关于“动漫”的报告
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艾媒咨询 | 2024年中国00后暑假文娱活动分析报告
随着暑假的到来,文娱行业迎来了消费的高峰期,各类线上线下文娱活动备受欢迎,对于00后群体,他们成长于物质条件相对富足的年代,在暑假中对精神娱乐需求旺盛,悦己消费意愿更强。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年中国00后暑假文娱活动分析报告》数据显示,中国居民在教育、文化和娱乐领域的消费支出比例波动明显,2023年教育、文化和娱乐领域的消费支出比例达到10.8%。
艾媒咨询分析师认为,00后更倾向于参与多样化的文娱活动,包括看电影/电视剧/综艺、听音乐、打游戏、看短视频、刷社交软件/社交论坛和看动漫等,消费意愿较强。
With the arrival of the summer vacation, the entertainment industry has ushered in the peak of consumption, and all kinds of online and offline entertainment activities are very popular. For the post-00s, they grew up in the era of relatively rich material conditions, and have strong demand for spiritual entertainment during the summer vacation, and are more willing to enjoy themselves. According to the latest "Analysis Report on China's post-00s Summer Recreational Activities in 2024" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of Chinese residents' consumption expenditure in the fields of education, culture and entertainment fluctuates significantly. In 2023, the proportion of consumer spending in the fields of education, culture and entertainment will reach 10.8%.
Analysts from iiMedia Consulting believe that the post-00s are more inclined to participate in diversified recreational activities, including watching movies/TV series/variety shows, listening to music, playing games, seeing short videos, browsing social software/social forums and watching animation,etc.,and have a strong willingness to consume. -
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| 2020年中国移动游戏IP价值探析专题报告
本报告研究涉及企业/品牌/案例:腾讯游戏,王者荣耀,多益网络,神武4,阴阳师
受新冠疫情影响,移动游戏获发展机遇,2020年中国移动游戏市场规模达1850.3亿元,预计2021年有望突破2020亿元。在中国移动游戏产业链中,IP起重要的串联、延伸作用,为促进行业规范化、精品化发展,政府部门采取日趋严格的监管措施并鼓励IP开发及转换。iiMedia Research(艾媒咨询)数据显示,51.5%的受访移动游戏用户表示会因IP喜好而玩相应的手游,并对其持有较高的期待值;其中78.9%的受访IP受众玩家有游戏付费习惯。因此在政策利好、市场需求拉动的背景下,游戏企业通过IP改编、自研IP等途径突破内容壁垒,全方位拓展游戏IP题材,进而研发精品游戏,并深挖移动游戏IP价值,不断完善IP衍生产品矩阵,最终构建移动游戏IP生态,提升IP商业化变现效率。
Affected by the Covid-19, China mobile gaming industry have gained development opportunities. In 2020, the scale of China mobile gaming market grew to 185.03 billion yuan, and it is expected to exceed 200 billion yuan in 2021. In China mobile gaming industry chain, IP plays an important role in tandem and extension. In order to promote the standardization and high-quality development of the industry, the government departments have adopted increasingly strict regulatory measures and encouraged IP development and conversion. As the data of iiMedia Research showed, 51.5% of the mobile game users interviewed show that they would play the corresponding mobile games based on their IP preferences, and hold high expectations for them; Amongthem, 78.9% of the IP audience players interviewed have the habit of paying for games. So under the background of good policies and market demand, through IP adaptation and independent research IP, game enterprises break the content barrier, expand game themes in an all-round way and then develop high-quality goods game. Furthermore, game enterprises dig the mobile game IP value, improve the IP derivative product matrix. Finally they build the mobile games IP ecosystem and improve the efficiency of IP commercialization. -
艾媒咨询|2020年中国盲盒行业发展现状及市场调研分析报告
本报告研究涉及企业/品牌/案例:泡泡玛特,奥飞娱乐,52Toys。
伴随着消费升级,人们对提升生活品质和满足情绪需求的产品和服务接纳度更高。盲盒因其具有的高度不确定性,激发了年轻群体的消费潜力。数据显示,95后最“烧钱”的爱好中,盲盒手办排名第一。95后成为盲盒的重要消费用户,占比近4成,其中8.6%的用户可以接受盲盒单价在1000元以上。在高毛利率、高增长、创新的销售模式、新兴的千亿年轻潮玩市场等因素吸引下,资本、上市公司纷纷抢滩盲盒市场,盲盒市场前景可期。
As consumption escalates, people become more receptive to products and services that improve their quality of life and meet their emotional needs. Because of its high uncertainty, the blind box stimulates the consumption potential of young people. Data shows, 95 hind most"burn money"hobby, blind box is handled rank first. Since 1995, it has become an important consumer of the blind box, accounting for nearly 40% of which 8.6% of the users can accept the price of the blind box above 1000 yuan. In the high gross profit rate, high growth, innovative sales model, the emerging hundred billion-year-old tide play market and other factors, capital, listed companies have rushed to the beach blind box market, the blind box market prospects. -
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. -
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|2020年中国疫情影响下的“宅经济”发展及投资逻辑分析报告
本报告研究涉及企业/品牌/案例:淘宝,拼多多,快手,抖音,美团,饿了么,阿里健康,新东方在线,腾讯课堂,钉钉,58同城,恒大集团,拓维信息,昂立教育,齐心集团,鸿合科技,三爱富,全通教育,会畅通讯,世纪天鸿,方直科技,三五互联,金科文化,二六三,高乐股份,智莱科技,圆通速递,佛塑科技,顺丰控股,三泰科技,外运发展,韵达股份,*ST飞马,申通快递,*ST长投,德邦股份,厦门象屿,苏宁易购,飞力达,中储股份,怡亚通,中国外运,华贸物流,铁龙物流,华鹏飞,中文在线,掌趣科技,三五互联,金科文化,昆仑万维,姚记科技,三七互娱,冰川网络,拓维信息,完美世界,芒果超媒,爱奇艺,哔哩哔哩,腾讯控股,优酷土豆,映客,斗鱼,虎牙直播,宝通科技,迅游科技,游族网络,长城动漫,世纪华通,天舟文化,东方明珠,吉比特,巨人网络,中青宝,京东生鲜,饿了么,美团买菜,叮咚买菜,每日优鲜,苏宁到家,本来生活,食行生鲜等。
2020年2月21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年中国疫情影响下的“宅经济”发展及投资逻辑分析报告》。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年新冠病毒影响下的中国经济发展投资逻辑进行分析,特别对疫情利好的“宅经济”以及利空行业进行深度分析,以快递行业、在线娱乐、生鲜电商、在线教育、在线医疗、在线办公等行业案例,深入探究运行模式和发展趋势。2019年,21.3%宅家网民线上消费占总消费的比例在61%以上,宅家网民对线上消费依赖程度较高;77.1%宅家网民主要通过线上渠道进行娱乐,其中最受欢迎的是影视音乐,占比48.2%。艾媒咨询分析师认为,中国“宅经济”业态早已形成,但在2020年新春新冠状病毒疫情影响下,居民防疫隔离增加了宅在家里的时间,线上消费、线上娱乐需求增加,使得“宅经济”成为当前重要的经济发展模式。
In 2019, 21.3% of home netizens' online consumption accounted for more than 61% of total consumption, and home netizens rely heavily on online consumption; 77.1% of home netizens mainly used online channels for entertainment, the most popular of which Film and television music accounted for 48.2%. iiMedia Researchh analysts believe that China's "House Economy" format has long been formed, but under the influence of the New Year coronavirus epidemic in 2020, the quarantine of residents will increase the time spent at home, and online consumption and online entertainment demand will increase "House economy" has become an important economic development model. -
《哪吒之魔童降世》大数据分析报告
本报告研究涉及企业/品牌/案例:《哪吒之魔童降世》
自上映以来,《哪吒之魔童降世》(后称《哪吒》)九破纪录,成为影史首部单日票房破2亿以及四天连续破亿的动画电影,截至7月30日《哪吒》累计票房已达10亿元,超越《西游记之大圣归来》(9.56亿)成为国产动画电影新晋票房冠军。上映后,影片甚至一天内登上微博热搜七次,备受观众热议。
Since its release, “Nezha“ (hereinafter referred to as “Nezha“) has broken nine records, becoming the first animated film in film history with a box office of 200 million in a single day and four consecutive days breaking 100 million. As of July 30, “Nezha“ had a cumulative box office of 1 billion yuan, surpassing “Monkey King: Hero Is Back “ (956 million) to become a new generation of domestic animated films. The box office champion. After its release, the film even went on the microblog seven times a day, which aroused heated discussion among the audience.
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