全球领先的新经济产业第三方数据挖掘与分析机构
关于“K歌”的报告
艾媒咨询|2021年中国在线K歌行业发展专题研究报告
本报告涉及的案例/品牌/企业:全民K歌
随着互联网与生活的深度融合,在线娱乐成为了群众生活中的重要娱乐形式。艾媒咨询分析师认为,与音视频类项目相比,在线K歌具有更强的沉浸感体验,多元的玩法也迎合了不同用户群体的个性化需求,目前已经成为了在线泛娱乐领域的主要项目之一。iiMedia Research(艾媒咨询)数据显示,预计2022年,中国在线K歌市场规模将达到175.8亿元,用户规模将达到5.7亿人。在网络技术革新的基础上,在线K歌APP不断推出多元化的歌唱模式,迎合了不同用户群体的个性化需求。音乐内容服务的突破创新催生了K歌APP的转变,是K歌平台吸引用户的重要因素。在新音乐产出模式和内容发展的带动下,在线K歌平台将打破行业壁垒,挖掘新的商机。
With the deep integration of Internet and life, online entertainment has become an important form of entertainment in people's life. AI media consulting analysts believe that compared with audio and video projects, online karaoke has a stronger immersion experience, and its diversified playing methods also meet the personalized needs of different user groups. At present, it has become one of the main projects in the field of online pan entertainment. According to iimedia research, it is estimated that in 2022, China's online karaoke market will reach 17.58 billion yuan and 570 million users. On the basis of network technology innovation, online karaoke app has continuously launched diversified singing modes to meet the personalized needs of different user groups. The breakthrough and innovation of music content service gave birth to the transformation of k-song app, which is an important factor for k-song platform to attract users. Driven by the new music output mode and content development, the online karaoke platform will break industry barriers and explore new business opportunities.艾媒咨询|2021年中国泛娱乐行业体验共享专题报告
本报告研究涉及企业/品牌/案例:网易云音乐,即构,酷狗唱唱,TT语音,微光
受疫情影响,线下娱乐活动纷纷转向线上,推动泛娱乐线上规模增长,短视频、移动游戏、在线音乐等泛娱乐行业主要细分领域的用户渗透率都比较高,面对庞大的用户基础,泛乐行业为挖掘更大的用户价值在产品中注入社交属性,通过增强社交互动来提高用户粘性。基于泛娱乐场景的不断发展,以及云计算、RTC实时互动等技术的迭代,各大泛娱乐平台积极探索共享体验模式,目前已发展出包括一起唱、一起玩、一起看、一起听等模式。通过社交化发展泛娱乐行业,泛娱乐平台不断对共享服务以及功能进行升级,提高共享服务效果,并助力共享服务开拓海外市场。
Affected by the epidemic, offline entertainment activities have shifted to online, promoting the growth of online scale of Pan entertainment. The user penetration in the main segments of Pan entertainment industry such as short video, mobile games and online music is relatively high. In the face of a huge user base, pan music industry injects social attributes into its products in order to tap greater user value, Enhance user stickiness by enhancing social interaction. Based on the continuous development of Pan entertainment scenes and the iteration of cloud computing, RTC real-time interaction and other technologies, major pan entertainment platforms actively explore the sharing experience mode. At present, they have developed modes including singing, playing, watching and listening together. Through the development of Pan entertainment industry through socialization, the pan entertainment platform continuously upgrades shared services and functions, improves the effect of shared services, and helps shared services develop overseas markets.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.艾媒报告|2019中国4K产业研究与商业投资决策分析报告
本报告研究涉及企业/品牌包括:TCL集团、京东方A、四川长虹、创维数字、华数传媒、国星光电、广电网络、捷成股份、丝路视觉、高斯贝尔、银河电子、中颖电子、国科微、东方网络、北京君正、圣邦股份、永新光学、中威电子、数码科技
利好政策、技术进步和市场需求驱动下,全球4K产业高速发展,2018年全球4K电视出货量达1.02亿台,中国4K产业虽然起步晚,但4K终端设备具备领先优势,2018年中国4K电视渗透率已达58.0%,预计2021年将达71.0%。目前中国4K已形成包括核心元器件制造、终端呈现设备制造和内容生产制作在内的三大产业链环节,产业发展前景广阔,2018年前三季度6家4K概念股上市公司营收突破百亿元,其中,TCL集团营收达到822.4亿元,成为中国4K概念第一股。iiMedia Research(艾媒咨询)数据显示,广东地区最关注4K产业,相关上市公司中京东方A(000725.SZ)的网络关注度最高,华数传媒(000156.SZ)的网络口碑最好。随着5G技术的发展成熟和应用,带动4K产业进入发展快车道,艾媒咨询分析师认为,未来4K显示技术在文教娱乐、工业制造、医疗健康和交通等领域将有更多的创新性融合。
Driven by favorable policies, technological advancement and market demand, the global Ultra HD industry is developing at a high speed. In 2018, global 4K TV shipments reached 102 million units. Although China's Ultra HD industry started late, 4K terminal equipment has a leading edge. The penetration rate of China's 4K TV has reached 58.0% in 2018 and is expected to reach 71.0% in 2021. At present, China Ultra HD has formed three major industrial chain links including core component manufacturing, terminal rendering equipment manufacturing and content production and production. In the first three quarters of 2018, the revenue of six 4K concept stock listed companies exceeded 10 billion. Yuan, of which, TCL Group's revenue reached 82.24 billion yuan, becoming the first share of China's 4K concept. According to iiMedia Research, the Guangdong region is most concerned about the Ultra HD industry. The related listed companies, BOE A (000725.SZ), have the highest network attention, and China Digital Media (000156.SZ) has the best network reputation. With the development and application of 5G technology, which is driving China Ultra HD industry into the fast lane of development, iiMedia Consulting analysts believe that the future 4K display technology will have more innovative integration in the fields of culture, education, entertainment, industrial manufacturing, medical health and transportation area.
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