关于“cosplay”的报告
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艾媒咨询 | 2024-2025年中国谷子经济市场分析报告
谷子源于英文“goods”的音译,泛指二次元周边。“谷子”来自二次元文化,其是基于漫画、动画、游戏、偶像、特摄等内容IP(知识产权)而衍生出来的周边商品。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《2024-2025年中国谷子经济市场分析报告》数据显示中国泛二次元用户规模逐年递增,2023年达4.90亿人。中国谷子经济市场规模呈上升趋势,增长速度加快。2024年中国谷子经济市场规模达1689亿元,较2023年增长40.63%,预计2029年中国谷子经济市场规模超3000亿元。艾媒咨询分析师认为,二次元用户规模较为庞大,谷子经济拥有较为庞大的潜在客户。伴随着中国国内潮玩、二次元经济的崛起,基于国内IP生产的谷子商品逐渐受到二次元消费者的关注和青睐。
Millet is derived from the transliteration of the English word "goods", which generally refers to the two yuan surrounding. "Millet" comes from the two dimensional culture. It is a peripheral product derived from the content IP (intellectual property) of manga, animation, game, idol, and tokusatsu. The latest "2024-2025 China Millet Economy Market Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, shows that the scale of pan-secondary users in China is increasing year by year, reaching 490 million people in 2023. The market scale of millet economy in China is on the rise, and the growth speed is accelerated. In 2024, the economic market size of China's millet reached 168.9 billion yuan, an increase of 40.63% over 2023, and it is expected that the economic market size of China's millet will exceed 300 billion yuan in 2029. Analysts from iMedia Consulting believe that The scale of secondary users is relatively large, and millet economy has relatively large potential customers. Along with the rise of China's domestic trend and the quadratic economy, millet products based on domestic IP production have gradually attracted the attention and favor of the quadratic consumers. -
艾媒咨询|2021中国虚拟偶像行业发展及网民调查研究报告
在群众娱乐需求持续增长以及网络和影像音频技术不断迭代的环境下,中国虚拟偶像产业逐渐走入发展的高峰期。iiMedia Research(艾媒咨询)数据显示,2020年中国虚拟偶像核心产业规模为34.6亿元,同比增长70.3%,预计2021年将达到62.2亿元;另一方面,随着商业价值被不断发掘,越来越多产业与虚拟偶像联系在一起,虚拟偶像带动产业规模2020年为645.6亿元,预计2021年为1074.9亿元。调查显示,超过八成网民在日常有追星的习惯,其中63.6%网民有支持和关注虚拟偶像的相关动态。艾媒咨询分析师认为,虚拟偶像IP在内容和周边产品的开发上拥有更多的空间和可能性,随着潮流的变化和时代的发展迭代进化,引领不同阶段的审美,在形象开发和内容开发上拥有更强的延续性,有利于持续吸收流量关注,提升变现水平。
With the continuous growth of mass entertainment demand and the continuous iteration of network and video audio technology, China's virtual idol industry has gradually entered the peak period of development. According to the data of iimedia research, the scale of China's virtual idol core industry will reach 3.46 billion yuan in 2020, with a year-on-year growth of 70.3%, and it is expected to reach 6.22 billion yuan in 2021; On the other hand, with the continuous exploration of commercial value, more and more industries are connected with virtual idols. The scale of the industry driven by virtual idols will reach 64.56 billion yuan in 2020 and 107.49 billion yuan in 2021. The survey shows that more than 80% of netizens have the habit of chasing stars in their daily life, and 63.6% of them support and pay attention to the related developments of virtual idols. AI media consulting analysts believe that virtual idol IP has more space and possibilities in the development of content and peripheral products. With the change of trend and the development of the times, it leads the aesthetics in different stages, and has stronger continuity in image development and content development, which is conducive to continuously absorbing traffic attention and improving the level of realization. -
艾媒报告|2018上半年中国二次元市场监测与发展趋势专题研究报告
本报告研究涉及企业/品牌包括:快看漫画、腾讯动漫、哔哩哔哩、AcFun、星辉娱乐、美盛文化、高乐玩具、小白龙、星原文化、金添动漫、智高文创、梦之城、芝兰玉树、精英动漫、凯迪威、亲宝文化、亲子企鹅、奥飞动漫、有妖气、中央央视动画
iiMedia Research(艾媒咨询)数据显示,2018年中国二次元用户预计将达2.76亿人,2019年有望增至3.28亿人。艾媒咨询分析师认为,近年互联网企业注重对日本动漫正版版权收购,同时加强国产动漫IP创作,而二次元IP结合手机游戏、电影等产业发展也进入快速发展期,推动中国泛二次元用户群体扩大,二次元用户规模稳定增长。