关于“英雄互娱”的报告
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艾媒咨询|2022年中国电子竞技用户行为研究报告
iiMedia Research(艾媒咨询)数据显示, 中国电竞市场规模呈上升趋势,预计2022年达1843.3亿元。在2021年电竞入亚和英雄联盟总决赛夺冠背景下,电子竞技关注度空前高涨,得到了社会更多的认可,这将为电竞行业未来新一轮的增长带来助力。随着电子竞技赛事的不断丰富和成熟,电竞产业将进一步凸显IP内容价值,逐步融入泛娱乐生态。电竞相关的文化类产品层出不穷,均有破圈之势,相信将形成更广泛的影响效应。
According to iiMedia Research, the scale of China's E-sports market is on the rise and is expected to reach 184.33 billion yuan in 2022. Under the background of E-sports entering Asia and winning the championship of hero League finals in 2021, the attention of E-sports is unprecedented and has been more recognized by the society, which will help the e-sports industry to grow in a new round in the future. With the continuous enrichment and maturity of E-sports events, the e-sports industry will further highlight the value of IP content and gradually integrate into the pan entertainment ecology. E-sports related cultural products emerge in endlessly, with the potential to break the circle. It is believed that they will form a broader impact effect. -
艾媒咨询|2022年中国新春拜年方式及行为监测专题报告
受新冠疫情以及严格的隔离措施政策的影响,全国各地提倡“就地过年”,以保障人民群众的健康安全。相较与过去走街串巷、面对面拜年的方式,线上拜年方式成为更多人春节拜年的新选择。iiMedia Research(艾媒咨询)调研数据显示,超过六成受访者认可并表示今年会选择“云拜年”。随着5G、全息影像通信等技术的不断创新,线上拜年更加具有沉浸感和临场感,形式更加多元化。
Due to the COVID-19 and strict quarantine policy, the government call for staying in cities for celebrating the holiday to ensure public's health. Compared with the traditional ways to celebrate Chinese New year, online new year greeting is popular among Chinese. According to iiMedia Research, more than 60% of respondents will express their wishes online. With the development of 5G and Holographic display, people will feel more immersed and the ways of showing wishes will become more diversified. -
艾媒咨询|2021年中国电子竞技产业运行监测报告
本报告研究涉及企业/品牌/案例:腾讯,皇族电子竞技俱乐部,VSPN,虎牙
在电子设备及现代信息技术的高速发展下,中国电子竞技市场规模不断扩大,在2020年达到1365.6亿元,预计到2022年达到1843.3亿元。其中,得益于爆款游戏的打造,移动端电竞成为了电竞产业发展的主要驱动力,用户规模在2020年达到3.83亿人,预计2022年达到4.18亿人。iiMedia Research(艾媒咨询)数据显示,近七成的受访网民表示支持电竞战队的“本土化”建设,65.5%的受访网民对于青少年电竞职业培养课程表示认同,体现出民众电竞观念的进一步渗透。随着电子竞技赛事的不断丰富和成熟,电竞产业将进一步凸显IP内容价值,逐步融入泛娱乐生态,形成更广泛的影响效应。
With the rapid development of electronic equipment and modern information technology, the scale of China's E-sports market continues to expand, reaching 136.56 billion yuan in 2020 and 184.33 billion yuan in 2022. Among them, thanks to the creation of popular games, mobile E-sports has become the main driving force for the development of e-sports industry. The number of users will reach 383 million in 2020 and 418 million in 2022. According to the data of iimedia research, nearly 70% of the netizens interviewed expressed their support for the "localization" construction of the e-sports team, and 65.5% of the netizens interviewed agreed with the vocational training courses of youth e-sports, reflecting the further penetration of the public's concept of E-sports. With the continuous enrichment and maturity of E-sports events, the e-sports industry will further highlight the value of IP content, gradually integrate into the pan entertainment ecology, and form a broader impact effect. -
艾媒咨询|2020年中国移动游戏行业发展专题研究报告
本报告研究涉及企业/品牌/案例:腾讯游戏,网易游戏,三七互娱,多益网络。
中国移动游戏行业在新冠疫情期间实现快速增长,并有望在后疫情时期继续借势增长。iiMedia Research(艾媒咨询)数据显示,2020年中国移动游戏市场规模增长至1850.3亿元,2021年更有望突破2000亿元。移动游戏市场中,电竞、云游戏、海外市场均具有较好的发展机遇。受疫情影响,2020年上半年中国移动电竞赛事更多转移线上举行,近九成受访用户对线上电竞赛事观看体验表示满意,未来疫情影响减弱后,电竞赛事线上线下结合发展的趋势也有望继续延续。云游戏在游戏产业内属于革新性的模式,未来其推广有望突破终端及设备配置限制,将成为厂商重点布局产品类型,2023年预计增至6.58亿人。出海市场方面,海外移动游戏厂商受疫情影响恢复较慢,也是中国企业海外增强影响力的良好机会。总体而言,中国移动游戏未来仍然具有较大增长空间。
China mobile gaming industry achieved rapid growth during the Covid-19 era, and is expected to continue to take advantage of the situation in the post Covid-19 era. As the data of iiMedia Research showed, the scale of China mobile gaming market will grow to 185.03 billion yuan in 2020, and it is expected to exceed 200 billion yuan in 2021. In the mobile game market, e-sports, cloud gaming and overseas markets all have good development opportunities. Affected by the Covid-19, in the first half of 2020, China Mobile E-sports events were more limited online, and nearly 90% of the users interviewed are satisfied with the viewing experience of online E-sports events. When the impact of the Covid-19 weakens, the trend of online and offline development of E-sports events is expected to continue. Cloud gaming is an innovative mode in the game industry. In the future, its promotion is expected to break through the limitation of terminal and device configuration, and it will become a key product type for manufacturers. It is expected to increase to 658 million people in 2023. In terms of overseas market, overseas mobile gaming manufacturers recover slowly affected by the Covid-19, which is also a good opportunity for Chinese enterprises to enhance their influence overseas. Overall, China's mobile gaming still have a large growth space in the future. -
艾媒咨询|2020年中国密室逃脱行业发展现状及用户行为洞察分析报告
本报告研究涉及企业/品牌/案例:游娱联盟、奥秘之家、屋有岛。
中国密室逃脱的线上订购单量总体呈大幅上升的趋势,2019年第三季度仅美团平台的密室线上订单额为4.85亿元,同比增长2.41倍。艾媒咨询分析师认为,线上交易平台的发展为密室逃脱行业提供了宣传和推广的渠道,有助于商家对客户进行预约分流,提高运转效率。
The number of online orders for escape rooms in China is generally on the rise. In the third quarter of 2019, only the number of online orders for escape rooms on the Meituan platform was 485 million, an increase of 2.41 times. IiMedia Research believes that the development of online trading platforms provides a channel for publicity and promotion for the escape room industry, which helps merchants to pre-distribute customers and improve operational efficiency. -
艾媒咨询|后疫情时代中国在线文娱行业研究报告
本报告研究涉及企业/品牌/案例:酷我音乐、中文在线、爱奇艺、腾讯游戏。
随着疫情的扩散,各地陆续出台了限制公共聚集活动、文化娱乐场所营业的要求和延迟复工复学的通知。线下活动受限,居家隔离期间,广大网民线上娱乐需求增长刺激各种云娱乐方式拓展。 2020年第一季度中国在线文娱市场规模超1400亿元,增长率达到27%。预计2020年全年中国在线文娱市场规模将超5000亿元,较2019年增长30%以上。疫情期间,在线文娱平台通过媒介优势,主动承担社会责任助力防疫抗疫,并由娱乐导向拓展到兼具资讯、社交、教育特征。后疫情时代,短视频、网络直播、网络动漫、网络文学、游戏、音乐等在线文娱内容形态将进一步交叉结合。与此同时,传统文娱也将加速线上化进程,以云综艺为典型的新型在线文娱类型将日益增多。
With the spread of the COVID - 19, local governments have issued restrictions on public gatherings and cultural and entertainment venues, as well as notices to delay the resumption of work and school,So offline activities are limited. During home isolation, the growth of online entertainment demand of netizens stimulates the expansion of various cloud entertainment methods. In the first quarter of 2020, the scale of China's online entertainment market exceeded 140 billion yuan, with a growth rate of 27%. It is expected that the scale of China's online entertainment market will exceed 500 billion yuan in 2020, increasing by more than 30% compared with 2019. During the COVID-19, online entertainment platforms took the initiative to take social responsibilities to help epidemic prevention and Disseminate anti-epidemic measures through media, and expanded from entertainment to information, social contact and education features. In the Post-epidemic era, online entertainment forms such as short videos, live streaming, online animation, online literature, games and music will be further integrated. At the same time, traditional entertainment will also accelerate the process of online entertainment, and cloud entertainment as a typical new type of online entertainment will be increasing. -
艾媒咨询|2020H1中国电子竞技市场运行监测报告
本报告研究涉及企业/品牌/案例:腾讯、大连竞胜、IG、斗鱼。
在电子设备及现代信息技术的高速发展下,中国电子竞技市场规模不断扩大,在2019年达到982.2亿元,预计到2020年达到1095.6亿元。其中,得益于爆款游戏的打造,移动端电竞成为了电竞产业发展的主要驱动力,用户规模预计在2020年达到3.75亿人。iiMedia Research(艾媒咨询)数据显示,63.6%的受访网民希望加强本土电竞产业建设,并有79.8%的受访网民支持打造“本土化”电子竞技战队,体现出民众电竞观念的进一步渗透。在“新冠疫情”爆发的背景下,电子竞技产业通过创新技术的应用及云上电竞馆等商业模式的探索来应对疫情所带来的挑战,在提升用户体验的同时为行业创造更大的商业价值。
Driven by the rapid development of electronic devices and modern information technology, the scale of the China E-Sports market has enlarged continually, which has reached 98.22 billion RMB in 2019, and is expected to reach 109.56 billion RMB in 2020. Meanwhile, benefited from the making of various hit games, mobile E-Sports has become the main driven force of the development of the whole E-Sports industry, and the user scale is expected to reach 37.5 billion in 2020. As the data of iiMedia Research showed, 63.6% of the interviewed users wish to improve the construction of local E-Sports industry, and 79.8% of the interviewed users support to build local E-Sports teams, which showed a further penetration of E-Sports awareness of the citizens. Within the background of “COVID-19”, the E-Sports industry faced the challenge of the pandemic crises by applying creative technology and exploring new business models such as “E-Sports stadium on cloud”, which both improved the users’ experience and created extra business value for the industry.
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