关于“改娃”的报告
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|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.艾媒咨询|2020年中国移动阅读行业发展专题研究报告
本报告研究涉及企业/品牌/案例:中文在线,阅文集团,掌阅科技
经过多年发展,中国移动阅读行业积累大批优秀作品及头部作家,各平台也不断开发这类头部IP的商业价值,推动行业规模增长。iiMedia Research(艾媒咨询)数据显示,2020年中国移动阅读市场规模达到372.1亿元,未来将继续保持良好增长势头。目前移动阅读用户更偏好作品IP衍生类型为影视化作品,占比60.1%。针对于此,大量优秀网络文学作品近年也得到影视改编,并凭借社交媒体规模扩大而得到更好的传播,覆盖更多年轻用户群体。而移动视频、有声书等平台用户规模的扩大使头部IP数字文娱作品引发的关注热度提升,也同时促进了头部IP影响力的提升。
After years of development, China mobile reading industry has accumulated a large number of excellent works and head writers, and various platforms have continuously developed the commercial value of such head IP, promoting the growth of the industry scale. As the data of iiMedia Research showed, the scale of China's mobile reading market will reach 37.21 billion yuan in 2020, and it will continue to maintain a good growth momentum in the future. At present, mobile reading users prefer screen-adaption derived from IP, accounting for 60.1%. In view of this, a large number of excellent online literary works have been adapted from movies and TV in recent years, and have been better spread by virtue of the expansion of social media scale, covering more young user groups. The expansion of mobile video, audio book and other platform users makes the head IP digital entertainment works attract more attention, and also promotes the head IP influence.艾媒报告|2020年3-4月中国直播电商行业月度运行数据监测报告
本报告研究涉及企业/品牌/案例:谦寻文化,美ONE,如涵控股。
其他提及企业/品牌:淘宝,抖音,快手,阿迪达斯,九阳,雅诗兰黛,三只松鼠,百草味,意涂,优娃,纳斯,构美等。
受新冠疫情影响,2020年3-4月直播电商行业发展势头迅猛。“小朱配琦”、薇娅卖火箭和罗永浩直播等事件,进一步推动了直播电商的传播热度。从具体类目看,穿搭、珠宝、美妆、美食与亲子是直播的销售TOP5;从MCN机构看,谦寻文化、美ONE、优娃三个MCN机构的流量、销售产品量等占据前三名;从主要渠道看,在3-4月期间,抖音的月活用户人数最多。
Affected by the new corona epidemic, the live-streaming e-commerce industry will develop rapidly from March to April 2020. In terms of specific categories, wearing, jewelry, makeup, food and parenting are live sales of TOP5. From the MCN institution, humble culture, beauty ONE, and Yuwa occupy the top three. Besides, Douyin has the largest number of live monthly users during this period.