关于“移动购物娱乐”的报告
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.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|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 | 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 | 2025年中国饮料行业市场消费行为调查数据
随着消费需求的持续升级与产业数字化转型深化,中国饮料市场呈现多元化发展态势,主要体现在以线上直播购物、智能无人售货为代表的消费渠道升级,以低糖配方、功能成分为核心的健康需求驱动,以及以气泡水、电解质水为热点的品类创新趋势三大方向。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年中国饮料行业市场消费行为调查数据》数据显示,奶制品以51.70%的认知度位列消费者饮料类别了解榜首,显示出健康化需求对品类认知的显著影响。从消费渠道来看,综合电商平台以61.31%的线上渗透率主导购买场景,而线下大型生活超市则以65.65%的占比保持核心地位,印证全渠道融合的消费特征。价格优惠以33.03%的比例位居榜首,显示价格因素对饮料消费的促进作用最为显著。当前市场仍存在结构性矛盾:线上渠道依赖内容平台推广来加速品牌曝光,但同质化营销易引发审美疲劳;线下渠道虽维持高流量,但即时性需求与场景化服务能力仍需强化。艾媒咨询分析师建议,企业需构建差异化价值体系,通过水质技术升级、包装设计创新来提升产品溢价空间,同时依托大数据分析实现价格策略动态调整,精准匹配家庭囤货、户外运动等细分场景需求。
With the continuous upgrading of consumer demand and the deepening of industrial digital transformation, China's beverage market shows a diversified development trend, mainly reflected in the upgrading of consumption channels represented by online live shopping and intelligent unmanned vending, the health demand driven by low-sugar formula and functional ingredients, and the category innovation trend with sparkling water and electrolyte water as the hot spot. According to the latest "Market consumption behavior survey data of China's beverage industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, dairy products ranked the top of the consumer beverage category understanding with 51.70% awareness. The results show that the demand for health has a significant impact on category cognition. From the perspective of consumption channels, the integrated e-commerce platform dominates the purchasing scene with an online penetration rate of 61.31%, while the offline large life supermarket maintains its core position with 65.65%, confirming the consumption characteristics of omni-channel integration. Price preference ranked first with 33.03%, indicating that price factors had the most significant promoting effect on beverage consumption. At present, there are still structural contradictions in the market: online channels rely on content platform promotion to accelerate brand exposure, but homogenized marketing is easy to cause aesthetic fatigue; Although offline channels maintain high traffic, the real-time demand and scenario-based service capabilities still need to be strengthened. iiMedia Research suggest that enterprises need to build a differentiated value system, improve product premium space through water quality technology upgrading and packaging design innovation, and rely on big data analysis to achieve dynamic adjustment of price strategies and accurately match the needs of segmentation scenes such as family hoarding and outdoor sports.艾媒咨询 | 2025年中国零售行业市场消费行为调查数据
随着数字零售技术的深度融合创新,消费模式呈现多元化发展态势,主要应用于以直播购物、社交电商为例的流量重构领域,以会员体系运营、精准推荐算法为例的用户运营领域,以及即时零售、虚拟试穿技术等场景体验领域。这种技术演进推动形成了覆盖智能货架管理、跨境商品直购的新型消费生态,同时催生出结合AR导航、无人配送的智慧零售解决方案,为消费者构建起全时段、全场景的购物体验闭环。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年中国零售行业市场消费行为调查数据》数据显示,2025年中国消费者选择线上购物的核心动因中,“商品选择丰富性”以39.14%的占比居于首位,反映出消费者对多元化需求的重视。线上购物频率呈现集中化特征,“每月2-3次”成为主流选择,占比达35.45%,而每周线上购物时间分配中,“1-3小时”以55.74%的绝对优势成为多数消费者的常态选择。在消费类目偏好方面,食品类商品以36.68%的消费占比领跑线上购物清单,印证了生鲜电商和即时零售场景的深度渗透。艾媒咨询分析师认为,零售企业需系统性优化线上线下一体化运营能力:在线上渠道应强化动态定价算法与供应链弹性,通过C2M模式降低溢价空间;线下场景需加速AR虚拟试穿、智能导购机器人等体验型技术部署,同时构建会员积分跨场景通兑体系以提升用户忠诚度。对于消费者普遍反映的“价格敏感度攀升”现象,建议通过大数据驱动的精准促销策略与付费会员专属权益体系实现差异化价值供给。
With the deep integration and innovation of digital retail technology, the consumption model shows a diversified development trend, which is mainly applied to the field of traffic reconstruction such as live shopping and social e-commerce, the field of user operation such as membership system operation and accurate recommendation algorithm, and the field of scene experience such as instant retail and virtual fitting technology. This technological evolution has promoted the formation of a new consumption ecology covering intelligent shelf management and cross-border direct purchase of goods, and has spawned a smart retail solution combining AR navigation and unmanned distribution, building a full-time and full-scene shopping experience closed-loop for consumers. According to Consumer behavior survey data of China's retail industry in 2025 released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, among the core motivations for Chinese consumers to choose online shopping in 2025, "Product selection richness" ranked first with 39.14%, reflecting consumers' emphasis on diversified needs. Online shopping frequency presents a centralized feature, "2-3 times a month" has become the mainstream choice, accounting for 35.45%, and in the weekly online shopping time allocation, "1-3 hours" has become the normal choice of most consumers with an absolute advantage of 55.74%. In terms of consumer preference, food products led the online shopping list with 36.68% of consumption, confirming the deep penetration of fresh e-commerce and instant retail scenes. Analysts of IIMedia Consulting believe that retail enterprises need to systematically optimize online and offline integrated operation capabilities: online channels should strengthen dynamic pricing algorithms and supply chain elasticity, and reduce premium space through C2M mode; In offline scenes, it is necessary to accelerate the deployment of experiential technologies such as AR virtual fitting and intelligent shopping guide robots, and build a cross-scene redemption system for member points to enhance user loyalty. For the phenomenon of "rising price sensitivity" generally reflected by consumers, it is suggested to realize differentiated value supply through big data-driven precision promotion strategy and the exclusive rights and interests system of paying members.艾媒咨询 | 2025年中国汉服产业消费行为调查数据
随着汉服文化的普及与市场成熟,其消费研究维度不断深化,涵盖以消费者认知与态度(如了解程度、文化传播认同)为例的文化渗透领域,以消费行为与产品偏好(如购买频率、价格敏感度、材质倾向)为例的市场决策领域,以场景应用(如日常穿着、租借体验、展览参与)为例的生态拓展领域,以及行业争议(山寨接受度、形制设计争议)。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年中国汉服产业消费行为调查数据》数据显示,56.83%的汉服消费者对汉服比较了解,57.845%的消费者比较能接受汉服,消费者多以社交媒体的方式了解到汉服,占比达到38.62%,并且有54.97%的消费者比较关注汉服的展览,可以看出汉服在国内有一定的流行度和关注度。但购买过汉服的消费者仅有35.92%,其中48.36%的消费者是在大型商场或购物中心中购买的,他们在购买时会多考虑款式、价格等因素。经常穿汉服的场景为传统节日时或者拍个人艺术照时。有30%的人认为汉服太引人注目了,有25.38%的人认为汉服穿起来繁琐,不太实用,不会去购买,而相比购买,大多数人会选择租借汉服,占比来到了60.71%,或者去汉服体验店,去过的消费者占比有62.06%。艾媒咨询分析师认为,在汉服逐渐流行的新背景下,更多地关注汉服市场,了解消费者的相关需求,是占领汉服市场至关重要的一步。
With the popularization and market maturation of Hanfu culture, the research dimensions of its consumption have been continuously deepened, covering cultural infiltration areas such as consumers' cognition and attitude (such as understanding degree, cultural dissemination recognition), market decision-making areas such as consumption behavior and product preference (such as purchase frequency, price sensitivity, material preference), ecological expansion areas such as scene application (such as daily wear, rental experience, exhibition participation), and industry controversy areas such as the acceptance of counterfeits and disputes over shape design.According to the latest "2025 China Hanfu Industry Consumption Behavior Survey Data" released by iiMedia Research (iimedia research), a global third-party data mining and analysis agency for the new economy industry, 56.83% of Hanfu consumers have a relatively good understanding of Hanfu, and 57.845% of consumers are relatively receptive to Hanfu. Consumers mostly learn about Hanfu through social media, accounting for 38.62%, and 54.97% of consumers are relatively concerned about Hanfu exhibitions. This shows that Hanfu has a certain degree of popularity and attention in China. However, only 35.92% of consumers have purchased Hanfu, among which 48.36% of consumers bought it in large shopping malls or shopping centers, and they would consider factors such as style and price when purchasing. The common scenes for wearing Hanfu are during traditional festivals or when taking personal artistic photos. 30% of people think Hanfu is too eye-catching, and 25.38% think it is too complicated to wear and not very practical, so they will not purchase it. Compared with purchasing, most people choose to rent Hanfu, accounting for 60.71%, or go to Hanfu experience stores, with 62.06% of consumers having visited. Analysts from iiMedia Research believe that in the new context of the gradual popularity of Hanfu, paying more attention to the Hanfu market and understanding the relevant needs of consumers is a crucial step to occupy the Hanfu market.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.
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