全球领先的新经济产业第三方数据挖掘与分析机构
关于“大V”的报告
艾媒报告|2019Q1中国在线直播行业研究报告
本报告涉及企业/品牌包括:花椒直播、YY直播、KK直播、虎牙直播、斗鱼直播、一直播、NOW直播、映客直播、龙珠直播、酷狗直播、触手直播、战旗直播、企鹅电竞、淘宝直播、陌陌直播、网易CC直播、咪咕直播、小米直播、全民直播、B站
iiMedia Research(艾媒咨询)数据显示,2019年中国在线直播用户预计增至5.01亿人。2019年第一季度,游戏内容类直播平台的用户趋于年轻化,且超七成用户是男性;近七成的直播用户在近半年内仍使用同一直播平台,而内容及主播是平台留存用户的关键;秀场及游戏直播内容更受用户欢迎,而超五成用户认为未来应该大力发展“直播+综艺”。目前,直播行业呈现三大趋势:一是获取融资或冲击上市;二是进军海外市场,而东南亚市场成为多数平台出海的首选;三是“直播+”领域的拓展,涵盖公益、综艺、教育、非遗、电商等,旨在构建多元化和高品质的直播生态体系。
The number of live streaming users in China is expected to grow to 501 million in 2019, according to the data from iiMedia Research. In the first quarter of 2019, users of live streaming platforms focusing on games tend to be younger, and over 70% of them are males. As nearly 70% of the users still use the same live streaming platforms within 6 months, the content and anchors are crucial to retain the users. The live shows and games are more popular among users, and more than 50% of users reckon that “live streaming + variety show“ should be prioritized in the future. Currently, there are three major trends in the live streaming market. One is to gain access to financing or IPO. The second one is to enter the overseas market, and the market in Southeast Asia has become the first option for most platforms. The third one is to expand “live streaming+“, covering public welfare, variety shows, education, intangible cultural heritage, e-commerce, etc., aiming to build a diversified and high-quality live streaming ecological system.艾媒报告|2017-2018中国在线直播行业研究报告
本报告研究涉及企业/品牌包括:微吼直播、云视互动、目睹直播、想播就播、云犀直播、算云直播、创视界、咪咕直播、花椒、映客、一直播、YY直播、KK直播、秀色秀场、六间房、棒直播、淘宝、京东、企鹅体育、章鱼直播、视吧直播、知牛直播、全民直播、战旗直播、虎牙直播、熊猫直播、龙珠直播、斗鱼直播、陌陌、NOW直播、酷学直播、荔枝微课
iiMedia Research(艾媒咨询)数据显示,2017年中国在线直播用户规模达到3.98亿,预计2019年用户规模将突破5亿;相比2016年,2017年直播行业用户规模增速明显放缓,增长率为28.4%。艾媒咨询分析师认为,在政策监督,社会需求理性化的大环境下,在线直播行业趋向稳定健康发展,增速逐步放缓。直播的工具化特征逐渐显现,未来直播将嵌入民众生活各个方面,用户规模持续稳定扩大。艾媒咨询|2019-2020年中国MCN机构专题研究报告
本报告研究涉及企业/品牌/案例:网星梦工厂,古麦嘉禾。
iiMedia Research(艾媒咨询)数据显示,预计2020年MCN市场规模将达到245亿元,并且预计2020年MCN机构数量将达到28000家,平均同比增速大于100%,MCN机构数量迅速增加,内容产业入局者越来越多,行业竞争将进一步加剧。另外,iiMedia Research(艾媒咨询)数据显示,在地域方面,56.3%中国MCN机构分布在一线城市;在KOL带货转化方面,明星、直播平台主播和短视频网红带货转化率在80.0%以上,UP主和微博大V带货在70.0%以上。艾媒咨询分析师认为,明星、直播平台主播和短视频网红带货能力较强,能够为机构和平台带来较大价值,将是MCN重点关注和培养的KOL。未来,MCN机构将打破发展边界,通过去MCN化解决模式困境,增强盈利能力,直播电商将成为其发展的重要方向,机构将吸引更多明星/网红带货宣传。
As the data of iiMedia Research showed, it is estimated that the market scale of MCN will reach 24.5 billion yuan in 2020, and the number of MCN institutions will reach 28000 in 2020, with an average year-on-year growth rate of more than 100%. The number of MCN institutions will increase rapidly, more and more people will enter the content industry, and the industry competition will be further intensified. In addition, according to the data of iiMedia Research, 56.3% of China's MCN institutions are located in the first tier cities in terms of regions; in terms of KOL's delivery conversion, the conversion rate of stars, live platform hosts and short video network red tape calls is more than 80.0%, and that of up hosts and microblog big V-belts is more than 70.0%. iiMedia Research consulting analysts believe that stars, live broadcast platform hosts and short video network have strong red tape capabilities, which can bring greater value to institutions and platforms, and will be the KOL that MCN focuses on and cultivates. In the future, MCN institutions will break the development boundary, solve the dilemma of the model through de MCN, and enhance the profitability. Live e-commerce will become an important direction of its development, and the institutions will attract more stars / online red tape publicity.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.