全球领先的新经济产业第三方数据挖掘与分析机构
关于“二次元”的报告
艾媒咨询 | 2025年中国大学生消费背景分析与消费行为调查数据
在社会经济发展与数字化浪潮的双重影响下,中国大学生消费市场呈现多元化特征。根据全球领先的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年中国大学生消费背景分析与消费行为调查数据》数据显示,高校毕业生人数呈持续增长态势。2015年高校毕业生人数为749万人,随后逐年稳步上升,2024年增至1179万人,这表明中国大学生消费市场前景广阔。在2025年中国大学生爱好情况中,运动、健身以37.06%的占比位居榜首,显示出大学生对健康生活方式的重视;二次元和游戏分别以31.12%和27.86%的占比紧随其后,反映出新兴文化和数字娱乐在大学生中的流行。在2025年中国大学生认为产品影响个人消费的因素中,品牌知名度以47.95%的比例成为影响大学生消费的最主要因素,其次是设计(41.30%)和促销活动(37.62%),这两个因素分别位列第二和第三,说明品牌知名度、产品设计和优惠力度都是大学生考虑的重要因素。艾媒咨询分析师指出,未来大学生消费市场将呈现结构多元化、场景数字化、理念绿色化三大趋势:消费从基础生活向知识投资、情感消费拓展;直播购物等数字化场景推动消费向即时交互升级;绿色商品与二手交易等可持续模式潜力释放。企业需紧扣Z世代 “性价比+社交裂变+智能交互” 逻辑提升竞争力,高校与家庭应通过 “消费教育+信用引导” 助力理性消费观形成。
Under the dual influence of social and economic development and the digital wave, the consumer market for college students in China presents diversified characteristics. According to the latest "Analysis of the consumption background and survey data of Chinese college students in 2025" released by iiMedia Research, a world-leading third-party data mining and analysis institution for the new economy industry, the number of college graduates shows a continuous growth trend. In 2015, the number of college graduates was 7.49 million. Subsequently, it has steadily increased year by year, reaching 11.79 million in 2024, which indicates that the consumer market for college students in China has broad prospects. In the hobbies of Chinese college students in 2025, sports and fitness ranked first with a proportion of 37.06%, demonstrating college students' emphasis on a healthy lifestyle. The second dimension and games followed closely with proportions of 31.12% and 27.86% respectively, reflecting the popularity of emerging cultures and digital entertainment among college students. In 2025, among the factors that Chinese college students believe products affect personal consumption, brand awareness, with a proportion of 47.95%, became the most significant factor influencing college students' consumption. Next came design (41.30%) and promotional activities (37.62%), which ranked second and third respectively. It is indicated that brand awareness, product design and discount intensity are all important factors that college students consider.Analysts from iiMedia Research point out that the future college student consumption market will present three major trends: structural diversification, digitalized scenarios, and green concepts. Consumption will expand from basic living to knowledge investment and emotional consumption. Digital scenarios such as live-streaming shopping drive consumption to upgrade towards real-time interaction. The potential of sustainable models such as green goods and second-hand transactions has been unleashed. Enterprises need to closely follow the logic of Generation Z of "cost performance + social viral + intelligent interaction" to enhance their competitiveness. Universities and families should help form a rational consumption concept through "consumption education + credit guidance".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|2021H1中国在线音频产业运行监测调研报告
本报告研究涉及企业/品牌/案例:喜马拉雅,Clubhouse,蜻蜓FM,荔枝
随着线上娱乐发展以及音频技术的创新,以及线上音频社交的逐渐兴起,在线音频行业受到广大用户的关注。iiMedia Research(艾媒咨询)数据显示,2020年中国在线音频用户规模达5.7亿人,预计2022年整体用户规模达到6.9亿人。目前,在线音频行业正向全生态发展,内容布局也不断拓展广泛,未来在线音频行业将逐渐精细化,头部平台将更有机会提供优质资源,在未来竞争中获得先机。
With the development of online entertainment, the innovation of audio technology and the gradual rise of online audio social networking, the online audio industry has attracted the attention of the majority of users. According to iimedia research, the number of online audio users in China will reach 570 million in 2020, and the overall number of users is expected to reach 690 million in 2022. At present, the online audio industry is developing towards the whole ecology, and the content layout is also expanding widely. In the future, the online audio industry will be gradually refined, and the head platform will have more opportunities to provide high-quality resources and take the lead in the future competition.艾媒咨询|2020年中国艺人经纪市场发展现状及典型企业分析报告
本报告研究涉及企业/品牌/案例:泰洋川禾、华谊兄弟、乐华娱乐、丝芭传媒、东申未来、酷漾娱乐。
其他企业/品牌:腾讯、爱奇艺、优酷、抖音、快手、虎牙直播、斗鱼直播、YY直播、芒果TV。
在移动互联网技术的发展,用户需求不断变迁以及各类网络视听新业态涌现等多重因素影响下,艺人内核进一步泛化,名人转型、网红出道、虚拟偶像等相继涌现,并逐渐向多元化方向发展,艺人市场的竞争更为激烈。数据显示,2020年,中国艺人经纪市场规模达到千亿元级别,未来五年年均增长率为30%
Under the influence of the development of mobile Internet technology, the changing needs of users and the emergence of various new online audio-visual formats, the core of artists has been further expanded, and celebrities, online celebrities and virtual idols have emerged one after another, and gradually to the diversification of the direction of development, the artist market competition is more intense. According to the data, China's talent brokerage market will reach 100 billion yuan in 2020, with an average annual growth rate of 30% over the next five years.艾媒报告|2019-2020中国文娱行业运行监测与头部企业布局研究报告
本报告研究涉及企业/品牌/案例:人民网,华谊兄弟,腾讯音乐集团,阅文集团,哔哩哔哩,抖音,虎牙直播,腾讯游戏;其他提及企业/品牌:人民在线,人民视讯,环球网,幸福蓝海影视文化集团,中央广播电视台,中视传媒股份有限公司,中影集团,上影集团,光线传媒,华谊兄弟,博纳影业,万达影视传媒,腾讯,百度,阿里巴巴,考拉FM,QQ音乐,酷狗音乐,酷我音乐,全民K歌,虾米音乐,网易云音乐,猫眼娱乐,QQ阅读,起点中文网,新丽传媒,天方听书网,喜马拉雅,懒人听书,AcFun,搜狐视频,乐视视频,次元社,微信,支付宝,豌豆荚,百度应用,中国移动,中国电信,华为,美图手机,阿里云视频,快手,梨视频,腾讯微视,斗鱼直播,YY直播,王者荣耀,QQ游戏,网易游戏,百度,字节跳动,企鹅影视,淘票票,优酷视频,UC浏览器,书旗小说,阿里体育,百度贴吧,爱奇艺,梨视频,百度问答,今日头条,西瓜视频,火山小视频,懂车帝,皮皮虾视频,芒果TV
本报告主要通过文娱行业的投融资数据,对媒体、影视、音乐、阅读、动漫、短视频、网络直播、游戏等文娱细分领域的上下游进行深入探究,并对阿里文娱、腾讯、哔哩哔哩、爱奇艺等典型企业的文娱投资进行案例分析,以此对中国文娱行业的发展进行预判。文娱行业的高速发展赢得了资本市场的青睐,媒体仍占据文娱投资细分领域的头部地位,影视、动漫在数字技术帮助下,优势明显。而互联网大企业依托自身业务,进行文娱生态布局,掌握了一定的先发优势。
The rapid development of the entertainment industry has won the favor of the capital market. From the perspective of segmentation, in 2019, the media sector received 30.2% of financing, ranking first in the segment of the entertainment industry, followed by film and television (19.0%), animation (16.8%), and short video (12.3%). Rank third and fourth. iiMedia Research analysts believe that the entertainment industry has obvious advantages in the help of digital technology in film, television, and animation. In the mobile Internet era, new formats and models of short video and live broadcast are favored by the investment market; and large Internet companies rely on their own businesses to carry out the ecological layout of the entertainment industry has a certain first-mover advantage.艾媒报告|2019-2020中国二次元视频行业专题研究报告
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.
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