertical demographic groups have high requirements for product adaptability, and therefore the products serving each demographic group market also need to be more targeted.

本报告研究涉及企业/品牌/案例:哔哩哔哩,腾讯,阿里,CMC资本,正心谷创新资本,君联资本,掌趣科技,华兴资本,华人文化产业投资基金,正心谷创新资本,优酷、爱奇艺、网易,三七互娱,完美世界,世纪华通,IGG,游族网络,智明星通,巨人网络,AcFun,嘀哩嘀哩

“二次元文化”泛指动画(Anime)、漫画(Comic)、游戏(Game)、轻小说(Novel)内容及相关衍生品。互联网发展扩大了二次元文化覆盖面和传播广度,更多非核心层次二次元人群有机会接触、了解二次元内容及文化,泛二次元群体不断扩大。iiMedia Research(艾媒咨询)数据显示,2018年中国互联网二次元用户规模为2.81亿人,用户增长率达21.1%。在动漫产业、网络游戏快速发展的过程中,二次元用户规模有望持续增长,预计2019年将达3.34亿人。经过十年发展,哔哩哔哩已经成为中国最大的二次元内容平台,并以年轻人喜爱的在线娱乐平台为新目标不断发展壮大。为此,公司一方面通过频繁的投融资活动来扩充内容产品、增强研发实力、拓展用户群体,另一方面通过加速商业化来增强自身造血功能,提升综合竞争实力。虽然公司全产业链布局日趋完善,用户和营收增长表现亮眼,但依然面临激烈的外部竞争、严格的市场监管、扩大的业绩亏损等诸多风险。

“Secondary metaculture“ refers to animation (Anime), comic, game, Novel content and related derivatives. The development of the Internet has expanded the coverage and dissemination of secondary metaculture. More non-core secondary people have the opportunity to contact and understand secondary content and culture. Pan-secondary groups are expanding. According to iiMedia Research data, the number of secondary Internet users in China was 281 million in 2018, with a growth rate of 21.1%. In the process of rapid development of animation industry and online games, the scale of secondary users is expected to continue to grow, and it is expected to reach 334 million people in 2019. After ten years of development, Bilibili has become the largest secondary content platform in China, and the online entertainment platform favored by young people is the new goal of continuous development and growth. For this reason, on the one hand, the company expands content products, strengthens R&D strength and expands user groups through frequent investment and financing activities, on the other hand, it strengthens its hematopoietic function and enhances its comprehensive competitive strength by accelerating commercialization. Although the company's overall industrial chain layout is becoming more and more perfect and the growth of users and revenue is outstanding, it still faces many risks, such as fierce external competition, strict market supervision, expanded performance loss and so on.

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