全球领先的新经济产业第三方数据挖掘与分析机构
关于“室外娱乐实体”的报告
艾媒咨询 | 2025年中国密室逃脱行业消费行为调查数据
密室逃脱作为一种新兴的线下娱乐业态,近年来市场规模不断扩大,其受欢迎程度持续攀升。消费群体也日益多元,市场正不断拓展受众边界。根据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《2025年中国密室逃脱行业消费行为调查数据》数据显示,消费者更期待密室逃脱游戏带来的氛围体验,占比达到33.61%。同时,超过一半的密室逃脱消费者(58.40%)愿意向朋友推荐店铺和主题,这表明密室逃脱行业具有较强的口碑传播潜力。密室逃脱行业在技术创新、消费体验升级和市场拓展方面展现出巨大潜力,未来有望成为娱乐市场中的重要组成部分。但密室逃脱行业也面临一些挑战,如游戏类型和内容的同质化问题。消费者对游戏类型的多样化和内容升级有较高期待,商家需要在剧情设计和谜题难度上不断创新。
As an emerging offline entertainment business format, the market scale of escape rooms has been continuously expanding in recent years, and their popularity has been steadily rising. The consumer group has also become increasingly diverse, and the market is constantly expanding its audience boundaries. According to the latest "Survey data on consumer behavior in China's escape room industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, consumers are more expecting the atmosphere experience brought by escape room games, accounting for 33.61%. At the same time, more than half of the escape room consumers (58.40%) are willing to recommend the store and theme to their friends, which indicates that the escape room industry has strong word-of-mouth communication potential. The escape room industry shows great potential in technological innovation, consumption experience upgrading and market expansion, and is expected to become an important part of the entertainment market in the future. However, the escape room industry also faces some challenges, such as the homogenization of game types and content. Consumers have high expectations for the diversification of game types and the upgrading of content, and merchants need to continuously innovate in plot design and puzzle difficulty.艾媒咨询 | 2025年中国单身经济市场消费行为调查数据
单身经济市场正随着单身人群的扩大和消费观念的转变而迅速崛起,其核心特点是注重个性化、品质化和便利性,涵盖餐饮、娱乐、旅游、家居等多个领域。单身人群更倾向于为自我提升、情感陪伴和便捷生活买单,推动了“一人食”、迷你家电、宠物经济等细分市场的蓬勃发展。根据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《2025年中国单身经济市场消费行为调查数据》数据显示,“工作环境或生活环境不利于恋爱(如经常出差、加班等)”以30.53%的占比成为单身的主要原因,凸显了现代社会中工作和环境因素对个人情感生活的显著影响。在消费领域,餐饮美食以39.97%的占比高居榜首,成为单身群体每月消费的核心支出,反映出他们对饮食品质和体验的重视。此外,生活日用品和休闲娱乐分别以35.51%和34.31%的占比紧随其后,表明单身群体在日常生活便利性和娱乐休闲方面表现出强劲的消费力,进一步印证了单身经济在提升生活品质和满足个性化需求方面的巨大潜力。艾媒咨询分析师认为,未来,单身经济将朝着更加精细化、场景化和情感化的方向发展,品牌需抓住单身人群的消费心理,提供个性化、高品质的产品和服务,以在这一快速增长的市场中占据先机。
The single economic market is rising rapidly with the expansion of the single population and the change of consumption concept, its core feature is to pay attention to personalization, quality and convenience, covering catering, entertainment, tourism, home and other fields. Single people are more inclined to pay for self-improvement, emotional companionship and convenient life, which has promoted the vigorous development of market segments such as "one-person food", mini household appliances and pet economy. According to the latest "Survey data of consumption behavior of China's single economy market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, "The working environment or living environment is not conducive to love (such as frequent business trips, overtime work, etc.)" was the main reason for singleness, accounting for 30.53%, highlighting the significant impact of work and environmental factors on personal emotional life in modern society. In terms of consumption, food and beverage topped the list with 39.97% of the total, becoming the core expenditure of single people's monthly consumption, reflecting their emphasis on food quality and experience. In addition, daily necessities and leisure and entertainment followed closely with 35.51% and 34.31% respectively, indicating that the single group showed strong spending power in the convenience of daily life and entertainment and leisure, further confirming the great potential of the single economy in improving the quality of life and meeting individual needs. Analysts from Imedia Consulting believe that in the future, the single economy will develop in a more refined, scenario-based and emotional direction, and brands need to seize the consumer psychology of single people and provide personalized, high-quality products and services to take the lead in this rapidly growing market.艾媒咨询 | 2025年中国音乐行业市场消费行为调查数据
随着智能算法推荐与多终端协同技术的深度融合,音乐应用生态呈现多维渗透态势,显著覆盖以流行乐、国风音乐为主的个性化内容消费领域,以通勤健身、睡前助眠为代表的场景化体验领域,以及云Live互动、社交共享等创新娱乐领域。在技术驱动下,音乐产业正构建起“内容+场景+社交”的三维价值体系。根据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《2025年中国音乐行业市场消费行为调查数据》数据显示,现代音乐(含流行音乐)以63.27%的偏好占比领跑用户音乐类型选择,反映出大众对主流文化内容的高接受度。终端设备数据显示,手机以49.24%的绝对优势主导用户入口,QQ音乐则以35.90%的活跃占比稳居平台竞争榜首。值得注意的是,社交功能使用率达71.80%,其中52.12%的用户倾向与好友共享音乐内容,体现“音乐+社交”模式的强大吸引力。付费领域呈现两极分化,49.65%用户选择“偶尔付费”,而音质升级(31.10%)与云Live演出(满意度70.70%)成为主要付费驱动力。但行业仍存显著痛点:短视频板块因内容同质化遭遇29.58%用户负面评价,付费意愿受限于免费资源充足性(38.16%)与价格敏感度(30.34%),云Live则面临画质延迟(43.81%)、互动单一(34.69%)等技术体验瓶颈。艾媒咨询分析师认为,平台需强化差异化内容供给,通过AI音效优化与XR技术升级重塑沉浸式体验,同时构建阶梯式付费体系与社交激励机制,在保障基础服务普惠性的同时深挖垂直场景商业价值。
With the deep integration of intelligent algorithm recommendation and multi-terminal collaborative technology, the music application ecology presents a multidimensional penetration trend, significantly covering the personalized content consumption field dominated by pop music and Chinese music, the scene experience field represented by commuting fitness and bedtime sleep, and the innovative entertainment field such as cloud Live interaction and social sharing. Driven by technology, the music industry is building a three-dimensional value system of "content + scene + social". According to the latest "Survey data of Chinese music industry market consumption behavior in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, modern music (including pop music) leads the user's music type choice with 63.27% preference. It reflects the high acceptance of mainstream cultural content by the public. Terminal device data show that mobile phones dominated the user entrance with an absolute advantage of 49.24%, and QQ music ranked first in the platform competition with an active proportion of 35.90%. It is worth noting that the usage rate of social functions reached 71.80%, of which 52.12% of users tend to share music content with friends, reflecting the strong appeal of the "music + social" model. The payment space is polarized, with 49.65% of users choosing to "pay occasionally", while audio quality upgrades (31.10%) and Cloud Live shows (70.70% satisfaction) are the main payment drivers. However, the industry still has significant pain points: the short video sector suffered 29.58% negative comments from users due to content homogenization, the willingness to pay was limited by the adequacy of free resources (38.16%) and price sensitivity (30.34%), and Cloud Live faced technical experience bottlenecks such as picture quality delay (43.81%) and single interaction (34.69%). Analysts from Imedia Consulting believe that the platform needs to strengthen the supply of differentiated content, reshape the immersive experience through AI sound optimization and XR technology upgrade, and build a stepped payment system and social incentive mechanism, so as to deeply dig the business value of vertical scenes while ensuring the inclusiveness of basic services.艾媒咨询 | 2025-2030年中国露营经济发展前景与商业布局分析报告
露营经济已突破单一户外场景,与文旅、教育、体育等产业深度融合,形成多元化生态。iiMedia Research(艾媒咨询)数据显示,2024年中国露营经济核心市场规模达到2139.7亿元,带动市场规模为11554.5亿元;预计2030年中国露营经济核心市场规模将上升至4879.8亿元,带动市场规模将达到23998.5亿元。随着城镇化率提升、公众可支配收入的提高以及“露营+”多元化场景的驱动,中国露营经济市场规模在稳步扩大。同时,国家对户外运动、旅游露营产业的重视程度不断提升,加之科技、技术等领域的发展,露营经济在空间距离、群体类型和融合模式等领域正不断多元化发展。
The camping economy has broken through the single outdoor scene and deeply integrated with industries such as culture and tourism, education, and sports, forming a diversified ecosystem. iiMedia Research data s shows that in 2024, the core market size of China's camping economy reached 213.97 billion yuan, driving a market size of 1,155.45 billion yuan. It is estimated that by 2030, the core market size of China's camping economy will rise to 487.98 billion yuan, driving the market size to reach 2,399.85 billion yuan. With the increase in urbanization rate, the rise in public disposable income and the drive of diversified "camping +" scenarios, the market size of China's camping economy is steadily expanding. Meanwhile, the state's emphasis on outdoor sports and the tourism camping industry is constantly increasing. Coupled with the development of science and technology and other fields, the camping economy is continuously diversifying in areas such as spatial distance, group types, and integration models.艾媒咨询 | 2025年中国电子竞技行业消费行为调查数据
中国电子竞技行业是一个充满活力和发展潜力的新兴领域。近年来,中国电竞行业市场规模持续扩大,这主要得益于游戏产业的蓬勃发展、赛事商业化程度的提高以及直播平台等相关产业的协同发展。根据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《2025年中国电子竞技行业消费行为调查数据》数据显示,FPS(第一人称射击游戏)以37.62%的占比成为2025年中国电竞用户最偏好的游戏类型,其次是TPS(第三人称射击游戏),占比35.05%。电竞用户在战队周边、线下门票和游戏周边方面的消费意愿较高,其中购买过喜欢战队应援周边的用户占比达到38.42%。同时,用户对游戏周边的购买具有一定的周期性,主要以季度为单位较为集中。随着电竞行业的发展,社会对电竞的认知逐渐发生转变,从过去的不认可、误解逐渐走向接受和支持。越来越多的人认识到电竞不仅是一种娱乐活动,也是一项具有竞技性和专业性的体育运动,能够培养选手的团队协作能力、反应能力和思维能力。一些高校也开设了电竞相关专业,为行业发展提供了人才支持和学术研究基础。
The Chinese esports industry is a vibrant and promising emerging field. In recent years, the market scale of China’s esports industry has been continuously expanding, mainly due to the vigorous development of the gaming industry, the increasing commercialization of esports events, and the coordinated development of related industries, such as live streaming platforms.According to the latest "Survey data on consumer behavior in China's e-sports industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, FPS (First-Person Shooter) has become the most preferred game genre among Chinese esports users in 2025, accounting for 37.62%. TPS (Third-Person Shooter) follows, accounting for 35.05%.Esports users have a relatively high willingness to consume in areas such as team peripherals, offline event tickets, and game peripherals. Among them, the proportion of users who have purchased support peripherals for their favorite teams reaches 38.42%. At the same time, users’ purchases of game peripherals have a certain periodicity, mainly concentrated in quarterly intervals.With the development of the esports industry, societal perception of esports has gradually shifted from past disapproval and misunderstanding to acceptance and support. More and more people have realized that esports is not only an entertainment activity but also a competitive and professional sport that can cultivate players’ teamwork, reaction reflexes, and thinking skills. Some universities have also established esports-related majors, providing talent support and an academic research foundation for the industry’s development.艾媒咨询 | 2025年中国线下KTV市场消费行为调查数据
随着线下娱乐业态的加速升级,KTV消费场景呈现多元化发展趋势,主要覆盖以智能点歌系统、沉浸式体验设备为代表的技术革新领域,以生日派对、企业团建为核心的社交聚会领域,以及结合餐饮定制、主题包厢等增值服务的复合消费领域。根据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《2025年中国线下KTV市场消费行为调查数据》数据显示,56.34%的消费者选择线下KTV作为主要娱乐方式。在消费频率上,48.60%的消费者选择“偶尔”前往,而月均消费2-3次的群体占比达54.17%,反映出中低频次仍是主流。社交属性显著影响用户行为,51.81%的消费者偏好与朋友同行,6-10人规模的聚会占比最高(43.47%),显示其作为群体社交场景的核心地位。从消费偏好来看,44.86%的消费者选择2-3小时的黄金消费时长,单次消费集中在101-300元区间。曲库选择呈现代际特征,流行歌曲和90年代经典构成核心歌单,折射出消费者怀旧与潮流并存的消费心理。尽管41.25%的消费者将KTV作为娱乐放松的首选,但行业仍面临挑战。48.28%的消费者因“新兴娱乐方式增多”分流需求,同时40.42%的用户指出隔音效果差是最大痛点。硬件设施与环境优化成为首要改进方向。艾媒咨询分析师认为,行业需重点强化差异化竞争力:通过升级沉浸式音响设备、优化空间隔音设计提升体验,同时开发主题包厢、餐饮融合等增值服务以增强用户粘性。此外,针对年轻群体偏好灵活匹配时段定价策略,结合智能点歌系统优化歌单推荐算法,或将成为线下KTV突围新兴娱乐业态竞争的关键路径。
With the accelerated upgrading of offline entertainment formats, KTV consumption scenes show a diversified development trend, mainly covering the field of technological innovation represented by intelligent song on-demand systems and immersive experience equipment, the social gathering field with birthday parties and enterprise group construction as the core, and the composite consumption field combining value-added services such as catering customization and theme boxes. According to the latest "Survey data of consumer behavior in China's offline KTV market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 56.34% of consumers choose offline KTV as their main entertainment mode. In terms of consumption frequency, 48.60% of consumers choose to go "occasionally", while the group that consumes 2-3 times per month accounts for 54.17%, reflecting that the medium and low frequency is still the mainstream. Social attributes significantly affect user behavior, 51.81% of consumers prefer to walk with friends, and 6-10 people scale parties account for the highest proportion (43.47%), showing its core status as a group social scene. From the perspective of consumption preference, 44.86% of consumers choose 2-3 hours of gold consumption time, and a single consumption is concentrated in the 101-300 yuan range. The selection of the music library presents the characteristics of generations, and the popular songs and the classics of the 1990s constitute the core playlist, reflecting the consumer psychology of nostalgia and trend. Although 41.25% of consumers regard KTV as their first choice for entertainment and relaxation, the industry still faces challenges. 48.28% of consumers due to the "increase in emerging entertainment" diversion demand, while 40.42% of users pointed out that the poor sound insulation effect is the biggest pain point. Hardware facilities and environment optimization become the primary improvement direction. iiMedia Research believe that the industry needs to focus on strengthening the competitiveness of differentiation: by upgrading immersive audio equipment, optimizing space sound insulation design to enhance the experience, while developing value-added services such as theme boxes and catering integration to enhance user stickiness. In addition, for the young group preference flexible matching time pricing strategy, combined with the intelligent song request system to optimize the song list recommendation algorithm, or will become the key path for offline KTV to break through the emerging entertainment industry competition.艾媒咨询 | 2025年中国剧本杀市场消费行为调查数据
随着剧本杀产业生态的持续完善,其消费行为特征呈现多维分化趋势,主要形成以社交裂变传播为核心的消费生态体系,以沉浸式体验升级为驱动的玩法创新体系,以及以文化融合为导向的内容创作体系三大发展方向。在消费生态层面,用户触达路径已形成以短视频平台引流、线下门店社群运营、熟人社交裂变为代表的传播矩阵,同时通过剧本杀+文旅、剧本杀+党建等跨界模式延伸消费场景。玩法创新领域则呈现出以实景搜证剧场、AI角色交互系统、跨时空剧本联机为代表的科技融合趋势,以及桌面推理、红色教育、情感沉浸等多元形式并存的格局。内容创作体系更聚焦于以国风悬疑、科幻解谜、都市情感为典型题材的垂直细分市场,并衍生出历史复原型、乡村振兴类、非遗活化类等文化赋能型剧本创作方向。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《2025年中国剧本杀市场消费行为调查数据》显示,74.73%的消费者都玩过剧本杀,消费者们偏好和朋友一起玩剧本杀,玩得比较多的是开放本,占比达到69.76%。43.33%的消费者认为剧本杀能够锻炼他们的思维,这是他们游玩剧本杀的一个重要原因,58.33%的消费者都对当前的剧本杀感到满意。但同时消费者们也认为现在的剧本杀存在剧本质量参差不齐,剧本同质化严重,玩法过于单一等问题。艾媒咨询分析师认为,剧本杀工作者应更加关注剧本杀的价格,质量等问题,加强剧本杀工作人员的服务质量,了解更多剧本杀消费者的内在需求。
With the continuous improvement of the play-killing industry ecology, its consumer behavior characteristics show a multi-dimensional differentiation trend, mainly forming a consumer ecosystem with social fission and communication as the core, a gameplay innovation system driven by immersive experience upgrading, and a content creation system oriented by cultural integration. At the level of consumption ecology, the user access path has formed a communication matrix represented by short video platform drainage, offline store community operation, and acquaintance social splitting, while extending the consumption scene through cross-border models such as script killing + cultural travel, script killing + Party building. The field of gameplay innovation shows the trend of technology integration represented by real scene search theater, AI role interaction system, and cross-time script online, as well as the coexistence of multiple forms such as desktop reasoning, red education, and emotional immersion. The content creation system is more focused on vertical market segments with typical themes of national style suspense, science fiction puzzle solving, and urban emotion, and has derived cultural empowerment script creation directions such as historical replicas, rural revitalization, and intangible cultural heritage activation. According to Survey data of consumption behavior in China's scripted market in 2025" released by iiMedia Research, a third party data mining and analysis institution in the global new economy industry, 74.73% of consumers have played script kill, consumers prefer to play script kill with friends, and play more open books. That's 69.76 percent. 43.33% of consumers believe that script kill can exercise their thinking, which is an important reason for them to play script kill, 58.33% of consumers are satisfied with the current script kill. But at the same time, consumers also believe that there are problems such as uneven script quality, serious homogeneity of scripts, and too single gameplay. Ai media consulting analysts believe that script kill workers should pay more attention to the price, quality and other issues of script kill, strengthen the service quality of script kill staff, and learn more about the inherent needs of script kill consumers.艾媒咨询 | 2025年中国饮料行业发展状况及消费行为调查数据
近年来,随着消费水平的不断提升,饮料消费场景愈发多元化,消费者的需求也变得更加细致。从最初的单一解渴需求,到如今涵盖社交、运动、美容、提神等多种需求,饮料市场正经历着前所未有的变革。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年中国饮料行业发展状况及消费行为调查数据》显示,2024年中国饮料行业市场达到14263.5亿元,预计2026年可达16095.5亿元。随着消费需求的持续升级与产业数字化转型深化,中国饮料市场呈现多元化发展态势,主要体现在以线上直播购物、智能无人售货为代表的消费渠道升级,以低糖配方、功能成分为核心的健康需求驱动,以及以气泡水、电解质水为热点的品类创新趋势三大方向。
在2025年中国消费者常喝的饮料类型中,包装饮用水(37.30%)占据首位,茶饮料(32.90%)、果汁/蔬菜汁饮料(30.80%)及碳酸饮料(30.50%)紧随其后。此外,从信息获取渠道来看,内容分享平台(48.40%)与短视频平台(47.00%)是消费者了解饮料产品的核心阵地,两者占比均超过45%,充分证明了数字化媒介在当今饮料市场推广中不可或缺的战略价值。整体来看,消费者的消费选择清晰指向健康化趋势,同时饮料品牌需聚焦数字化阵地,以优质内容触达并引导消费者决策。
艾媒咨询分析师认为,中国饮料行业未来将呈现以下发展趋势。一是健康化与功能化持续深化,“低糖、零卡”成为基础需求,含有益生菌、透明质酸钠等功能性成分的饮料将成为市场新增量。二是品类边界进一步融合,茶、果汁、碳酸饮料等传统界限被打破,创新融合口味满足消费者猎奇心理。三是数字化营销成为核心阵地,品牌需通过内容平台与短视频直播,构建从种草到消费的闭环,精准触达年轻圈层。
In recent years, with the continuous improvement of consumption levels, the consumption scenarios of beverages have become increasingly diversified, and consumers' demands have become more detailed. From the initial single demand for quenching thirst to the current coverage of socializing, sports, beauty, and energy boosting, the beverage market is undergoing an unprecedented transformation. According to the latest "2025 China Beverage Industry Development Status and Consumer Behavior Survey Data" released by iiMedia Research (iimedia research), a leading third-party data mining and analysis institution for the new economy industry, the Chinese beverage market reached 1,426.35 billion yuan in 2024 and is expected to reach 1,609.55 billion yuan in 2026. With the continuous upgrading of consumption demands and the deepening of industrial digital transformation, the Chinese beverage market is showing a diversified development trend, mainly reflected in three directions: the upgrading of consumption channels represented by online live shopping and intelligent unmanned vending, the driving force of health demands centered on low-sugar formulas and functional ingredients, and the trend of category innovation with sparkling water and electrolyte water as hotspots.
Among the types of beverages that Chinese consumers often drink in 2025, packaged drinking water (37.30%) takes the lead, followed by tea beverages (32.90%), fruit/vegetable juice beverages (30.80%), and carbonated beverages (30.50%). In addition, in terms of information acquisition channels, content sharing platforms (48.40%) and short video platforms (47.00%) are the core areas for consumers to learn about beverage products, with both proportions exceeding 45%, fully demonstrating the indispensable strategic value of digital media in the promotion of the current beverage market. Overall, consumers' consumption choices clearly point to a trend towards health, and beverage brands need to focus on digital platforms to reach and guide consumers' decisions with high-quality content.
Analysts from iiMedia Research believe that the Chinese beverage industry will present the following development trends in the future. First, health and functionalization will continue to deepen, with "low sugar, zero calories" becoming basic demands, and beverages containing functional ingredients such as probiotics and sodium hyaluronate will become new market growth points. Second, category boundaries will further merge, with traditional boundaries between tea, fruit juice, and carbonated beverages being broken, and innovative fusion flavors will satisfy consumers' curiosity. Third, digital marketing will become the core battlefield, and brands need to build a closed loop from product promotion to consumption through content platforms and short video live streaming, precisely reaching the younger generation.艾媒咨询 | 2025年中国移动游戏市场消费行为调查数据
随着移动游戏产业生态的深化发展,其用户行为模式已形成多圈层渗透格局,主要覆盖以角色扮演、策略竞技为核心的内容体验领域,以社交裂变、IP联动为驱动的用户增长领域,以及UI交互优化、付费系统设计为代表的产品运营领域。根据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《2025年中国移动游戏市场消费行为调查数据》数据显示,MOBA类游戏以38.29%的玩家覆盖率成为最受欢迎的游戏类型,用户每周投入2-5小时进行游戏的占比达52.21%,且65.19%的玩家会因喜爱IP而选择相关游戏。值得注意的是,动漫/漫画改编游戏以38.36%的偏好度占据IP题材首位,63.77%的用户认为“IP契合自身想尝试的游戏类型”是核心决策因素,同时56.32%的玩家对现有IP改编效果表示满意。在用户行为特征方面,移动游戏深度融入日常生活场景,36.28%的用户选择在饭后或睡前消遣,48.46%的玩家社交圈呈现“游戏与非游戏好友均衡分布”状态。设计偏好方面,功能性服装与实用配饰以42.97%的占比成为最受青睐的虚拟道具类型,而画质优秀(32.66%)和社交话题丰富度(38.05%)则被用户视为关键竞争优势。但调研同时揭示行业现存问题:IP改编存在还原度争议,部分玩家反映游戏内容同质化现象突出;在IP开发维度,如何平衡商业变现与用户体验仍需持续探索。艾媒咨询分析师认为,游戏厂商应聚焦三大优化方向:强化IP改编的叙事连贯性与世界观还原度,建立差异化内容矩阵;创新广告植入形式,通过有奖调研(36.28%偏好度)等激励模式提升用户接受度;深化社交系统建设,基于“社交话题与内容丰富度并重”(38.05%)的用户需求,构建多元互动场景。同时需关注玩家对实用功能(42.97%)与视觉品质(32.66%)的双重追求,推动产品体验的立体化升级。
With the deepening development of the mobile game industry ecology, its user behavior pattern has formed a multi-circle penetration pattern, mainly covering the content experience field with role playing and strategic competition as the core, the user growth field driven by social fission and IP linkage, and the product operation field represented by UI interaction optimization and payment system design. According to Survey data of consumer behavior in China's mobile game market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, MOBA games have become the most popular game type with 38.29% player coverage rate. 52.21% of users spend 2-5 hours per week playing games, and 65.19% of players choose related games because of their favorite IP. It is worth noting that animation/manga adaptation games occupy the first place in IP genre with 38.36% preference, 63.77% of users believe that "IP fits the type of game they want to try "is the core decision-making factor, and 56.32% of players are satisfied with the existing IP adaptation effect. In terms of user behavior characteristics, mobile games are deeply integrated into daily life scenes, 36.28% of users choose to play after meals or before going to bed, and 48.46% of players' social circles show a "balanced distribution of game and non-game friends". In terms of design preferences, functional clothing and practical accessories were the most popular virtual item types with 42.97%, while excellent picture quality (32.66%) and social topic richness (38.05%) were considered key competitive advantages by users. However, the survey also revealed existing problems in the industry: there is a dispute over the degree of restoration of IP adaptation, and some players reflect that the homogenization of game content is prominent; In the dimension of IP development, how to balance commercial realization and user experience still needs to be explored. Imedia Consulting analysts believe that game manufacturers should focus on three optimization directions: strengthen the narrative coherence and worldview restoration of IP adaptation, and establish a differentiated content matrix; Innovative advertising placement forms, through incentive models such as award research (36.28% preference) to improve user acceptance; Deepen the construction of social system, and build multiple interactive scenes based on the user needs of "equal emphasis on social topics and content richness" (38.05%). At the same time, it is necessary to pay attention to the players' dual pursuit of practical functions (42.97%) and visual quality (32.66%) to promote the three-dimensional upgrade of product experience.艾媒咨询 | 2025年中国餐饮行业发展状况及消费行为调查数据
在预制菜技术与消费升级的双重驱动下,中国餐饮行业正从粗放增长转向精耕细作,进入“品质与效率兼顾,场景与体验融合”的产业转型新阶段。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年中国餐饮行业发展状况及消费行为调查数据》显示,2024年中国餐饮行业市场规模为55718亿元,同比增长7.4%,预计2025年市场规模将达59284亿元。此外,2024年中国预制菜市场规模已经达到4850亿元,预计2026年预制菜市场规模达到7490亿元。这表明预制菜已成为驱动餐饮业增长与变革的核心引擎。未来,餐饮市场的竞争将愈发聚焦于供应链能力与产品创新,预制菜技术的深化应用将持续重塑行业的格局与体验。
2025年中国餐饮消费调研显示,消费者最为关注的两大因素为“菜品丰富度”(35.57%)与“餐饮卫生干净”(34.01%),反映出对多元体验与基础安全并重的双重需求。紧随其后的“餐饮价格”(33.05%)和“菜品营养健康”(31.98%),则进一步体现出消费者在追求性价比的同时,对健康品质的日益重视。在餐饮类型选择上,火锅以46.71%的偏好度成为最受欢迎的品类,而快餐(46.59%)与正餐(46.23%)亦几乎并驾齐驱,显示出中国餐饮市场在社交型、效率型与品质型消费之间形成的多元共生态势。这表明,中国餐饮市场已进入一个“体验与效率并重、多元与健康并行”的精细化发展阶段。消费者既追求通过丰富菜品和火锅社交获得情绪价值,也注重快餐的效率与正餐的品质。未来,餐饮品牌需精准平衡卫生安全、营养健康与价格价值,才能在激烈的市场竞争中赢得核心优势。
艾媒咨询分析师认为,中国餐饮行业将呈现以下发展趋势:一是标准化与个性化并存,预制菜技术提升效率的同时,定制化、健康化需求凸显;二是场景消费持续深化,火锅等社交餐饮与快餐、品质正餐形成多元生态;三是数字化全面渗透,从供应链管理到会员运营,数据驱动精益增长。行业竞争核心将从规模扩张转向品质、效率与体验的深度融合,开启高质量发展新阶段。
Driven by the dual forces of pre-prepared food technology and consumption upgrade, China's catering industry is shifting from extensive growth to meticulous cultivation, entering a new stage of industrial transformation that emphasizes both quality and efficiency, as well as the integration of scenarios and experiences. According to the latest "2025 China Catering Industry Development Status and Consumer Behavior Survey Data" released by iiMedia Research (iimedia research), a leading third-party data mining and analysis institution for the new economy industry, the scale of China's catering industry reached 5,571.8 billion yuan in 2024, growing by 7.4% year-on-year. It is projected that the market size will reach 5,928.4 billion yuan in 2025. Additionally, the scale of China's pre-prepared food market has already reached 485 billion yuan in 2024, and it is expected to reach 749 billion yuan in 2026. This indicates that pre-made dishes have become the core engine driving growth and transformation in the catering industry. In the future, competition in the catering market will increasingly focus on supply chain capabilities and product innovation, while the deepened application of pre-made dish technology will continue to reshape the industry's landscape and experience.
The 2025 China Catering Consumption Survey shows that the two most concerned factors for consumers are "richness of dishes" (35.57%) and "cleanliness of catering" (34.01%), reflecting the dual demands for diverse experiences and basic safety. The following "catering prices" (33.05%) and "nutritional health of dishes" (31.98%) further demonstrate that while consumers pursue cost-effectiveness, they also increasingly value health quality. In terms of catering type selection, hot pot has become the most popular category with a preference rate of 46.71%, while fast food (46.59%) and formal meals (46.23%) are almost on par, indicating a diversified and coexisting trend in China's catering market among social, efficient, and quality-oriented consumption. This suggests that China's catering market has entered a refined development stage that emphasizes both experience and efficiency, as well as diversity and health. Consumers not only seek emotional value through rich dishes and social hot pot dining but also pay attention to the efficiency of fast food and the quality of formal meals.In the future, catering brands need to precisely balance hygiene and safety, nutritional health and price value in order to gain a core competitive edge in the fierce market competition.
Analysts from iiMedia Research believe that China's catering industry will present the following development trends: first, the coexistence of standardization and personalization, where pre-prepared food technology enhances efficiency while customized and healthy demands become prominent; second, the continuous deepening of scene consumption, with social dining like hot pot forming a diverse ecosystem with fast food and quality formal meals; third, the comprehensive penetration of digitalization, from supply chain management to member operation, driven by data for lean growth. The core of industry competition will shift from scale expansion to the deep integration of quality, efficiency, and experience, initiating a new stage of high-quality development.
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