关于“社交软件”的报告
艾媒咨询 | 2024年中国婚恋交友市场发展状况及用户行为分析报告
随着社会经济的快速发展,青年群体婚恋观念正发生改变,单身群体对婚恋对象的要求以及对婚恋社交服务的需求逐渐提高,中国婚恋社交服务行业迎来业态转型、市场需求提高、行业内部问题凸显等挑战与机遇。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年中国婚恋交友市场发展状况及用户行为分析报告》数据显示,2014至2023年间中国互联网婚恋交友行业市场规模整体呈上升趋势,从2014年26.9亿元起步,至2023年达到93.8亿元,年复合增长率约为15%。
艾媒咨询分析师认为,随着青年群体婚恋观念的改变以及互联网社交方式的多元化发展,婚恋社交服务行业已逐渐由婚恋网站转向社交APP。
With the rapid development of social economy, the concept of marriage and love of young people is changing, and the requirements of single people for marriage and love objects and the demand for marriage and love social services are gradually increasing. China's marriage and love social service industry is facing challenges and opportunities such as business transformation, market demand improvement, and prominent internal problems in the industry. According to the latest "2024 China Dating Market Development and User Behavior Analysis Report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the market size of China's Internet dating industry shows an overall rising trend from 2014 to 2023. Starting from 2.69 billion yuan in 2014, it will reach 9.38 billion yuan in 2023, with a compound annual growth rate of about 15%.
Analysts from iiMedia Consulting believe that with the change of the concept of marriage and love among young people and the diversified development of Internet social networking methods, the marriage and love social service industry has gradually shifted from marriage websites to social apps.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|2024-2025年中国婚恋社交服务市场研究报告
随着社会经济的快速发展,青年群体婚恋观念正发生改变,单身群体对婚恋对象的要求以及对婚恋社交服务的需求逐渐提高,中国婚恋社交服务行业迎来业态转型、市场需求提高、行业内部问题凸显等挑战与机遇。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年中国婚恋社交服务市场研究报告》数据显示,2014-2023年中国互联网婚恋交友行业市场规模呈增长态势,由26.9亿元增至93.8亿元。2024年,超半数消费者对相亲呈积极态度,其倾向于通过亲友介绍(45.2%)、线上结识(42.1%)、发展老同学老朋友(41.8%)等方式找寻婚恋对象,四成以上消费者对婚恋平台表示担忧,主要担忧方面为婚恋对象信息虚假、营销套路、隐私泄露等,分别占比42.0%、41.6%、41.3%。随着青年群体婚恋观念的改变以及互联网社交方式的多元化发展,婚恋社交服务行业已逐渐由婚恋网站转向社交APP,行业呈现去中心化趋势。未来,行业将拓宽服务渠道与服务方式,逐步建立起行业规范与监管体系。
With the rapid development of social economy, the concept of marriage and love of young people is changing, and the requirements of single people for marriage and love objects and the demand for marriage and love social services are gradually increasing. China's marriage and love social service industry is facing challenges and opportunities such as business transformation, market demand improvement, and prominent internal problems in the industry. According to the latest Research Report on the Development of China marriage social services market research report from 2024 to 2025 released by iiMedia Research, a third-party data mining and analysis institution of the global new economy industry, the market size of China's Internet dating industry showed a growing trend in2014-2023, from 2.69 billion yuan to 9.38 billion yuan. In 2024, more than half of the consumers have a positive attitude toward dating, and they tend to find marriage partners through relatives and friends (45.2%), online acquaintances (42.1%), old classmates and old friends (41.8%), etc. More than 40% of the consumers are worried about marriage platforms, and the main concerns are false information about marriage partners, marketing methods, and privacy disclosure. They accounted for 42.0%, 41.6% and 41.3% respectively. With the change of the concept of marriage and love of young people and the diversified development of Internet social networking methods, the marriage and love social service industry has gradually shifted from marriage and love websites to social apps, and the industry shows a trend of decentralization. In the future, the industry will broaden the service channels and service methods, and gradually establish the industry norms and supervision system.艾媒咨询|2024年中国虚拟化软件行业研究报告
随着中国虚拟行业发展战略发布实施和自主可控的发展指引,虚拟化软件行业逐渐步入了高质量发展之路。在虚拟化领域,国产软件厂商不断加大自主创新投入,虚拟化软件及相关技术的突破和产品的优化迭代,使中国软件厂商完成了对国外虚拟技术上的“超车”,核心竞争力持续增强。中国市场的虚拟化软件产品从“能用”逐渐过渡到“好用”的阶段,国外虚拟化产品不再是唯一选择。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年中国虚拟化软件行业研究报告》数据显示,2023年中国云计算市场规模约为3097.3亿元,预计2025年将突破4000亿元,反映出中国云计算发展取得了良好的成效,云计算行业规模呈现强劲的增长态势。而虚拟化软件作为云基础设施的核心,预计2030年市场规模将突破200亿元。
艾媒咨询分析师认为,国家信创政策的支持、中国用户版权意识的觉醒以及中国企业数字化转型的需求,为服务器虚拟化市场的发展提供了肥沃的土壤。
With the release and implementation of China's virtual industry development strategy and independent and controllable development guidelines, the virtualization software industry has gradually stepped into the road of high-quality development. In the field of virtualization, domestic software manufacturers continue to increase their investment in independent innovation, breakthroughs in virtualization software and related technologies and product optimization iterations, so that Chinese software manufacturers have completed the "overtaking" of foreign virtual technology, the core competitiveness continues to strengthen. The virtualization software products in the Chinese market gradually transition from "usable" to "easy to use" stage. Foreign virtualization products are no longer the only option. According to the latest "2024 China's virtualization software industry research report" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the size of China's cloud computing market in 2023 is about 309.73 billion yuan, and it is expected to exceed 400 billion yuan in 2025. It reflects that the development of cloud computing in China has achieved good results, and the scale of cloud computing industry has shown a strong growth trend. As the core of cloud infrastructure, virtualization software is expected to exceed 20 billion yuan in 2030.
Analysts from iMedia Consulting believe that the support of the national innovation policy, the awareness of copyright awareness of Chinese users and the demand for digital transformation of Chinese enterprises provide fertile soil for the development of the server virtualization market.艾媒咨询 | 2025年中国线下KTV市场消费行为调查数据
随着线下娱乐业态的加速升级,KTV消费场景呈现多元化发展趋势,主要覆盖以智能点歌系统、沉浸式体验设备为代表的技术革新领域,以生日派对、企业团建为核心的社交聚会领域,以及结合餐饮定制、主题包厢等增值服务的复合消费领域。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年中国线下KTV市场消费行为调查数据》数据显示,56.34%的消费者选择线下KTV作为主要娱乐方式。在消费频率上,48.60%的消费者选择“偶尔”前往,而月均消费2-3次的群体占比达54.17%,反映出中低频次仍是主流。社交属性显著影响用户行为,51.81%的消费者偏好与朋友同行,6-10人规模的聚会占比最高(43.47%),显示其作为群体社交场景的核心地位。从消费偏好来看,44.86%的消费者选择2-3小时的黄金消费时长,单次消费集中在101-300元区间。曲库选择呈现代际特征,流行歌曲和90年代经典构成核心歌单,折射出消费者怀旧与潮流并存的消费心理。尽管41.25%的消费者将KTV作为娱乐放松的首选,但行业仍面临挑战。48.28%的消费者因“新兴娱乐方式增多”分流需求,同时40.42%的用户指出隔音效果差是最大痛点。硬件设施与环境优化成为首要改进方向。艾媒咨询分析师认为,行业需重点强化差异化竞争力:通过升级沉浸式音响设备、优化空间隔音设计提升体验,同时开发主题包厢、餐饮融合等增值服务以增强用户粘性。此外,针对年轻群体偏好灵活匹配时段定价策略,结合智能点歌系统优化歌单推荐算法,或将成为线下KTV突围新兴娱乐业态竞争的关键路径。
With the accelerated upgrading of offline entertainment formats, KTV consumption scenes show a diversified development trend, mainly covering the field of technological innovation represented by intelligent song on-demand systems and immersive experience equipment, the social gathering field with birthday parties and enterprise group construction as the core, and the composite consumption field combining value-added services such as catering customization and theme boxes. According to the latest "Survey data of consumer behavior in China's offline KTV market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 56.34% of consumers choose offline KTV as their main entertainment mode. In terms of consumption frequency, 48.60% of consumers choose to go "occasionally", while the group that consumes 2-3 times per month accounts for 54.17%, reflecting that the medium and low frequency is still the mainstream. Social attributes significantly affect user behavior, 51.81% of consumers prefer to walk with friends, and 6-10 people scale parties account for the highest proportion (43.47%), showing its core status as a group social scene. From the perspective of consumption preference, 44.86% of consumers choose 2-3 hours of gold consumption time, and a single consumption is concentrated in the 101-300 yuan range. The selection of the music library presents the characteristics of generations, and the popular songs and the classics of the 1990s constitute the core playlist, reflecting the consumer psychology of nostalgia and trend. Although 41.25% of consumers regard KTV as their first choice for entertainment and relaxation, the industry still faces challenges. 48.28% of consumers due to the "increase in emerging entertainment" diversion demand, while 40.42% of users pointed out that the poor sound insulation effect is the biggest pain point. Hardware facilities and environment optimization become the primary improvement direction. iiMedia Research believe that the industry needs to focus on strengthening the competitiveness of differentiation: by upgrading immersive audio equipment, optimizing space sound insulation design to enhance the experience, while developing value-added services such as theme boxes and catering integration to enhance user stickiness. In addition, for the young group preference flexible matching time pricing strategy, combined with the intelligent song request system to optimize the song list recommendation algorithm, or will become the key path for offline KTV to break through the emerging entertainment industry competition.艾媒咨询|2024年中国信创产业发展白皮书(完整版)
得益于中国数字经济的迅猛发展,2023年中国信创产业规模达20961.9亿元,2027年有望达到37011.3亿元,中国信创市场释放出前所未有的活力。艾媒咨询数据显示,2024年中国国产PC整机市场规模将达5182.3亿元,中国协同办公市场规模将达370.7亿元。信创基础消费潜力较大,尤其在办公软件领域,办公OA、编辑类的国产软件已普遍被企业应用,如企业微信、WPS等已积累了大量的用户群体。在国家信息安全驱动的需求下,信创产品及解决方案应用将在各行各业的渗透持续加深,行业规模持续增长。
白皮书由艾媒咨询主编,汇编芯片、服务器、整机等十五个信创重要行业数据信息。白皮书共计260页、68258个字、318个图表,内容丰富、数据详实,深入剖析了中国信创产业发展现状、产业链典型细分领域成长情况、标杆企业优秀经验以及未来发展趋势,为行业提供重要参考和决策依据。
Thanks to the rapid development of China's digital economy, the scale of China's credit creation industry will reach 2096.19 billion yuan in 2023, and is expected to reach 3701.13 billion yuan in 2027. China's credit creation market has released unprecedented vitality. Iimedia Consulting data show that in 2024, China's domestic PC machine market will reach 518.23 billion yuan, and China's collaborative office market will reach 37.07 billion yuan. Xinchuang basic consumption potential is large, especially in the field of office software, office OA, editing class of domestic software has been widely used by enterprises, such as enterprise wechat, WPS, etc., has accumulated a large number of users. Under the demand driven by national information security, the application of Xinchuang products and solutions will continue to deepen the penetration in all walks of life, and the industry scale will continue to grow.
The white paper is edited by IIMedia Consulting, compiling 15 important industry data information such as chips, servers, and complete machines. The white paper, with a total of 260 pages, 68,258 words and 318 charts, is rich in content and detailed in data, and thoroughly analyzes the development status quo of China's information and innovation industry, the growth of typical segments of the industrial chain, the excellent experience of benchmarking enterprises and the future development trend, providing important reference and decision-making basis for the industry.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年中国托育行业消费行为调查数据
在全球范围内,0-3岁婴幼儿的托育服务已成为各个国家或地区高度重视的家庭政策议题, 并被上升为公共服务体系建设的一部分。随着中国实施“三孩生育政策”,对婴幼儿托育行业的需求正在不断增加,更多家长会考虑将孩子送到托育机构。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年中国托育行业消费行为调查数据》数据显示,居住地附近缺乏合适的玩伴或教育环境的需求以39.29%的占比位居首位,凸显了家长对儿童成长环境的高度关注。与此同时,让孩子提前适应集体生活和通过早期教育开发孩子能力的需求均以35.71%的占比并列第二,反映出家长对孩子社交能力培养和早期智力发展的同等重视。在托育机构选择方面,社区托育机构以45.54%的占比成为家长的首选,体现了他们对便捷性和社区归属感的偏好;公办托育机构则以43.08%的占比紧随其后,进一步印证了家长对公办机构专业性和规范性的信任与青睐。艾媒咨询分析师认为,家长对儿童早期教育和社交能力培养的重视推动了托育需求的增长,同时政策支持和社会资本的涌入也为市场注入了活力。然而,托育市场仍面临着服务质量参差不齐、师资力量不足等挑战。未来,随着标准化建设和科技赋能,托育市场将朝着更专业、更智能、更普惠的方向发展,成为解决家庭育儿难题的重要支撑。
Worldwide, the childcare service for infants and young children aged 0-3 has become a highly valued family policy issue in various countries or regions, and has been elevated as a part of the construction of public service system. With the implementation of the "three-child policy" in China, the demand for infant and child care industry is increasing, and more parents will consider sending their children to care institutions. According to the latest “Survey data of consumption behavior of China's childcare industry in 2025” released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, the demand for lack of suitable playmates or educational environment near the place of residence ranks first with 39.29%. It highlights the high concern of parents to the environment of children's growth. At the same time, the demand for allowing children to adapt to collective life in advance and developing children's abilities through early education both took the second place with 35.71%, reflecting the equal importance parents attach to the cultivation of children's social skills and early intellectual development. In terms of the choice of childcare institutions, 45.54% of parents chose community childcare institutions as their first choice, reflecting their preference for convenience and community belonging; Public childcare institutions followed with 43.08%, further confirming parents' trust and favor in the professionalism and standardization of public institutions. Analysts at IIMedia Research believe that parents' emphasis on early childhood education and social skills training has promoted the growth of childcare demand, while policy support and the influx of social capital have also injected vitality into the market. However, the childcare market still faces challenges such as uneven service quality and insufficient teachers. In the future, with the construction of standardization and the empowerment of science and technology, the childcare market will develop in a more professional, smarter and more inclusive direction, and become an important support for solving family childcare problems.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.
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