全球领先的新经济产业第三方数据挖掘与分析机构
关于“文化娱乐产业”的报告
艾媒咨询 | 2025-2029年中国微短剧市场研究报告
近年来,中国微短剧市场迎来爆发式增长,逐渐成了数字内容领域最具潜力的新赛道之一。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《2025-2029年中国微短剧市场研究报告》数据显示,中国网络微短剧市场规模呈上升趋势,2025年中国微短剧市场规模将达677.9亿元,同比上升34.40%,预计2030年中国网络微短剧市场规模超1500亿元。艾媒咨询分析师认为,伴随文化出海进程的加速与多元文化创新题材的持续涌现,中国微短剧有望突破以往爽剧主导的单一内容格局,为市场规模的稳步攀升注入新动能。
In recent years, the Chinese micro-short drama market has witnessed explosive growth and gradually become one of the most promising new tracks in the digital content field. The latest "Analysis report on the Chinese micro drama market from 2025 to 2029" released by iiMedia Research, a world-leading third-party data mining and analysis institution for the new economy industry, shows that the market size of online micro short dramas in China is on the rise, and the market size of micro short dramas in China will reach 67.79 billion yuan in 2025 It is expected that the market size of China's online micro-short dramas will exceed 150 billion yuan by 2030, with a year-on-year increase of 34.40%. Analysts from iiMedia Research believe that with the acceleration of the process of cultural exports and the continuous emergence of innovative themes from diverse cultures, Chinese micro-short dramas are expected to break through the previous single content pattern dominated by thrilling dramas and inject new impetus into the steady growth of the market size.艾媒咨询 | 2025年中国文创产品行业消费行为洞察报告
文创产品作为文化创意与产品设计相结合的产物,近年来在全球范围内迅速兴起。它不仅承载着丰富的文化内涵,还以独特的创意和设计满足了消费者对于个性化、高品质产品的需求。随着人们生活水平的提高和文化消费意识的增强,文创产品行业展现出巨大的发展潜力,成为文化产业的重要组成部分。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年中国文创产品行业消费行为洞察报告》数据显示,当前文创产品市场表现出积极态势,近七成消费者呈现出较高的购买意愿,其中30.31% 的消费者对家居装饰和日常用品类的文创产品需求强烈。在文创品牌选择中,故宫博物院和中国国家博物馆备受青睐,超三成消费者会购买其文创产品,彰显出极高的影响力和认知度。在此良好发展背景下,37.57% 的消费者期待未来文创产品在文化内涵、产品质量和耐用性方面能够得到进一步加强和提升,这也为文创产品的发展方向提供了重要参考。艾媒咨询分析师认为,文创产品行业作为文化产业的新兴领域,市场前景广阔,发展潜力巨大。文创产品行业竞争日益激烈,参与者众多。既有博物馆、美术馆等文化机构,凭借其丰富的文化资源和品牌影响力,在文创产品市场占据一席之地;也有专业的文创企业,通过敏锐的市场洞察力和强大的设计研发能力,推出一系列具有市场竞争力的产品;此外,一些互联网企业也纷纷涉足文创领域,利用其技术优势和平台资源,推动文创产品的创新与发展。
As a combination of cultural creativity and product design, cultural and creative products have risen rapidly in the world in recent years. It not only carries a rich cultural connotation, but also meets the needs of consumers for personalized and high-quality products with unique creativity and design. With the improvement of people's living standards and the enhancement of cultural consumption awareness, the cultural and creative product industry has shown great development potential and become an important part of the cultural industry. According to the latest "Analysis report on China cultural and creative products industry consumer behavior insight in 2025 " released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry. According to the data of the Insight Report, the current cultural and creative products market shows a positive trend, and nearly 70% of consumers show a high willingness to buy, of which 30.31% of consumers have a strong demand for cultural and creative products of home decoration and daily necessities. In the choice of cultural and creative brands, the Palace Museum and the National Museum of China are favored, and more than 30% of consumers will buy their cultural and creative products, demonstrating a high influence and recognition. In this good development background, 37.57% of consumers expect that cultural and creative products in the future can be further strengthened and improved in terms of cultural connotation, product quality and durability, which also provides an important reference for the development direction of cultural and creative products. Analysts of IIMedia Consulting believe that the cultural and creative products industry, as an emerging field of the cultural industry, has broad market prospects and great development potential. The competition of cultural and creative products industry is increasingly fierce, and there are many participants. Existing museums, art galleries and other cultural institutions, with their rich cultural resources and brand influence, occupy a place in the market of cultural and creative products; There are also professional cultural and creative enterprises, through keen market insight and strong design and development capabilities, launched a series of competitive products; In addition, some Internet companies have also been involved in the field of cultural and creative products, using their technical advantages and platform resources to promote the innovation and development of cultural and creative products.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年中国说唱音乐市场消费行为调查数据
中国说唱音乐市场近年来呈现出快速增长的趋势,这主要得益于年轻消费群体对说唱音乐的极高热情。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年中国说唱音乐市场消费行为调查数据》数据显示,有超过半数的说唱爱好者愿意为说唱音乐付费,反映出该市场潜力较大。其中,付费意愿最高的是数字专辑和参加音乐节,占比分别为51.55%和41.61%。同时,华语(标准国语)以54.45%的占比成为最受欢迎的说唱音乐语言,华语(地区方言)以48.86%的占比紧随其后,反映出华语类说唱音乐在中国的广泛受众基础。随着说唱音乐的流行,品牌合作、版权收入和衍生品销售成为主要收入来源,品牌对说唱音乐的青睐度不断提升,未来说唱音乐与品牌、影视、游戏等领域的合作将更加紧密,商业价值将进一步挖掘。
In recent years, the Chinese rap music market has shown a trend of rapid growth, which is mainly attributed to the extremely high enthusiasm of the young consumer group for rap music. According to the latest "Survey data on consumption behavior in China's Hip-Hop music market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, more than half of rap music enthusiasts are willing to pay for rap music, reflecting the great potential of this market. Among them, the highest willingness to pay is for digital albums and attending music festivals, accounting for 51.55% and 41.61% respectively. At the same time, Chinese (Standard Mandarin) has become the most popular language in rap music with a proportion of 54.45%, and Chinese (regional dialects) follows closely with a proportion of 48.86%, reflecting the broad audience base of Chinese rap music in China. With the popularity of rap music, brand cooperation, copyright income, and derivative product sales have become the main sources of revenue. Brands' favorability towards rap music is continuously increasing. In the future, the cooperation between rap music and fields such as brands, film and television, and games will be closer, and the commercial value will be further explored.艾媒咨询 | 2025年中国手办市场消费行为调查数据
手办市场是一个充满活力且具有独特魅力的领域。随着动漫、游戏等文化产业的蓬勃发展,手办作为其衍生产品,市场需求不断扩大。消费群体主要以动漫、游戏爱好者以及收藏家为主。这些消费者对手办所代表的角色和作品有着深厚的情感,愿意为高品质的手办支付较高的价格。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年中国手办市场消费行为调查数据》数据显示,对手办产品持正面态度的消费者占比高达76.33%,反映出手办在中国市场的受欢迎程度较高。同时,有79.27%的消费者表示曾购买过手办,有82.18%的消费者愿意为限量版或特殊主题的手办支付更高的价格,这表明绝大多数消费者对限量版或特殊主题手办具有较高的购买意愿和支付能力,市场潜力巨大。手办作为装饰品在家居布置中扮演重要角色,占比达到46.76%。随着手办文化的普及,越来越多的年轻人也开始加入到手办消费的行列中,进一步扩大了市场群体。
The figurine market is a dynamic and uniquely charming field. With the vigorous development of cultural industries such as animation and games, figurines, as derivative products of these industries, are witnessing a continuous expansion of market demand. The consumer group is mainly composed of animation and game enthusiasts as well as collectors. These consumers have a deep affection for the characters and works represented by the figurines and are willing to pay a higher price for high-quality figurines. According to the latest "Survey data on consumer behavior in China's figurine market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of consumers with a positive attitude towards figurine products is as high as 76.33%, reflecting the high popularity of figurines in the Chinese market. At the same time, 79.27% of consumers said that they have purchased figurines, and 82.18% of consumers are willing to pay a higher price for limited edition or special theme figurines. This indicates that the vast majority of consumers have a high willingness to purchase and the ability to pay for limited edition or special theme figurines, and the market potential is huge. Figurines play an important role as decorations in home furnishings, accounting for 46.76%. With the popularization of figurine culture, more and more young people are also starting to join the ranks of figurine consumption, further expanding the market group.艾媒咨询 | 2025年中国数字人产业发展报告
2025年,当数字经济成为中国经济高质量发展的“主赛道”,数字人作为“虚拟与现实的连接者、智能传播的核心载体”,已从泛娱乐的“流量符号”进化为赋能产业转型、传承文化、提升城市竞争力的“基础设施”。在无锡举办的2025年中国国际智能传播论坛上,艾媒咨询受邀出席解读数字人产业的“技术突破、场景深化、生态构建”。iiMedia Research(艾媒咨询)数据显示,2024年中国数字人核心市场规模为339.2亿元,预计2030年将达到935.6亿元;2024年数字人带动市场规模为4785.3亿元,预计2030年为10468.6亿元。
By 2025, when the digital economy becomes the "main track" for China's high-quality economic development, digital humans, as the "connectors between the virtual and the real, and the core carriers of intelligent communication", have evolved from the "traffic symbols" of general entertainment to the "infrastructure" that empowers industrial transformation, inherits culture, and enhances urban competitiveness. At the 2025 China International Intelligent Communication Forum held in Wuxi, iiMedia Research was invited to attend and interpret the "technological breakthroughs, scenario deepening, and ecosystem construction" of the digital human industry. iiMedia Research data shows that the core market size of digital humans in China was 33.92 billion yuan in 2024 and is expected to reach 93.56 billion yuan by 2030. The market size driven by digital humans is expected to reach 478.53 billion yuan in 2024 and 1,046.86 billion yuan in 2030.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年中国云游戏市场发展状况与消费偏好数据分析报告
随着“互联网+文化消费”的不断发展,云游戏社会认知度不断提高,得到市场消费者的广泛认可。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年中国云游戏市场发展状况与消费偏好数据分析报告》数据显示,在市场环境方面,中国电子竞技行业市场规模显著增长,从2016年458.3亿元稳步攀升至2020年1365.6亿元,而中国云游戏用户规模亦从2018年初的0.63亿人稳步攀升至2023年初的6.58亿人。这反映出了电子竞技行业的蓬勃发展和巨大潜力和电子竞技在中国文化娱乐产业中的重要地位。
艾媒咨询分析师认为,云游戏市场拥有强劲的动力和巨大的潜力,随着技术进步和市场推广,云游戏用户规模将继续扩大。
With the continuous development of "Internet + cultural consumption", the social awareness of cloud games continues to improve and is widely recognized by consumers in the market. The latest "2024 China Cloud Game Market Development Status and Consumer Preference Data Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, shows that in terms of market environment, the market size of China's e-sports industry has grown significantly, steadily climbing from 45.83 billion yuan in 2016 to 136.56 billion yuan in 2020, while the number of cloud game users in China has also steadily climbed from 63 million in early 2018 to 658 million in early 2023. This reflects the booming development and huge potential of the e-sports industry and the important position of e-sports in China's cultural and entertainment industry.
Analysts from iiMedia Consulting believe that the cloud gaming market has strong momentum and huge potential, and with technological progress and marketing promotion, the scale of cloud gaming users will continue to expand.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.
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