关于“世界杯”的报告
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艾媒咨询|2020年中国内衣行业发展现状及消费者习惯分析报告
本报告研究涉及企业/品牌/案例:都市丽人、汇洁、南极人、全棉时代。
其他企业/品牌:爱慕、古今、婷美,、猫人、Victoria’s Secret、黛安芬、爱美丽,、柏拉图、夏娃之秀、天猫、京东、淘宝、内外、氧气、茵曼,、倾惟、Ubras等。
2019年,中国内衣(含文胸、内裤、袜子、居家服)人均年支出增长到57.5美元(约350元)。消费者需求上升的同时,内衣质量的要求也上升,内衣卖家市场转变为买家市场。iiMedia Research(艾媒咨询)调研数据显示消费者对当前内衣品牌不满意的主要原因为款式单一、质量不够好、缺乏功能性等方面。
In 2019, the annual per capita expenditure on underwear (including bras, underwear, socks, and home clothes) in China increased to 57.5 US dollars (about 350 yuan). While consumer demand has risen, the requirements for underwear quality have also risen, and the underwear seller market has transformed into a buyer market. Survey data from iiMedia Research shows that the main reasons consumers are dissatisfied with current underwear brands are the single style, insufficient quality and lack of functionality. -
艾媒咨询|2020年5-6月中国直播电商行业运行数据监测双月报告
本报告研究涉及企业/品牌/案例:宸帆、构美、纳斯。
2020年618购物节期间,各电商平台战绩再创新高。艾媒咨询分析师认为,直播电商引领618购物节消费狂潮,淘宝直播凭借其线上平台与头部主播的流量资源,在直播电商行业居于领先地位,但是随着越来越多的平台的入局,直播电商行业竞争越发激烈。
During the 2020 618 Shopping Festival, the e-commerce platforms recorded a new high. iiMedia Research believes that live e-commerce led the 618 shopping festival consumption frenzy, Taobao live with its online platform and head anchor traffic resources, in the live e-commerce industry in the leading position, but with more and more platforms into the market, live e-commerce industry competition is becoming more intense. -
艾媒报告|2019-2020年中国移动游戏行业年度报告
本报告研究涉及企业/品牌/案例:三七互娱,多益网络,腾讯游戏;其他提及企业/品牌:网易游戏,巨人网络,盛趣游戏,37游戏,紫龙游戏,bilibili,完美世界,虎牙直播,斗鱼直播
iiMedia Research(艾媒咨询)数据显示,中国移动游戏行业整体保持稳定提升的发展态势,2019 年中国移动游戏市场规模达1660.3亿元,预计2020年移动游戏行业市场规模将超过1800亿元。玩家以90后、95后为主,以年轻玩家为主导的移动游戏行业场景进一步拓展, 游戏+直播、游戏+视频、游戏+音乐、游戏+新文创等形式不断创新。得益于边缘计算、音视频解码等技术发展,5G浪潮下,云游戏将迸发巨大发展潜力,而围绕游戏展开的泛娱乐场景也将进一步开拓。艾媒咨询分析师认为,当前中国移动游戏凭借新技术、新人群的迭代发展而呈现较好发展态势,与此同时,在版号政策、内容管控之下,中国移动游戏厂商也要加强行业自律,注重移动游戏的正向价值,在游戏开发、运营上都需重点考虑未成年人的健康成长问题。
iiMedia Research data shows that China's mobile game industry as a whole maintains a stable development trend, with the market size of mobile game in China reaching 166.03 billion yuan in 2019, and the actual sales revenue of mobile game industry is expected to exceed 180 billion yuan in 2020. The mobile game industry scene, dominated by young players, has been further expanded. Game + live broadcast, game + video, game + music, game + new cultural and creative forms have been constantly innovated. Thanks to the development of technologies such as edge computing and audio and video decoding, cloud games will unleash huge development potential under the 5G wave, and the pan-entertainment scenes around games will be further explored. Ai media consulting analysts believe that the current China mobile games with the iterative development of new technology, new presents the good development trend, at the same time, under the policy, content control plate number, China mobile game makers also want to strengthen industry self-discipline, pay attention to the positive value of mobile games, needs to consider in game development and operation problem of the healthy growth of minors. -
艾媒报告|2020年中国钢材市场运行大数据与市场发展趋势研究报告
本报告研究涉及企业/品牌/案例:宝钢股份,华菱钢铁,河钢股份,沙钢股份;其他提及企业/品牌:钢之家,兰格钢铁,我的钢铁,找钢,荷钢网,中国联合钢铁网,东方钢铁,在线海鑫钢网,中拓钢铁网,中钢在线,运钢网,嘀嘀拼钢,斯迪尔,欧浦智网,三钢闽光,新兴铸管,重庆钢铁,山东钢铁,南钢股份,马钢股份
2020年4月1日,全球知名的新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询) 发布《2020年中国钢材市场运行大数据与市场发展趋势研究报告》。报告根据艾媒数据中心、艾媒咨询商业情报数据库、艾媒商情舆情数据监测系统基础数据,对2020年中国钢铁行业及其细分领域的粗钢、螺纹钢等进行分析。此外,报告探讨产业上下游的运营模式,结合对宝钢股份、华菱钢铁、河钢股份和沙钢股份四家典型企业的案例分析,对钢铁行业总体运行情况进行分析,并结合新冠疫情对2020-2021年钢铁产业发展进行趋势预判。数据显示,2019年钢材产销率基本稳定在99%以上。但是2018年,中国钢铁产业集中度仅为35.3%。产业集中度偏低成为中国钢铁行业进一步发展的巨大障碍,一定程度上限制了中国钢铁企业的国际竞争力。艾媒咨询分析师认为。2019年中国钢材的国内需求增长强劲,特别是疫情影响下2020年新基建建设、智能汽车发展等需求将进一步拉动钢材的行业增长。
China's domestic demand for steel products has grown strongly in 2019, and rebar, as one of the essential raw materials for infrastructure construction, also occupies an important position in the financial market. Data show that in 2019, the average weekly rebar output in China was 3.49 million tons, an increase of 10.4% year-on-year. In addition, with the continuous improvement of the e-commerce platform and the logistics industry, the market share of steel e-commerce will continue to increase. It is expected that the growth rate of steel e-commerce will remain above 38% in the next three years. -
艾媒报告|2020年中国知识付费行业运行发展及用户行为调研分析报告
本报告研究涉及企业/品牌/案例:喜马拉雅,知乎,得到APP,英语流利说;其他提及企业/品牌:吴晓波频道,樊登读书会,混沌大学,蜻蜓FM,逻辑思维,丁香医生,十点读书,3节课,韦林文华,新知榜,短书,鼹鼠世界,荔枝,微课,千聊,微信,微博,中国大学MOOC,腾讯课堂,格子匠,支付宝,懒人听书,凯叔讲故事,网易公开课,腾讯,阅文集团,凯鹏华盈,海纳亚洲,西瑞雅,小鹅通,快手,百度,搜狗,今日头条,豆瓣等。
本报告主要对中国知识付费行业的发展模式的现状进行总结和前景分析,通过对行业发展背景、行业核心数据、知识付费产业链重要环节进行数据监测,并且通过草莓派数据调查与计算系统对知识付费用户行为进行调研(样本量1750),并重点针对得到、英语流利说、知乎、喜马拉雅等不同类型的知识付费平台为典型进行商情分析,对行业总体发展趋势进行解读并深入研究其商业运作模式,预测2021年中国知识付费行业的发展趋势和运营模式。
This report mainly summarizes and analyzes the current status of the development model of the knowledge payment industry in China. It monitors the background of the industry development, industry core data, and important links in the knowledge payment industry chain. Research on paid user behavior (sample size 1750), and focus on different types of knowledge payment platforms such as acquisition, fluency in English, Zhihu, Himalayan, etc. as a typical business situation analysis, interpret the overall development trend of the industry and study its business operations Model, predicting the development trend and operating model of China's knowledge payment industry in 2021. -
艾媒研报 |2019年瑞幸咖啡(Luckin coffee)燃烧的资本,暴走的“小蓝杯”
中国咖啡市场存量小,市场潜力大。上游和中游的初加工、深加工技术落后,下游缺乏本土知名品牌,未来现磨咖啡增长潜力巨大。瑞幸咖啡凭借低价策略+多元化精准营销,并通过线下密集布局自营店,精准定位咖啡的刚需人群,获取了大量用户。截至2018年底,瑞幸咖啡线下门店总数突破2000家,消费人数达1254万人,销售量超过8968万杯。但瑞幸目前的管理和发展模式正在面临一系列的挑战。主要挑战:(1)中国茶文化底蕴深厚,现磨咖啡刚需市场小;(2)管理粗糙,咖啡品质参差不齐;(3)短期内资金缺口大,盈利成难题。
China's coffee market has a small stock and a large market potential. The Primary and deep processing technologies of the upstream and midstream are backward, and the downstream link lack local famous brands. With the low price strategy + diversified precision marketing strategy, Luckin Coffee has acquired a large number of users through the densely-distributed self-operated stores. By the end of 2018, the total number of stores under the Luckin Coffee line exceeded 2,000, with a consumption of 12.54 million and a sales volume of over 89.68 million. However, Luckin's current management and development model is facing a series of challenges. The main challenges: (1) China's tea culture is profound, freshly brewed coffee just has a small market; (2) Management is rough, quality of coffee is uneven; (3) Short-term funding gap is large, and profitability becomes a problem. -
艾媒报告 |2018-2019中国足球产业研究与商业投资决策分析报告
中国足球产业正在高速发展,iiMedia Research(艾媒咨询)数据显示,2018年中国城市人口中约有1.87亿人对足球感兴趣。足球产业的发展带动了媒体权益收入的提高,2018年世界杯媒体权益收入达30亿美元。同时,互联网足球经济产业发展迅猛,知名赞助商纷纷投入国内足球赛事,BAT均正式入局足球转播市场。
The Chinese soccer industry is developing at a high speed. According to iiMedia Research data, about 187 million people in China's urban population are interested in soccer in 2018. The development of the soccer industry has boosted the media's equity income. In the 2018 World Cup, the media's equity income reached 3 billion dollars. At the same time, the Internet soccer economy industry has developed rapidly, and well-known sponsors have invested in domestic soccer matches. BAT have all entered the soccer broadcast market. -
艾媒报告 |2018-2019中国文化创意产业现状及发展趋势分析报告
本报告研究涉及企业/品牌包括:腾讯游戏、昆仑、网易游戏、掌趣科技、三七互娱、完美世界、游族网络、巨人网络、王者荣耀、阴阳师、乱斗西游、诛仙、永恒纪元、狂暴之翼、全民奇迹、部落冲突、QQ音乐、酷狗音乐、酷我音乐、网易云音乐、虾米音乐、百度音乐、今日头条、微博、唱吧、音悦台、沃音乐、支付宝、微信支付、众筹、唯喜文化
iiMedia Research(艾媒咨询)数据显示,2018年中国手机游戏用户规模达到5.65亿人、音乐客户端用户规模达到5.43亿人、动漫用户规模达到2.76亿人。艾媒分析师认为中国文化创意产业具有基于大数据的文化创作正在普及、区块链文化版权保护发展等八大趋势,但同时也要注意文创人才短缺、高质量内容和核心创意缺乏等五大问题。
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. -
艾媒报告|2018年中国零售行业深度市场调查及投资决策报告
新消费群体和消费需求推动中国零售业开启新的零售阶段。iiMedia Research(艾媒咨询)数据显示,2018年中国移动电商用户规模达5.1亿人,2019年预计将增长至5.5亿人,拥有庞大的消费潜力。因此,传统零售企业特别注重提升其数字化转型能力,电商企业也为争夺用户布局和打造高端生鲜、无人零售、社区零售等新的消费场景。
With the promotion of consumption structure brought by the emergence of new consumer groups and demand, the Chinese retail industry has entered a new stage of online and offline integration.On the one hand, traditional retail enterprises focus on improving their digital capabilities and creating new retail business model; on the other hand, with the end of the traffic bonus era, e-commerce growth is facing bottlenecks. According to iiMedia Research, the number of mobile e-commerce users reached 510 million in 2018 and it is expected to grow to 550 million in 2019, which growth rate is decreasing year by year. Taking advantage of technologies, capital and logistics, Alibaba, Tencent and JD.com are accelerating the offline layout to seek new breakthroughs, they create new consumption scenarios which focus on fresh food and unmanned retail .
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