关于“电小二”的报告
艾媒咨询 | 2025年中国二手车行业市场消费行为调查数据
随着二手车产业数字化进程的持续升级,其价值链条不断延伸重构,立体化的发展格局正推动行业从传统价差模式向全周期汽车资产管理平台转型。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年中国二手车行业市场消费行为调查数据》数据显示,49.08%的消费者选择购买二手车的主要原因是“价格较便宜”,反映出高性价比仍是驱动市场增长的核心要素。在消费偏好方面,消费者更倾向选择一年以内车龄的二手车,该区间占比达59.88%,其较新的技术配置与合理折旧率形成显著吸引力。消费者决策时最关注养护成本(44.40%),但在交易过程中普遍担忧“信息真实性”(39.31%)与“定价合理性”(47.95%)问题。当前二手车市场仍面临车况信息透明度不足、定价机制缺乏标准、售后服务保障体系薄弱等发展瓶颈。艾媒咨询分析师建议,行业需构建区块链车况溯源系统强化信任基础,建立AI估值模型提升定价科学性,并通过线上线下融合服务网络完善售后保障体系,同时针对新能源二手车特性开发定制化检测标准,以技术赋能推动行业规范化发展。
With the continuous upgrading of the digitalization process of the used car industry, its value chain continues to extend and restructure, and the three-dimensional development pattern is promoting the transformation of the industry from the traditional price spread model to the full-cycle automotive asset management platform. According to the latest "Market consumption behavior survey data of China's second-hand car industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 49.08% of consumers choose to buy used cars mainly because of "cheaper prices". Reflecting that high cost performance is still the core factor driving market growth. In terms of consumption preference, consumers are more inclined to choose used cars less than one year old, which accounts for 59.88%, and its newer technical configuration and reasonable depreciation rate form a significant attraction. Consumers are most concerned about maintenance cost (44.40%), but they are generally concerned about "information authenticity" (39.31%) and "pricing rationality" (47.95%) during the transaction process. At present, the second-hand car market is still facing bottlenecks such as insufficient transparency of vehicle information, lack of standard pricing mechanism, and weak after-sales service guarantee system. iiMedia Research suggest that the industry needs to build a blockchain vehicle traceability system to strengthen the foundation of trust, establish an AI valuation model to enhance the scientific pricing, and improve the after-sales support system through the online and offline integration service network, while developing customized testing standards for the characteristics of new energy used cars, and promote the standardized development of the industry with technology enabling.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年中国二手车行业消费者调研报告
在汽车市场快速增长的背景下,二手车市场作为其附属市场,其市场规模不断扩大。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年中国二手车行业消费者调研报告》数据显示,中国基本型二手乘用车交易量显著增长,从2011年的低点逐年攀升至2019年98.19万辆。2016-2024年间,中国二手车转籍比例数据整体呈现波动上升趋势。
艾媒咨询分析师认为,在中国汽车市场规模不断扩大、政策支持力度加大等有利趋势下,中国二手车市场未来发展前景广阔。
In the context of the rapid growth of the automobile market, the second-hand car market as its subsidiary market, its market scale continues to expand. According to the latest "Consumer Research Report on China's Second-hand Car Industry in 2024" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the transaction volume of basic second-hand passenger cars in China has increased significantly, climbing year by year from a low point in 2011 to 981,900 in 2019. From 2016 to 2024, China's second-hand car registration ratio data showed a fluctuating upward trend as a whole.
Analysts from iiMedia Consulting believe that With the continuous expansion of the scale of China's automobile market and the strengthening of policy support and other favorable trends, China's used car market has broad prospects for future development.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年中国谷子经济市场分析报告
谷子源于英文“goods”的音译,泛指二次元周边。“谷子”来自二次元文化,其是基于漫画、动画、游戏、偶像、特摄等内容IP(知识产权)而衍生出来的周边商品。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年中国谷子经济市场分析报告》数据显示中国泛二次元用户规模逐年递增,2023年达4.90亿人。中国谷子经济市场规模呈上升趋势,增长速度加快。2024年中国谷子经济市场规模达1689亿元,较2023年增长40.63%,预计2029年中国谷子经济市场规模超3000亿元。艾媒咨询分析师认为,二次元用户规模较为庞大,谷子经济拥有较为庞大的潜在客户。伴随着中国国内潮玩、二次元经济的崛起,基于国内IP生产的谷子商品逐渐受到二次元消费者的关注和青睐。
Millet is derived from the transliteration of the English word "goods", which generally refers to the two yuan surrounding. "Millet" comes from the two dimensional culture. It is a peripheral product derived from the content IP (intellectual property) of manga, animation, game, idol, and tokusatsu. The latest "2024-2025 China Millet Economy Market Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, shows that the scale of pan-secondary users in China is increasing year by year, reaching 490 million people in 2023. The market scale of millet economy in China is on the rise, and the growth speed is accelerated. In 2024, the economic market size of China's millet reached 168.9 billion yuan, an increase of 40.63% over 2023, and it is expected that the economic market size of China's millet will exceed 300 billion yuan in 2029. Analysts from iMedia Consulting believe that The scale of secondary users is relatively large, and millet economy has relatively large potential customers. Along with the rise of China's domestic trend and the quadratic economy, millet products based on domestic IP production have gradually attracted the attention and favor of the quadratic consumers.艾媒咨询|2024-2025年中国新式茶饮行业发展现状与消费趋势调查分析报告
随着中国新式茶饮市场空间逐渐饱和,行业进入存量竞争阶段,品牌内卷程度加剧。除了采取降价策略,各企业通过开拓品类、创新营销、品牌出海等多元手段寻求破局。截至2023年9月末,蜜雪冰城海外门店已有4000家;2024年7月,喜茶、霸王茶姬陆续亮相巴黎,为奥运助力,借助国际赛事营销提升全球影响力。2024年8月,茶颜悦色在长沙开出首家零食生活杂货店,零售生意成为新式茶饮品牌竞争的新阵地。iiMedia Research(艾媒咨询)数据显示,预计未来几年中国新式茶饮市场规模将维持小幅但稳定的增长态势,到2028年有望突破4000亿元。
With the gradual saturation of China's new tea drink market, the industry has entered the stage of stock competition, and brand competition has intensified. In addition to price cuts, companies seek changes by developing new products, innovative marketing, and going to sea. By the end of September 2023, MIXUE has 4,000 overseas stores; In July 2024, HEYTEA and CHAGEE appeared in Paris to enhance their global influence with the help of Olympic marketing. In August 2024, CHAYANYUESE opened a snack grocery store, and the retail business has become a new frontier in the competition for new tea brands. iiMedia Research data show that it is expected that in the next few years, the size of China's new tea market will maintain a small growth, and is expected to exceed 400 billion yuan by 2028.艾媒咨询|2021-2022年中国低度酒行业现状与发展趋势研究报告
本报告涉及的案例/品牌/企业:RIO、兰舟
在新生代群体的消费理念和休闲放松需求驱使下,低度酒市场在近年发展迅猛。iiMedia Research(艾媒咨询)数据显示,2017-2021年,中国低度酒销售市场规模整体保持高速增长态势,预计2022年将突破5000亿元。艾媒咨询分析师认为,在供给侧,传统品牌和新品牌都在纷纷布局低度酒市场,市场供给充裕;在消费侧,Z时代已经成为社会消费的新力军,低度酒在产品形态、品牌营销等方面都与Z时代消费理念相契合,市场发展前景一片利好。
Driven by the consumption concept and relaxation demand of the new generation groups, the low-alcohol market has developed rapidly in recent years. According to data from iiMedia Research, from 2017 to 2021, the overall sales scale of China's low-alcohol wine will maintain a high-speed growth trend, and it is expected to exceed 500 billion yuan in 2022. According to the analyst opinion of iiMedia Research, on the supply side, traditional brands and new brands are laying out the low-degree wine market, and the market supply is abundant; on the consumption side, the Z era has become a new force in social consumption, and the low-alcohol wine is in line with the Z-era consumption concept in terms of product form and brand marketing. The market development prospects are favorable.
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