全球领先的新经济产业第三方数据挖掘与分析机构
关于“游戏市场规模”的报告
艾媒咨询 | 2025年中国消毒消杀产品市场环境分析与消费者调查数据
在大健康理念深入人心的背景下,公众的健康防护意识已显著提升,对公共场所与居家环境的卫生标准提出了更严格、更常态化的要求。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年中国消毒消杀产品市场环境分析与消费者调查数据》显示,2024年中国家清产品行业的市场规模为583.9亿元,2028年预计达到700.3亿元。此外,2024年中国消毒剂市场产值为254.6亿元,预计2025年将达到255.7亿元。随着消费理念不断升级,个人与家庭健康安全日益成为公众关注的核心,消毒消杀产品也逐渐从应急储备物资,转向日常生活的高频刚需品。这一转变将持续拓宽市场边界,为相关企业带来广阔的市场机遇与发展空间。
在2025年中国消费者购买消毒剂的调查中,93.20%的消费者表示会购买消毒剂,而6.80%的消费者表示不会购买。数据显示,绝大多数消费者对消毒剂有较高的购买意愿,占比超过九成。此外,在2025年中国消费者购买过的消毒产品品种中,消毒液的购买占比最高,达到43.40%;免洗洗手液和酒精的购买占比相近,分别为41.80%和39.60%。这表明中国消费者对个人卫生和健康防护的重视程度持续提高,消毒产品市场已进入更加成熟和细分的阶段。
艾媒咨询分析师认为,中国消毒消杀市场将步入精细化、理性化的发展新阶段。消费者对产品的需求将从“广谱消毒”转向“精准防护”,驱动产品与技术持续创新。具备高安全性、能针对特定场景(如母婴、宠物)的细分品类潜力巨大。同时,随着健康意识深化,兼具便捷性、环保可降解特性的产品将成为主流,智能消毒设备如自动感应喷雾器等也将加速普及。
In the post-pandemic era, public awareness of health protection has significantly increased, leading to stricter and more regular requirements for hygiene standards in public places and home environments. According to the latest report "2025 China Disinfection and Sanitization Products Market Environment Analysis and Consumer Research Data" released by iiMedia Research (iimedia.cn), a leading third-party data mining and analysis agency for the new economy industry, the output value of China's disinfectant market was 25.46 billion yuan in 2024 and is expected to reach 25.57 billion yuan in 2025. With the continuous upgrading of consumption concepts, personal and family health and safety have increasingly become the core of public concern. Disinfection and sterilization products have gradually shifted from emergency reserve materials to high-frequency and essential items in daily life. This transformation will continue to expand the market boundaries and bring broad opportunities and growth potential to related enterprises.
In the survey of Chinese consumers' purchase of disinfectants in 2025, 93.20% of consumers indicated that they would purchase disinfectants, while 6.80% said they would not. The data shows that the majority of consumers have a high willingness to purchase disinfectants, with a proportion exceeding 90%. Additionally, among the types of disinfection products purchased by Chinese consumers in 2025, disinfectant liquid had the highest purchase proportion, reaching 43.40%. The purchase proportions of hand sanitizer and alcohol were similar, at 41.80% and 39.60% respectively. This indicates that Chinese consumers' attention to personal hygiene and health protection is continuously increasing, and the disinfection product market has entered a more mature and segmented stage.
Analysts from iiMedia Research believe that China's disinfection and sanitization market will enter a new stage of refined and rational development. Consumers' demands for products will shift from "broad-spectrum disinfection" to "precise protection", driving continuous innovation in products and technologies. Segmented categories with high safety and specific scene targeting (such as for infants, pets) have huge potential. At the same time, as health awareness deepens, products that are both convenient and environmentally friendly and biodegradable will become mainstream, and intelligent disinfection devices such as automatic sensor sprayers will also accelerate their popularization.艾媒咨询 | 2025年全球及中国动漫产业现状剖析及前景预判投资分析报告
随着文化消费水平的提升和市场需求的扩大,全球动漫IP特色化趋势明显,并逐渐衍生出“谷子经济”等产业。此外,中国动漫头部企业纷纷向产业链上下游延伸,打造全产业链动漫经济。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《2025-2026年全球及中国动漫产业现状剖析及前景预判投资分析报告》数据显示近年来本土动画实现突破式增长,中国动漫产业总值由2019年的760亿元增长至2023年的4000亿元。2025年中国泛二次元周边市场规模预计达6521亿元,2029年有望达8344亿元。中国动漫市场正值爆发式增长时期,本土动画亦受到正向影响。艾媒咨询分析师认为,中国动漫市场近年来经历了快速的发展和变革,呈现出“青年化”“IP化”和“数字化”的明显趋势。动漫市场要加强原创内容创作,深化IP开发和运营,推动数字化转型,通过跨界合作,实现资源共享和互利共赢,以此来实现持续健康发展。
With the improvement of cultural consumption level and the expansion of market demand, the trend of global animation IP characteristics is obvious, and gradually derived the "millet economy" and other industries. In addition, China's animation head enterprises have extended to the upstream and downstream of the industrial chain to build the animation economy of the whole industrial chain. iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, recently released the "Investment analysis report on the status quo and prospects of global and Chinese animation industry from 2025 to 2026", which shows that local animation has achieved breakthrough growth in recent years. The total value of China's animation industry has increased from 76 billion yuan in 2019 to 400 billion yuan in 2023. In 2025, the scale of China's pan-secondary peripheral market is expected to reach 652.1 billion yuan, and it is expected to reach 834.4 billion yuan in 2029. Chinese animation market is in the period of explosive growth, and local animation is also affected positively.
Analysts from iMedia Consulting believe that Chinese animation market has experienced rapid development and change in recent years, showing a clear trend of "youth", "IP" and "digital". The animation market should strengthen original content creation, deepen IP development and operation, promote digital transformation, and realize resource sharing and mutual benefit and win-win through cross-border cooperation, so as to achieve sustainable and healthy development.艾媒咨询 | 2025年中国电商“双十一”消费大数据监测报告
2025年“双十一”期间,随着大促周期的持续延长,消费者对前期预热活动的关注度呈现疲态,整体参与热情未出现显著提升。平台转向“直降让利”简化规则,AI与即时零售成为新引擎,情绪消费等品类热销。市场从流量争夺转向存量深耕,理性消费主导,品牌更注重价值与服务竞争。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年中国电商“双十一”消费大数据监测报告》显示,按需购买(34.6%)和拒绝冲动消费(31.8%)是消费者“双十一”热情下降的核心因素,凸显理性消费理念已深度渗透;年度最优价格(44.6%)和优惠简化直接(42.6%)仍是拉动消费热情的关键。近年来,消费者需求已从单纯价格敏感转向高品质、智能化、情绪价值等多元维度,这一理念迭代正倒逼品牌加速产品创新升级。品牌需聚焦用户真实需求精准发力,激活消费者“焕新”意愿,推动行业实现可持续增长。
During the "Double Eleven" period in 2025, with the continuous extension of the big promotion cycle, consumers' attention to the pre heating activities has shown signs of fatigue, and the overall enthusiasm for participation has not significantly increased. The platform is shifting towards simplified rules of "direct reduction and profit sharing", with AI and instant retail becoming new engines, and emotional consumption and other categories selling well. The market has shifted from competition for traffic to deep cultivation of stock, with rational consumption leading and brands placing more emphasis on value and service competition. According to the latest "2025 China E-commerce 'Double Eleven' Consumption Big Data Monitoring Report" released by iiMedia Research, a leading global third-party data mining and analysis institution for the new economy industry, on-demand purchasing (34.6%) and refusal of impulse consumption (31.8%) are the core factors leading to the decline in consumer enthusiasm for Double Eleven, highlighting the deep penetration of rational consumption concepts; The annual best price (44.6%) and simplified discounts (42.6%) are still the key factors driving consumer enthusiasm. In recent years, consumer demand has shifted from simple price sensitivity to multiple dimensions such as high quality, intelligence, and emotional value. This concept iteration is forcing brands to accelerate product innovation and upgrading. Brands need to focus on the real needs of users, exert precise efforts, activate consumers' willingness to "rejuvenate", and promote sustainable growth in the industry.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年中国移动翻译行业消费行为调查数据
中国移动翻译行业近年来依托人工智能技术的飞跃,特别是机器翻译与语音识别领域的显著进步,迅速崛起并展现出商业价值。随着全球化进程的加速和数字化转型的深化,国内外贸易及文化交流日益频繁,移动翻译服务需求急剧上升,市场规模不断扩大。移动翻译不仅极大提高了沟通效率,降低了语言障碍带来的成本,还通过提供高质量的翻译服务吸引更多的客户,增强了企业的国际竞争力。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年中国移动翻译行业消费行为调查数据》数据显示,工作场景以61.13%的占比成为移动翻译最主要的应用领域,凸显了其在商务沟通、跨国协作等场景中的不可或缺性。紧随其后的是生活娱乐场景,占比达56.82%,表明移动翻译已深度融入日常生活的方方面面,成为跨语言交流的重要工具。在翻译内容类型方面,网页文章以42.57%的占比位居第一,反映出消费者对网络内容翻译的强烈需求;视频翻译和证件资料分别以36.35%和34.14%的占比位列其后,体现了多媒体内容和文件资料翻译的广泛应用趋势。此外,英语以54.45%的占比遥遥领先于其他语种,进一步巩固了其在移动翻译服务中的主导地位,彰显了其作为全球通用语言的重要性。艾媒咨询分析师认为,随着技术的不断成熟和市场的进一步拓展,移动翻译行业吸引了一些投资者,特别是在技术创新、平台建设及服务优化等领域展现出丰富的投资机会。未来,AI技术的革新将为移动翻译行业注入新的增长动力。
In recent years, relying on the leap in artificial intelligence technology, especially the significant progress in the field of machine translation and speech recognition, China's mobile translation industry has risen rapidly and shown commercial value. With the acceleration of globalization and the deepening of digital transformation, domestic and foreign trade and cultural exchanges are becoming increasingly frequent, and the demand for mobile translation services is rising sharply, and the market scale is constantly expanding. Mobile translation not only greatly improves the communication efficiency and reduces the cost caused by language barriers, but also attracts more customers by providing high-quality translation services and enhances the international competitiveness of enterprises. According to the latest "Survey data of consumption behavior of China's mobile translation industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the work scene has become the most important application field of mobile translation with a ratio of 61.13%. It highlights its indispensability in business communication, transnational cooperation and other scenarios. It is followed by life and entertainment scenes, accounting for 56.82%, indicating that mobile translation has been deeply integrated into all aspects of daily life and has become an important tool for cross-language communication. In terms of translated content types, web articles ranked first with 42.57%, reflecting consumers' strong demand for web content translation; Video translation and document materials ranked second with 36.35% and 34.14% respectively, reflecting the wide application trend of multimedia content and document translation. In addition, English is far ahead of other languages with 54.45% of the total, further consolidating its dominant position in mobile translation services and highlighting its importance as a universal language. iiMedia Research analysts believe that with the continuous maturity of technology and the further expansion of the market, the mobile translation industry has attracted some investors, especially in the fields of technological innovation, platform construction and service optimization to show rich investment opportunities. In the future, the innovation of AI technology will inject new growth momentum into the mobile translation industry.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 | 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.2025-2029年中国低空经济产业链全景图及区域竞争状况研究报告
在全球经济加速发展与科技飞速进步的当下,低空经济作为新兴的经济形态,其辐射带动作用强、产业链较长等特点对经济社会发展具有较强的带动作用。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《2025-2029年中国低空经济产业链全景图及区域竞争状况研究报告》数据显示,2022-2024年中国低空经济市场规模数据呈现上升趋势,2025年中国低空经济市场规模预计达5615亿元,2029年低空经济市场规模将达13904亿元,2035年有望突破3.5万亿元。艾媒咨询分析师认为,2024年是低空经济发展的元年,随着政策的落实和相关措施的不断落地,低空经济将在未来呈现爆发式增长。
At present, with the accelerated development of the global economy and the rapid progress of science and technology, the low-altitude economy, as an emerging economic form, has a strong radiation driving effect and a long industrial chain, which has a strong driving effect on economic and social development. iiMedia Research, a third party data mining and analysis institution in the global new economy industry, recently released the "Research report on China's low-altitude economic industrial chain panorama and regional competition status from 2025 to 2029", which shows that the market size data of China's low-altitude economy in 2022-2024 shows an upward trend. The market size of China's low-altitude economy is expected to reach 561.5 billion yuan in 2025, 1390.4 billion yuan in 2029, and 3.5 trillion yuan in 2035. Analysts from IIMedia Consulting believe that 2024 is the first year of low-altitude economic development, and with the implementation of policies and relevant measures, low-altitude economy will show explosive growth in the future.艾媒咨询 | 2025年中国云游戏消费行为调查数据
随着云游戏技术突破,其应用场景持续扩展,覆盖以移动端、主机跨平台联动为代表的设备革新领域,以订阅制、按需付费为核心的消费模式创新领域,以及画质增强、社交互动等功能升级领域。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年中国云游戏消费行为调查数据》数据显示,58.23%的云游戏用户每周保持3-5天高频次游戏行为,其中手机以55.78%的占比成为核心设备载体,印证移动化趋势。消费层面,67.97%用户形成付费习惯,年均21-50元的中等消费区间占比29.15%,65.42%用户倾向单买时长制的灵活付费模式。用户选择云游戏的核心动因集中于硬件要求降低,但体验痛点同样突出:58.76%用户将游戏流畅度列为首要关注点,延迟、卡顿等技术问题直接影响留存率。此外,34.79%用户强烈呼吁延长免费体验时长,55.07%期待内置游戏工具功能以提升操作便利性。艾媒咨询分析师指出,云游戏平台需重点优化服务器承载能力与网络传输效率,建立分级付费体系满足差异化需求,同时开发实时攻略推荐、智能阵容匹配等辅助工具。建议通过延长新手福利期、强化社交属性等方式提升用户粘性,结合AI技术预判卡顿节点实现动态资源调配,从而在体验升级中推动行业可持续发展。
With the breakthrough of cloud game technology, its application scenarios continue to expand, covering the field of device innovation represented by mobile terminal and host cross-platform linkage, the field of consumption model innovation with subscription system and pay on demand as the core, and the field of function upgrading such as picture quality enhancement and social interaction. According to the latest "Survey data of consumer behavior in China's cloud gaming in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 58.23% of cloud game users maintain frequent gaming behavior 3-5 days a week. Among them, mobile phones accounted for 55.78% as the core device carrier, confirming the mobile trend. At the consumption level, 67.97% of users formed a paying habit, the average annual consumption range of 21-50 yuan accounted for 29.15%, and 65.42% of users tended to buy a single time system of flexible payment model. The core motivation for users to choose cloud games is focused on reducing hardware requirements, but the experience pain point is also prominent: 58.76% of users listed game fluency as the primary concern, and technical issues such as latency and stalling directly affect retention. In addition, 34.79% of users strongly called for extending the duration of free play, and 55.07% expected the built-in game tool function to improve the convenience of operation. iiMedia Research pointed out that cloud game platforms need to focus on optimizing server carrying capacity and network transmission efficiency, establish a tiered payment system to meet differentiated needs, and develop auxiliary tools such as real-time strategy recommendation and intelligent lineup matching. It is suggested to enhance user stickiness by extending the welfare period of novicars and strengthening social attributes, and realize dynamic resource allocation by combining AI technology to predict the clocken node, so as to promote the sustainable development of the industry in the experience upgrade.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.
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