全球领先的新经济产业第三方数据挖掘与分析机构
关于“LP”的报告
艾媒报告 |2019年中国马拉松产业研究与用户分析报告
本报告研究涉及企业/品牌包括:悦跑圈、爱燃烧、马拉马拉、42旅、LP、迈克达威、保而防、AQ、慕乐、护多乐、迪卡龙、周林频谱、赞斯特、世达、途安、尤尼克斯、威尔胜、佳禾、法藤、美津浓、麦迪
iiMedia Reserach(艾媒咨询)大数据监测显示,作为体育产业的重要环节,中国马拉松产业形成了以跑者、赛事和城市为核心的成熟的产业链,预计2020年总产值将突破1000亿元。在马拉松用品、资讯及训练等细分消费市场,不同年龄、性别的用户表现出了差异性。未来,马拉松产业链将走向专业化、精细化,“马拉松+旅游”等新兴业态也将不断发展。
The scale of China's sports industry continues to expand, the industrial population will reach 500 million people in 2025. As an important area of sports industry, marathon industry grasps the positive development of policy, economy and industry advantage. iiMedia Reserach Big data monitoring shows that the Chinese marathon has formed a mature industrial chain with runners, tournaments and cities at its core, and is expected to exceed 100 billion yuan in 2020. In the market segment of marathon supplies, information and training, users of different ages and genders showed differences. Rapid development at the same time, but also brought the event development chaos, the market operation input cost is not high, medical and hardware facilities and other ills. In the future, the marathon industry chain will continue to go to refinement, enhance the level of facilities, “Marathon + Tourism“ and other emerging industries will continue to develop.艾媒咨询|2020H1中国电子竞技市场运行监测报告
本报告研究涉及企业/品牌/案例:腾讯、大连竞胜、IG、斗鱼。
在电子设备及现代信息技术的高速发展下,中国电子竞技市场规模不断扩大,在2019年达到982.2亿元,预计到2020年达到1095.6亿元。其中,得益于爆款游戏的打造,移动端电竞成为了电竞产业发展的主要驱动力,用户规模预计在2020年达到3.75亿人。iiMedia Research(艾媒咨询)数据显示,63.6%的受访网民希望加强本土电竞产业建设,并有79.8%的受访网民支持打造“本土化”电子竞技战队,体现出民众电竞观念的进一步渗透。在“新冠疫情”爆发的背景下,电子竞技产业通过创新技术的应用及云上电竞馆等商业模式的探索来应对疫情所带来的挑战,在提升用户体验的同时为行业创造更大的商业价值。
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.