关于“消费行为研究”的报告
艾媒咨询 | 2024-2025年中国情趣用品行业及消费行为调查分析报告
随着物质生活水平的提高和社会两性观念的开放,中国不同年龄段群体对情趣用品的需求进一步释放,情趣用品行业市场将进一步下沉。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年中国情趣用品行业及消费行为调查分析报告》数据显示,中国情趣用品的市场规模一直保持稳定上升的态势,2023年已达1794.3亿元。情趣用品行业在生产环节上已趋于成熟,市场增长率逐渐稳定。艾媒咨询分析师认为,随着性观念的转变和电子商务的迅速发展,情趣用品行业在进入成熟期后也不会迅速衰退,2025年市场规模有望达2081.3亿元。
With the improvement of material living standards and the opening up of social gender concepts, the demand for sex toys in different age groups in China is further released, and the sex toys industry market will further sink. The latest "2024-2025 China Sex Toys Industry and Consumer Behavior Survey and Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, shows that the market size of China's sex toys has maintained a steady rise. In 2023, it will reach 179.43 billion yuan. The sex toy industry has matured in the production process, and the market growth rate has gradually stabilized. Analysts believe that with the change of sexual concepts and the rapid development of e-commerce, the sex toy industry will not decline rapidly after entering maturity, and the market size is expected to reach 208.13 billion yuan in 2025.艾媒咨询|2024年中国大学生消费行为调查研究报告
大学生群体对互联网的深度参与使得大学生成为最具潜力和活力的消费主体之一,挖掘大学生群体的消费需求有利于品牌创新营销策略触达目标群体。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年中国大学生消费行为调查研究报告》数据显示,中国在校大学生数量呈增长趋势,2023年中国高等教育在学总规模达到4763万人,41.1%的大学生月均收入在1501-2000元,预计2024年中国在校大学生的年度消费规模约为8500亿元,消费潜力大。艾媒咨询分析师认为,随着社会的发展和时代的变迁,当代大学生的精神文化需求日益多样化和个性化。当物质生活得到基本满足后,他们会更加注重精神层面的追求和满足,因而对运动健身、游戏、密室逃脱和剧本杀等娱乐休闲项目表现出较高的兴趣。
The in-depth participation of college students in the Internet makes college students become one of the most potential and dynamic consumer subjects. Tapping the consumer demand of college students is conducive to the brand innovation marketing strategy to reach the target group. According to the latest "Investigation and Analysis Report on Consumption Behavior of Chinese College Students in 2024" released by iiMedia Research, the number of college students in China shows a growing trend. In 2023, the total number of college students in China will reach 47.63 million, and the average monthly income of 41.1% of college students will be between 1501 and 2000 yuan. It is expected that the annual consumption scale of college students in China will be about 850 billion yuan in 2024, with great consumption potential. Analysts from iiMedia Consulting believe that with the development of society and the changes of The Times, the spiritual and cultural needs of contemporary college students are increasingly diversified and personalized. When the material life is basically satisfied, they will pay more attention to the pursuit and satisfaction of the spiritual level, so they show a higher interest in sports and fitness, games, escape rooms and script killing entertainment and leisure projects.艾媒咨询 | 2024-2025年全球及中国香料香精行业运行大数据与投资价值分析报告
随着中国居民生活水平的提高与消费结构的升级,日化、食品等行业在下游需求的推动下得到了持续发展,进而为香料香精产业链的上游和中游企业提供广阔的市场空间和机遇。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年全球及中国香料香精行业运行大数据与投资价值分析报告》数据显示,2023年中国香料香精行业市场规模为439亿元,同比增长2.6%。未来在国家和政府的大力支持下,中国香料香精行业凭借原料优势、成本优势与多样化的市场需求,向着高端化、数字化、绿色化的方向发展,预计2026年中国香料香精行业市场规模有望突破500亿元。
艾媒咨询分析师认为,未来在国家和政府的大力支持下,中国香料香精行业凭借原料优势、成本优势与多样化的市场需求,将向着高端化、数字化、绿色化的方向发展。
With the improvement of Chinese residents' living standards and the upgrading of consumption structure, the daily chemical, food and other industries have been continuously developed under the impetus of downstream demand, which provides a broad market space and opportunities for the upstream and midstream enterprises of the fragrance and flavor industry chain. iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, recently released the "2024-2025 Big Data and Investment Value Analysis Report of the Global and China Fragrance and Flavor Industry" data shows that the market size of China's fragrance and flavor industry in 2023 is 43.9 billion yuan. Year-on-year growth was 2.6 per cent. In the future, with the strong support of the state and the government, China's flavor industry with raw material advantages, cost advantages and diversified market demand, towards high-end, digital, green direction, is expected to 2026 China's flavor industry market size is expected to exceed 50 billion yuan.
Analysts from iiMedia Consulting believe that In the future, with the strong support of the state and the government, China's fragrance industry will develop in the direction of high-end, digital and green by virtue of raw material advantages, cost advantages and diversified market demand.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 | 2024-2025年中国企业出海发展研究白皮书
近年来,在数字化技术推动下,中国经济已步入高质量发展的新时代,应经济转型升级需求,越来越多的中国企业开始将目光投向海外市场,寻求更广阔的发展空间。2024年11月,国务院印发的《关于促进外贸稳定增长的若干政策措施》提出九个方面促进外贸平稳发展,中国企业出海已成时代发展必然趋势。在全球经济一体化的大背景下,中国企业出海不仅是为应对国内市场的饱和和竞争压力,更是为了在全球范围内优化资源配置,提升企业的国际竞争力。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年中国企业出海发展研究白皮书》数据显示,2024年前三季度中国货物贸易进出口总值达32.33万亿元,同比增长5.3%,总体趋势稳中向好。尽管面临全球需求收缩、供给冲击、预期转弱三重压力,中国外贸进出口仍展现出较强韧性,助力中国外贸实现新的突破,增强企业出海信心。艾媒咨询分析师认为,愈多企业正加速从“爆款打造”向“品牌延伸”转型,寻求品牌效应,通过打造有辨识度的品牌与消费者建立更为紧密的联系和拥有更稳固的市场份额。目前,中国企业“走出去”正以价值链为导向,不断建立自上而下、步调统一的全球化战略及适应全球化经营的运营模式,出海企业经营朝合规化、精细化、本土化方向发展。
In recent years, driven by digital technology, China's economy has entered a new era of high-quality development.Because of the needs of economic transformation and upgrading, more and more Chinese enterprises have begun to seek a broader space for development in overseas markets. In November 2024, the "Several Policies and Measures on Promoting Stable Growth of Foreign Trade" issued by The State Council proposed nine aspects to promote stable development of foreign trade, and Chinese enterprises to go overseas has become an inevitable trend of the development of The Times. In the context of global economic integration, Chinese enterprises go overseas not only to cope with the saturation and competitive pressure of the domestic market, but also to optimize the allocation of resources on a global scale and enhance the international competitiveness of enterprises. According to the latest "White paper on the development of Chinese enterprises going overseas from 2024 to 2025" released by iiMedia Research, data show that in the first three quarters of 2024, the total value of China's import and export of goods is 32.33 trillion yuan, an increase of 5.3% year-on-year, and the overall trend is stable and good. Despite the triple pressures of shrinking global demand, supply shocks, and weakening expectations, China's foreign trade imports and exports have shown strong resilience, helping China's foreign trade achieve new breakthroughs and enhancing enterprises' confidence in going overseas. The iiMedia consulting analysts believe that more and more enterprises are accelerating the transformation from "explosive creation" to "brand extension", seeking brand effect, and establishing a closer relationship with consumers and having a more stable market share by creating recognizable brands. Nowadays, Chinese enterprises "going out" is guided by the value chain, and constantly establish a top-down, unified globalization strategy and an operating model that ADAPTS to global operations, and the management of overseas enterprises is developing in the direction of compliance, refinement and localization.艾媒咨询 | 2025年中国鲜花市场消费行为调查数据
随着鲜花消费文化的深度渗透和产业数字化升级,中国鲜花消费市场呈现多维变革趋势。无论是在消费习惯领域、体验需求深化领域、渠道生态重构领域,鲜花市场都呈现了不一样的生机,但同质化严重、物流损耗等行业痛点仍制约市场发展。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年中国鲜花市场消费行为调查数据》数据显示,92.56%的消费者都购买过鲜花,平均一年购买鲜花次数在3-5次的消费者占比有43.28%,消费者单次平均消费多数在51-100元。消费者在购买鲜花时会着重考虑花的新鲜程度、花的价格、花的整体观感等因素。有41.42%的消费者认为鲜花能够给他们带来浪漫感。最多人喜欢的花色是粉色和红色,有80.99%的消费者送过花给别人,有56.11%的消费者认为购买鲜花能够装点环境,45.44%的消费者认为鲜花能够将他们的情感传递给别人。艾媒咨询分析师认为,在当代,扩宽鲜花销售渠道,重视鲜花包装的设计,解决鲜花价格虚高和市场秩序不稳定等问题能够有效地扩大鲜花市场。在未来,鲜花加电商也是一个火热的组合,丰富的鲜花搭配与较多的鲜花款式,丰富的促销活动等都是鲜花电商的优势所在,当然鲜花电商也会存在诸如货不对板,配送不及时,价格不透明,信息安全有隐患等问题。
With the deep penetration of flower consumption culture and industrial digital upgrading, China's flower consumption market shows a multidimensional trend of change: whether it is in the field of consumption habits, the deepening of experience demand, the field of channel ecological reconstruction, the flower market shows different vitality, but serious homogeneity, logistics loss and other industry pain points still restrict market development. According to Survey data of Chinese flower market consumption behavior in 2025 released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 92.56% of consumers have bought flowers, and 43.28% of consumers buy flowers 3-5 times a year on average. The average consumption of a single consumer is mostly 51-100 yuan. When buying flowers, consumers will focus on factors such as the freshness of flowers, the price of flowers, and the overall appearance of flowers. 41.42% of consumers believe that flowers can bring them a sense of romance. The color that most people like is pink and red, 80.99% of consumers have sent to others, 56.11% of consumers think that buying flowers can decorate the environment, 45.44% of consumers think that flowers can pass their emotions to others. Ai Media Consulting analysts believe that in contemporary times, expanding flower sales channels, attaching importance to the design of flower packaging, and solving problems such as inflated flower prices and unstable market order can effectively expand the flower market. And in the future, flowers and e-commerce is also a hot combination, rich flowers with more flower styles, rich promotional activities, etc., are the advantages of flower e-commerce, of course, flowers e-commerce will also exist such as goods wrong board, delivery is not timely, prices are not transparent, information security risks and other problems.艾媒咨询 | 2025年中国在线音频市场消费行为调查数据
随着音频内容生态的持续升级,在线音频用户行为呈现多维特征,主要覆盖以通勤时段知识学习、睡前放松场景为例的碎片化应用领域,以有声书沉浸体验、播客社交互动为例的内容消费领域,以及智能硬件互联、AI语音交互为代表的技术融合领域。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年中国在线音频市场消费行为调查数据》数据显示,喜马拉雅以45.52%的市场份额占据行业领先地位,头部效应显著。用户接触在线音频平台的主要渠道集中于内容分享平台(小红书、知乎等),占比达42.98%,内容丰富度则成为选择平台的核心考量。在用户行为层面,放松心情为用户的主导需求,有声书与脱口秀类节目以超32%的喜爱度并列内容偏好榜首。原创性与时效性被用户视为音频内容的核心竞争力。知识付费产品选择中,音质音色、内容丰富度及界面设计构成决策关键三角。艾媒咨询分析师认为,平台需强化内容生态建设,通过AI技术优化个性化推荐,提升创作者扶持力度以激发优质内容产出,同时深化智能硬件联动与场景适配,构建“内容+技术+场景”的全链条服务体系,方能持续激活用户价值。
With the continuous upgrading of audio content ecology, online audio user behavior presents multi-dimensional characteristics, mainly covering the fragmented application fields such as commuting knowledge learning and bedtime relaxation scenes, the content consumption fields such as audio book immersion experience and podcast social interaction, and the technology integration fields represented by intelligent hardware interconnection and AI voice interaction. According to the latest "Consumer behavior survey data of China's online audio market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, Himalaya occupies the industry leader position with a market share of 45.52%, and the head effect is significant. The main channels for users to contact online audio platforms are concentrated in content sharing platforms (XiaoHongshu, Zhihu, etc.), accounting for 42.98%, and content richness has become the core consideration in choosing platforms. In terms of user behavior, relaxing mood is the dominant demand of users, and audiobooks and talk shows rank the top of the content preferences list with over 32% of the likes. Originality and timeliness are regarded by users as the core competitiveness of audio content. In the selection of paid knowledge products, sound quality, sound color, content richness and interface design constitute the key decision triangle.iiMedia Research believe that the platform needs to strengthen the content ecological construction, optimize personalized recommendation through AI technology, enhance creator support to stimulate quality content output, and deepen intelligent hardware linkage and scene adaptation, build a "content + technology + scene" full chain service system, in order to continue to activate user value.艾媒咨询 | 2024年中国电商“双十一”消费大数据监测报告
“国补”政策与 “双十一”大促周期拉长,共同激发了2024年“双十一”消费热潮。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年中国电商“双十一”消费大数据监测报告》数据显示,2024年参与“双十一”活动的消费主力为26-29岁年轻群体,占比34.1%;“双十一”活动中购买量最多的TOP3商品类别为生活日化、服装鞋帽和美妆护肤,“悦己消费”、消费分层等需求趋势凸显;延时发货(44.0%)和假优惠(42.7%)是消费者“双十一”消费体验中的短板。2024年双十一周期提前,旨在抢占市场先机,但也导致消费者购物疲劳和商家物流压力的增加。电商平台竞争从价格战转向经营战,通过细分人群与购物场景,升级服务支持商家。未来,竞争态势和策略调整还将继续深化和演变。
The "National Subsidy" policy and the extended "Double Eleven" promotion period have jointly stimulated the consumer fervor for "Double Eleven" in 2024. According to the latest " China's e-commerce "Double Eleven" consumption big data monitoring report in 2024" released by iiMedia Research (a third-party data mining and analysis institution for the global new economy industry), the main consumers participating in the 2024 "Double Eleven" event were young people aged 26-29, accounting for 34.1%. The top three product categories purchased during the "Double Eleven" event were daily necessities, clothing and footwear, and beauty and skincare products, highlighting trends such as self-indulgent consumption and consumption segmentation. Delayed delivery (44.0%) and fake discounts (42.7%) were the weak links in consumers' "Double Eleven" shopping experience. The 2024 "Double Eleven" cycle started earlier to seize market opportunities, but it also led to increased shopping fatigue among consumers and logistical pressures on merchants. Competition among e-commerce platforms shifted from price wars to operational battles, upgrading services to support merchants through audience segmentation and shopping scenarios. In the future, the competitive landscape and strategic adjustments will continue to deepen and evolve.艾媒咨询 | 2025年中国消暑神器消费者消费行为调查数据
随着消暑产品消费需求的持续升级,中国消暑神器市场已形成多元化应用格局,主要渗透至以通勤出行、户外运动为代表的便携降温场景,以居家办公、室内学习为代表的静音体验场景,以及以母婴护理、医疗防护为代表的精准控温场景。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年中国消暑神器消费者消费行为调查数据》数据显示,93.12%的中国消费者曾购买过消暑神器,其中冰凉贴以51.59%的购买率成为市场首选,手持风扇则以50.13%的微弱差距紧随其后。消费者主要通过电商平台(淘宝、京东、拼多多等)获取消暑产品信息,占比高达45.50%,且近半数(49.21%)消费者明确表示愿意持续为此类产品消费。在价格敏感度方面,挂脖风扇的主流消费区间集中于51-100元(含100元),占比达42.15%。产品满意度调查显示,手持风扇以37.20%的五星好评率占据榜首,冰凉贴(33.59%)与降温喷雾(32.91%)分列其后,而挂脖风扇五星满意度最低(32.83%)。值得注意的是,挂脖风扇和手持风扇的四星满意度分别达到46.08%和41.95%,但降温喷雾存在显著缺陷,其1分差评率虽仅0.63%,但整体满意度仍落后于其他品类。艾媒咨询分析师指出,当前消暑产品市场呈现两极分化特征:手持类产品因高性价比和用户体验获得广泛认可,而挂脖风扇在佩戴舒适度、降温喷雾在安全稳定性方面仍需优化。建议厂商重点关注51-100元价格区间的产品升级,强化电商渠道的场景化营销,同时针对不同品类痛点进行技术突破——尤其是提升挂脖产品的轻量化设计,加强降温喷雾的成分安全性检测,以满足消费者对高效、安全消暑解决方案的进阶需求。
With the continuous upgrading of consumer demand for heat relief products, China's heat relief products market has formed a diversified application pattern, mainly penetrating into the portable cooling scene represented by commuting and outdoor sports, the silent experience scene represented by home office and indoor learning, and the precise temperature control scene represented by maternal and child care and medical protection. According to iiMedia Research, Survey data of consumer behavior of China's heat reliever in 2025 Consumer Behavior Survey data of China's Heat reliever" data shows that 93.12% of Chinese consumers have purchased heat reliever. Among them, the cold patch became the first choice of the market with 51.59% of the purchase rate, and the handheld fan was followed by a slight gap of 50.13%. Consumers mainly obtain heat reduction product information through e-commerce platforms (Taobao, Jingdong, Pin-duo, etc.), accounting for 45.50%, and nearly half (49.21%) of consumers clearly indicated that they are willing to continue to consume such products. In terms of price sensitivity, the mainstream consumption range of hanging neck fans is concentrated in 51-100 yuan (including 100 yuan), accounting for 42.15%. According to the product satisfaction survey, handheld fans topped the list with a five-star rating of 37.20%, followed by cool stickers (33.59%) and cooling spray (32.91%), while neck fans had the lowest five-star rating (32.83%). It is worth noting that the four-star satisfaction of hanging neck fans and hand-held fans reached 46.08% and 41.95%, respectively, but the cooling spray has significant defects, although its 1 point difference rating rate is only 0.63%, the overall satisfaction is still behind other categories. Analysts from IMedia Consulting pointed out that the current heat reduction product market is characterized by polarization: handheld products have been widely recognized for their high cost performance and user experience, while neck fans still need to be optimized in terms of wearing comfort and cooling spray in terms of safety and stability. It is suggested that manufacturers focus on product upgrades in the price range of 51-100 yuan, strengthen the scene marketing of e-commerce channels, and carry out technological breakthroughs for different categories of pain points - especially to improve the lightweight design of neck products, and strengthen the component safety testing of cooling spray, in order to meet the advanced demand of consumers for efficient and safe summer heat reduction solutions.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.
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