关于“英雄联盟”的报告
-
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|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年中国临期食品行业市场分析及消费者研究报告
本报告研究涉及企业/品牌/案例:好食期,甩甩卖,善食者联盟,钱大妈
从供给侧来看,2020 年中国零食行业总产值规模超过3万亿元,即使按1%的库存沉淀计算,临期食品行业市场规模也会突破300亿元,临期食品市场潜力巨大。从消费端来看,中国相当一部分人群对商品价格仍然具有很高的敏感性,以“低价、去品牌化、物美价廉、基本功能”为特征的消费降级已成为不可忽视的现象,所以2020年中国消费者购买临期食品的主要驱动力是低价购买到需要的商品,性价比较高。
From the perspective of supply side, the total output value of China's snack industry will exceed 3 trillion yuan in 2020. Even if calculated by 1% of inventory precipitation, the market scale of temporary food industry will exceed 30 billion yuan, and the potential of temporary food market is huge. From the consumer side, a considerable number of Chinese people are still highly sensitive to commodity prices. The consumption degradation characterized by "low price, de branding, high quality and low price, and basic functions" has become a phenomenon that can not be ignored. Therefore, the main driving force for Chinese consumers to buy on-the-spot food in 2020 is to buy the needed goods at low price, with high cost performance. -
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|2020上半年中国到店餐饮专题研究报告
本报告研究涉及企业/品牌/案例:美团点评、口碑、掌上生活。
中国餐饮行业一直保持着良好的发展状态,虽然2020上半年遭遇新冠疫情影响,整体收入规模同比下降32.8%,但随着国内疫情影响放缓,餐饮业复苏速度加快,下半年到店餐饮有望迎来反弹。餐饮行业在发展过程中愈发重视数字化转型,线上线下结合适应新的需求变化。而到店餐饮服务平台在支持协同餐饮商家发展的过程中发挥的作用也越来越大。iiMedia Research(艾媒咨询)数据显示,超过五成的受访者了解和选择餐厅的主要方式是通过在线生活服务平台,而在这些平台上,用户普遍进行店铺查询、查看评价、购买套餐、点单等全方位功能使用。未来到店餐饮头部平台将持续发挥良好的综合服务能力来帮助更多商家实现提升,同时扩大自身知名度和客户满意度,巩固竞争优势地位。
China Catering Industry has been maintaining a good development state. The industry encounter the impact of COVID-19 on the first half of 2020 and its income scale dropped by 32.2% YoY. However, as the impact of the domestic epidemic slows down, the recovery of the in-store dinning industry will accelerate on the second half of 2020. During the development, the catering industry pays more and more attention to digital transformation, and combines online and offline business to adapt to new demand changes. At the same time, the in-store dinning service platform plays an increasingly important role in supporting the development of collaborative catering businesses. As the data of iiMedia Research showed, more than 50% of the interviewees get to know and choose restaurants mainly through online life service platforms. With the platform, users generally use all-round functions such as store query, viewing the comments of other customers, purchasing set meals and ordering. In the future, head in-store dinning service platforms will continue to play a good comprehensive service ability to help more business achieve improvement. And they can consolidate competitive advantage by expanding their own popularity and customer satisfaction. -
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. -
艾媒报告|2019中国网络互助发展专题研究报告
本报告研究涉及企业/品牌/案例:相互宝,蚂蚁金服,水滴互助,腾讯,康爱公社,e互助,众托帮,壁虎互助,夸克联盟,360,滴滴,苏宁易购,美团,京东,百度,支付宝
iiMedia Research(艾媒咨询)数据显示,近八成的网络互助参与者对网络互助计划表示满意,仅有1.7%的参与者表示比较不满意。网络互助的出现,为低收入家庭提供健康保障,缓解因患重病带来的经济压力,另一方面也能一定程度上满足精神需求,互联网巨头纷纷入局网络互助行业,用户规模不断扩大。
目前中国商业保险覆盖率较低,社会医保在赔付金额和覆盖疾病类型上又未能达到商业保险的规模,居民的普惠保障需求旺盛,网络互助产品凭借低门槛和公益性逐渐获得下沉市场的青睐。且随着政府监管的趋严、企业积极创新,网络互助行业迎来新的高速发展期。iiMedia Research(艾媒咨询)数据显示,95.2%的网络互助参与者月均支付金额低于10元,参与者满意程度高。网络互助产品一方面为需求人群提供低成本的医疗保障;另一方面,互助的形式也满足帮助他人的精神追求。网络互助的低门槛、低成本特点,使其能够对下沉城市和更多低收入人群实现覆盖,逐渐成为群众医疗保障重要一环。
At present, the coverage rate of commercial insurance is relatively low in China, and the scale of social medical insurance fails to reach the scale of commercial insurance in terms of compensation amount and types of diseases covered. Residents have a strong demand for mass medical security, and online mutual assistance products gradually win favor in the sinking market due to the low threshold and public welfare. Moreover, with the government's stricter regulation and enterprises' active innovation, the online mutual assistance industry has ushered in a new period of high-speed development. As the data of iiMedia Research showed, 95.2 percent of online mutual assistance participants paid less than 10 yuan per month on average, with high satisfaction. On the one hand, online mutual assistance products can provide low-cost medical security for people in need. On the other hand, the form of mutual assistance also satisfies the spiritual pursuit of helping others. With the characteristics of low threshold and low cost, network mutual assistance can cover sinking cities and more low-income groups, and gradually become an important part of mass medical security.
(以下为节选页,完整版共43页) -
艾媒舆情|游戏直播版权争议舆情监测报告
本报告研究涉及企业/品牌/案例:中国新闻出版广电网,搜狐新闻,凤凰网,网易,华多公司,梦幻西游,火猫TV,斗鱼,腾讯,西瓜视频,触手,英雄联盟
iiMedia Research(艾媒咨询)数据显示,2018年中国在线直播用户规模达4.56亿人,增长率为14.6%,2019年在线直播用户规模达到5.01亿人,增长速度放缓。艾媒咨询分析师认为,行业降温,在线直播市场发展回归理性,对平台的内容生产、主播培育和吸流能力提出了更高要求。
According to data from iiMedia Research, the number of online live broadcast users in China reached 456 million in 2018, a growth rate of 14.6%, and the number of online live broadcast users in 2019 reached 501 million, a slowdown in growth. Ai Media Consulting analysts believe that the industry has cooled down and the development of the online live broadcast market has returned to rationality, placing higher requirements on the platform's content production, anchor cultivation and absorption capabilities. -
艾媒报告|2018-2019中国移动电竞市场监测报告
中国移动电竞正在经历超越发展阶段,移动电竞的职业联赛走向成熟,商业化价值显现。iiMedia Research(艾媒咨询)数据显示,2018中国移动电竞市场规模达到449.3亿元,用户规模达到3.02亿人。移动电竞的职业联赛成为大众关注热点,其中KPL职业联赛、BPL职业联赛赛制完善、影响力大,是移动电竞商业化的标杆。
As the data of iiMedia Research showed, the scale of China Mobile E-Sports market reached 44.93 billion yuan in 2018, and the scale of users reached 302 million people. The professional leagues of Mobile E-Sports have become the focus of public attention, among them, the King Pro League (KPL) and Battle of Balls Pro League (BPL) have perfect competition system and great influence, which are the benchmarks of commercialization of Mobile E-Sports.Mobile e-sports can often surpass the attention of the game itself and bring more social effects. In the future, mobile e-sports can generate more industrial energy in the competitive sports environment. -
艾媒咨询|2021中国说唱音乐发展白皮书
本报告涉及的案例/品牌/企业:QQ音乐
近年来在说唱综艺的带动下,越来越多来自不同群体的说唱爱好者被吸引入圈,成为说唱生态的一份子。随着95后、00后等新生代群体成为潮流娱乐和消费的助力者,说唱在国内的文化认同度也不断提高,说唱潮流产业正迎来发展提速期。说唱话题在2021年保持着较高的网络热度,层出不穷的“说唱梗”在不同网络平台上都引起了大量关注,以QQ音乐为首的音乐平台正通过全方位的布局,整合了国内说唱产业生态,通过各种活动、赛事培养高质量说唱艺人,由点到面地将说唱新文化扩展至不同年龄、不同职业的人群中,以此提升说唱影响力。
In recent years, driven by rap variety, more and more rap lovers from different groups have been attracted into the circle and become a part of rap ecology. With the new generation groups such as the post-95 and Post-00 generation becoming the booster of trend entertainment and consumption, rap's cultural identity in China is also increasing, and the rap trend industry is ushering in a period of accelerated development. Rap topic has maintained a high network popularity in 2021, and the endless "rap stems" have attracted a lot of attention on different network platforms. The music platform led by QQ music is integrating the domestic rap industry ecology through all-round layout, cultivating high-quality rap artists through various activities and events, and expanding the new rap culture to different ages Among people of different professions, so as to enhance the influence of rap.
- 1
- 2