关于“游戏行业”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 | 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 | 2024-2025年中国数字文化产业发展现状及趋势分析报告
近年来,随着数字技术的迅猛发展,数字文化产业已经深刻融入我国经济社会的各个领域,成为数字经济发展的新动能。国家统计局数据显示,2024年前三季度,规模以上文化企业实现营业收入99668亿元,比上年同期增长5.9%。其中,数字文化新业态特征明显的16个行业小类实现营业收入41616亿元,比上年同期增长10.0%,占总营业收入的比重高达41.8%。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年中国数字文化产业发展现状及趋势分析报告》显示,2024年前三季度全国数字文化新业态的营业收入已飙升至4.16万亿元,与2019年的1.99万亿元相比,实现了惊人的2.1倍增长。同时,其在全部规模以上文化企业营业收入中的占比也大幅提升至41.8%,与2019年相比,增长了18.9个百分点,进一步彰显了数字文化产业在文化产业整体格局中的核心地位。
In recent years, with the rapid development of digital technology, the digital cultural industry has been deeply integrated into various fields of China's economy and society, becoming a new driving force for digital economic development. According to data from the National Bureau of Statistics, the scaled-up cultural enterprises achieved a total revenue of 99,668 billion yuan in the first three quarters of 2024, up 5.9% from the same period last year. Of which, the 16 sub-categories with obvious characteristics of digital cultural new industries achieved a revenue of 416 billion yuan, up 10.0% from the same period last year, accounting for 41.8% of the total revenue. The latest report released by iiMedia Research, a third-party data mining and analysis institution for global new economy industries, shows that the revenue of digital cultural new industries in China reached 416 billion yuan in the first three quarters of 2024, a staggering 2.1 times higher than the 199 billion yuan in the same period of 2019. At the same time, its share in the total revenue of scaled-up cultural enterprises has also increased significantly to 41.8%, up 18.9 percentage points from 2019, further highlighting the core position of the digital cultural industry in the overall cultural industry landscape.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 | 2024年中国电视剧行业消费行为调研分析报告
电视剧已成为现代生活不可或缺的娱乐方式,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年中国电视剧行业消费行为调研分析报告》数据显示,34.03%的观众观看电视剧时间占空闲时间的比例为40%-60%,24.09%的观众则有20%-40%的空闲时间用于观看电视剧。在剧情偏好方面,动作冒险类(33.45%)、爱情都市类(33.27%)以及悬疑警匪类(32.91%)剧集尤为受到观众青睐。至于观剧平台的选择,头部平台优势明显,腾讯视频与爱奇艺占据了市场的较大份额。艾媒咨询分析师认为,目前电视剧观众的剧情偏好呈现出多元化的特点。制片方与剧组应当摒弃一味追求高流量和同质化的传统思维,鼓励多题材作品的繁荣发展,并依据不同平台的受众特征进行精准投放,以实现内容与平台的最佳匹配。
TV series have become an indispensable entertainment mode in modern life. According to the latest "2024 China TV drama industry consumer behavior research analysis report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 34.03% of the audience watch TV series accounted for 40%-60% of their free time, and 24.09% of the audience spend 20%-40% of their free time watching TV series. In terms of plot preference, action-adventure series (33.45%), love-city series (33.27%) and suspense police series (32.91%) were particularly favored by viewers. As for the choice of viewing platforms, the head platform has obvious advantages, and Tencent Video and iQiyi occupy a large share of the market. Analysts from IImedia Consulting believe that the current drama audience preferences show diversified characteristics. Producers and crews should abandon the traditional thinking of blindly pursuing high traffic and homogenization, encourage the prosperity and development of multi-theme works, and accurately deliver according to the audience characteristics of different platforms, so as to achieve the best match between content and platforms.艾媒咨询 | 2025年中国服饰产品消费行为调查数据
时尚潮流的兴起让服饰成为时尚文化的重要载体,设计师品牌层出不穷,引领着全球服饰消费趋势。近年来,随着环保意识的增强和科技的飞速发展,可持续、智能化服饰逐渐崭露头角,为行业发展注入新活力。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年中国服饰产品消费行为调查数据》数据显示,在各类服饰风格中,休闲风以 36.93% 的占比拔得头筹,成为最受消费者青睐的风格,这一数据直观地反映出消费者在日常穿着中,对舒适感的强烈追求。而在材质选择方面,棉质凭借其独特优势,以 32.06% 的占比位居榜首,清晰地展现出中国消费者对于棉质服饰的高度偏好。艾媒咨询分析师认为,未来,服饰企业将继续加大研发投入,推出更多创新产品。在款式设计上,将融合多元文化元素和时尚潮流,打造个性化、差异化的产品。在材质应用上,将更多采用环保、智能、功能性面料,提升产品品质和附加值。例如,可降解面料、智能变色面料、具有健康监测功能的面料等将逐渐应用于服饰产品中。
The rise of fashion trends makes clothing become an important carrier of fashion culture, and designer brands emerge in an endless stream, leading the global fashion consumption trend. In recent years, with the enhancement of environmental awareness and the rapid development of science and technology, sustainable and intelligent clothing has gradually emerged, injecting new vitality into the development of the industry. According to the latest Survey data of consumption behavior of Chinese clothing products in 2025 released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, leisure style ranks first with 36.93% of all types of clothing styles, becoming the most favored style by consumers. This data directly reflects consumers' strong pursuit of comfort in their daily wear. In terms of material selection, cotton, with its unique advantages, ranked first with 32.06%, clearly showing the high preference of Chinese consumers for cotton clothing. Ai Media Consulting analysts believe that in the future, clothing companies will continue to increase investment in research and development and launch more innovative products. In style design, it will integrate multi-cultural elements and fashion trends to create personalized and differentiated products. In the material application, more environmentally friendly, intelligent and functional fabrics will be used to improve product quality and added value. For example, degradable fabrics, smart color-changing fabrics, and fabrics with health monitoring functions will gradually be used in clothing products.艾媒咨询 | 2024年中国00后暑假文娱活动分析报告
随着暑假的到来,文娱行业迎来了消费的高峰期,各类线上线下文娱活动备受欢迎,对于00后群体,他们成长于物质条件相对富足的年代,在暑假中对精神娱乐需求旺盛,悦己消费意愿更强。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00后暑假文娱活动分析报告》数据显示,中国居民在教育、文化和娱乐领域的消费支出比例波动明显,2023年教育、文化和娱乐领域的消费支出比例达到10.8%。
艾媒咨询分析师认为,00后更倾向于参与多样化的文娱活动,包括看电影/电视剧/综艺、听音乐、打游戏、看短视频、刷社交软件/社交论坛和看动漫等,消费意愿较强。
With the arrival of the summer vacation, the entertainment industry has ushered in the peak of consumption, and all kinds of online and offline entertainment activities are very popular. For the post-00s, they grew up in the era of relatively rich material conditions, and have strong demand for spiritual entertainment during the summer vacation, and are more willing to enjoy themselves. According to the latest "Analysis Report on China's post-00s Summer Recreational Activities in 2024" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the proportion of Chinese residents' consumption expenditure in the fields of education, culture and entertainment fluctuates significantly. In 2023, the proportion of consumer spending in the fields of education, culture and entertainment will reach 10.8%.
Analysts from iiMedia Consulting believe that the post-00s are more inclined to participate in diversified recreational activities, including watching movies/TV series/variety shows, listening to music, playing games, seeing short videos, browsing social software/social forums and watching animation,etc.,and have a strong willingness to consume.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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