关于“跨界IP”的报告
艾媒咨询 | 2025年中国短视频/直播市场消费行为调查数据
随着短视频与直播技术的深度渗透,其用户生态呈现多维演进特征,逐步形成以高频互动观看、沉浸式消费场景为核心的数字化生活方式,以内容精准匹配算法为支撑的个性化体验体系,以及虚实交互、跨界融合为特点的产业生态变革。同时基于区块链的内容确权机制与跨平台数据互通架构正重塑短视频/直播机构运作范式,构建起覆盖数字娱乐、社交消费、产业服务的全链路生态闭环。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年中国短视频/直播市场消费行为调查数据》数据显示,短视频/直播内容已成为中国用户日常高频接触场景,其中69.57%的短视频/直播用户为长期活跃观看群体。短视频/直播用户日均观看频次集中分布于4-5次区间,占比达43.82%,且53.19%的短视频/直播用户维持与上年持平的观看习惯,显示出用户黏性持续强化。
从消费生态看,79.32%的短视频/直播用户在平台产生消费行为,其中购物类消费以51.80%的占比主导用户支出结构,短视频/直播用户每月5%-10%的可支配收入投入该领域。平台选择偏好呈现头部集中化特征,抖音以39.40%的占比稳居短视频/直播用户首选平台,其构建的“内容+消费”闭环模式推动“购买便利性”以39.56%占比成为核心消费驱动力。内容生态方面,生活类垂类以36.54%的偏好度占据内容消费榜首,短视频/直播用户主动分享行为占比达32.12%,形成社交裂变传播效应。在平台满意度维度,内容质量指标以33.29%的五星好评率居首,但短视频/直播用户同时反馈存在算法推荐同质化、虚拟交互功能适配性不足等问题。艾媒咨询分析师认为,短视频/直播平台需强化垂直领域内容创新,优化虚实融合技术应用场景,同时完善消费链路中的售后保障机制。建议短视频/直播机构深化区块链确权技术应用,通过跨平台数据互通提升内容分发效率,并建立短视频/直播用户消费偏好动态追踪系统以增强商业转化精准度。
With the deep penetration of short-video and live-streaming technologies, their user ecosystem has shown multi-dimensional evolution characteristics, gradually forming a digital lifestyle centered on high-frequency interactive viewing and immersive consumption scenarios, a personalized experience system supported by content-precise matching algorithms, and an industrial ecosystem transformation characterized by virtual-real interaction and cross-border integration. At the same time, the content rights confirmation mechanism based on blockchain and the cross-platform data intercommunication architecture are reshaping the operation model of short-video and live-streaming institutions, building a full-chain ecological closed loop covering digital entertainment, social consumption, and industrial services. According to the latest "Survey data of consumer behavior in China's short video/live streaming market in 2025" released by iiMedia Research,a global third-party data mining and analysis institution for new economy industries, short-video/live-streaming content has become a daily high-frequency contact scene for Chinese users, among which 69.57% of short-video/live-streaming users are long-term active viewing groups. The daily viewing frequency of short-video/live-streaming users is concentrated in the 4-5 times range, accounting for 43.82%, and 53.19% of short-video/live-streaming users maintain the same viewing habits as the previous year, indicating a continuous strengthening of user stickiness.
From the perspective of the consumption ecosystem, 79.32% of short-video/live-streaming users have consumption behaviors on the platform, among which shopping consumption accounts for 51.80% of the user expenditure structure, and short-video/live-streaming users invest 5%-10% of their disposable income in this field each month. Platform selection preferences show a top-concentration feature, with Douyin holding a 39.40% share as the preferred platform for short-video/live-streaming users. The "content + consumption" closed-loop model it has built has made "purchase convenience" the core consumption driver with a 39.56% share. In terms of content ecology, the life category has a 36.54% preference rate and ranks first in content consumption, and the active sharing behavior of short-video/live-streaming users accounts for 32.12%, forming a social viral spread effect. In the dimension of platform satisfaction, the content quality indicator has the highest five-star approval rate of 33.29%, but short-video/live-streaming users also feedback that there are problems such as homogenization of algorithm recommendations and insufficient adaptability of virtual interaction functions. Analysts from iiMedia Research believe that short-video/live-streaming platforms need to strengthen content innovation in vertical fields, optimize the application scenarios of virtual-real integration technology, and at the same time improve the after-sales guarantee mechanism in the consumption chain. It is suggested that short-video and live-streaming institutions deepen the application of blockchain rights confirmation technology, improve the efficiency of content distribution through cross-platform data intercommunication, and establish a dynamic tracking system for short-video/live-streaming user consumption preferences to enhance the accuracy of commercial conversion.艾媒咨询|2024-2025年中国无糖饮料行业研究及消费者洞察报告
随着国民消费观念和消费方式不断升级,追求健康生活方式已是大势所趋。无糖化、低糖化渐成全球健康饮食新标准,无糖饮料行业得到快速发展。2023年中国无糖饮料市场规模已达401.6亿元,预计2028年有望达815.6亿元。产业链分布上,上游的茶叶、咖啡豆等原料需求激增,消费旺盛。中游市场上头部企业竞争优势突出。下游渠道上,即时零售业态风起,成为无糖饮料品牌商的新增长渠道。健康属性成为无糖饮料受消费者青睐的主要原因,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年中国无糖饮料行业研究及消费者洞察报告》数据显示,45.5%的消费者在购买无糖饮料时注重其健康、减脂效果。目前,线上商超、电商平台为无糖饮料主要购买渠道,即时零售成全渠道发展新增量。未来,无糖饮料市场将朝着“大健康化”的消费方向发展。相关品牌应建立自身技术壁垒,突出产品的差异化和功能化优势,从而满足消费者日趋多元的需求。
As the national consumption concept and methods continue to upgrade, the pursuit of a healthy lifestyle has become an irresistible trend. Sugar-free and low-sugar diets are gradually becoming the new global standard for healthy eating, and the sugar-free beverage industry is developing rapidly. In 2023, the market size of sugar-free beverages in China has reached 40.16 billion yuan, and it is expected to reach 81.56 billion yuan by 2028. In terms of industry chain distribution, the demand for raw materials such as tea leaves and coffee beans in the upstream has surged, and consumption is vigorous. In the midstream market, leading companies have a prominent competitive advantage. In the downstream channels, instant retail formats are emerging, becoming a new growth channel for sugar-free beverage brands. Health attributes have become the main reason for sugar-free beverages to be favored by consumers. The latest "2024-2025 China Sugar-Free Beverage Industry Research and Consumer Insight Report" released by iiMedia Research, a third-party data mining and analysis institution of the global new economic industry, shows that 45.5% of consumers pay attention to the health and fat reduction effects when purchasing sugar-free beverages. At present, online supermarkets and e-commerce platforms are the main channels for purchasing sugar-free beverages, and instant retail has become an additional volume for the development of all channels. In the future, the sugar-free beverage market will develop towards the direction of "big health" consumption. Relevant brands should establish their own technical barriers, highlight the differentiation and functional advantages of products, so as to meet the increasingly diverse needs of consumers.艾媒咨询|2024-2025年中国研学游经济市场运行监测报告
近年来,旅游市场强力复苏,居民出游意愿高涨。随着国民教育文化需求的提升、政府政策红利的释放以及家长教育观念的转变,研学游成为旅游市场重点发展方向。2023年中国研学游行业市场规模达1469亿元,预计2028年将突破3000亿元。中国研学游市场发展迅速,产业配套快速形成。产业链分布上,上游的资源提供方构成复杂,主体为高校、事业单位、研学基地和营地等。中游市场上,竞争格局较为分散,行业集中度较低,存在大量营收规模在千万元/人民币以下的中小机构。下游则对应用户层,如师生、学校、家长等。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年中国研学游经济市场运行监测报告》数据显示,在研学游目的地的选择上,57.7%的消费者偏爱省内的短途旅行,单次1000-6000元的研学游产品成为超半数消费者的选择。随着研学游市场发展逐步成熟,同质化的研学旅行服务将越来越难以满足消费者需求。科技、制造、能源、互联网等跨领域的佼佼者也已进入这个庞大的市场,不断拓展行业边界,开发出丰富多样的跨界融合研学产品。相关企业需根据研学旅行未来趋势制定分众细化的特色研学项目应对市场挑战。
In recent years, the tourism market has seen a robust recovery, with a surge in residents' desire to travel. As the national demand for education and culture increases, along with the release of government policy dividends and the transformation of parents' educational concepts, study tours have become a key direction for the development of the tourism market. In 2023, the market size of China's study tour industry reached 146.9 billion yuan, and it is expected to exceed 300 billion yuan by 2028. The development of China's study tour market is rapid, with industry support quickly taking shape. In terms of the industry chain distribution, the upstream resource providers are complex, mainly consisting of universities, public institutions, study bases, and camps. In the midstream market, the competitive landscape is relatively fragmented, with a low industry concentration, and there are many small and medium-sized institutions with a revenue scale of less than 10 million yuan/RMB. The downstream corresponds to the user layer, such as teachers, students, schools, and parents. The latest "China Study Tour economic Market Operation Monitoring report from 2024 to 2025" released by iiMedia Research shows that in the choice of study tour destinations, 57.7% of consumers prefer short-distance travel within the province, and study tour products priced between 1000-6000 yuan per trip have become the choice of more than half of the consumers. As the study tour market gradually matures, homogenized study travel services will increasingly fail to meet consumer needs. Leaders in cross-disciplinary fields such as technology, manufacturing, energy, and the internet have also entered this vast market, continuously expanding industry boundaries and developing a rich and diverse range of cross-disciplinary integrated study products. Relevant companies need to formulate targeted study projects based on future trends in study travel to meet market challenges.艾媒咨询|2024年中国饰品行业发展状况与消费行为洞察报告
随着居民消费水平的提高,消费整体呈现恢复向好态势,饰品行业供需两端双向回暖。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年中国饰品行业发展状况与消费行为洞察报告》数据显示,2023年中国社会消费品零售总额累计值为47.2万亿元,同比增长7.2%。其中金银珠宝类商品零售累计值增长至3310亿元,增长率为9.8%。在宏观经济环境和消费需求的共同影响下,我国饰品行业消费市场将继续扩大。当前,居民消费正处于持续升级阶段,国内消费市场呈现出“品质消费需求旺盛”的特点,实用性、美观性、实惠性已成为消费者购买饰品时的主要考量因素。同时,饰品行业的消费群体愈发年轻,90后乃至千禧一代已逐渐成为黄金珠宝饰品的主力消费群体,这将推动饰品行业在产品设计和营销模式方面进行升级与革新。截至2023年,众多时尚珠宝品牌纷纷推出与热门动漫游戏联名的产品,以个性潮流的设计与年轻消费者实现情感共鸣。未来,将会有更多的珠宝品牌通过联名的方式为品牌赋予更多可能性。
With the improvement of residents' consumption level, consumption as a whole has shown a positive trend of recovery, and the supply and demand of the jewelry industry have recovered in both directions.According to the latest "2023-2024 China Jewelry Industry Development Status and Consumer Behavior Insight Report" released by iiMedia Research, a third-party data mining and analysis agency for the global new economy industry, In 2023, the cumulative value of China's total retail sales of consumer goods will be 47.2 trillion yuan, a year-on-year increase of 7.2%. Among them, the cumulative retail value of gold, silver and jewelry increased to 331 billion yuan, with a growth rate of 9.8%. Under the combined influence of the macroeconomic environment and consumer demand, the consumer market of China's jewelry industry will continue to expand. At present, residents' consumption is in the stage of continuous upgrading, and the domestic consumer market is characterized by "strong demand for quality consumption", and practicality, aesthetics and affordability have become the main considerations for consumers when purchasing jewelry. At the same time, the consumer group of the jewelry industry is getting younger and younger, and the post-90s generation and even millennials have gradually become the main consumer group of gold jewelry, which will promote the upgrading and innovation of the jewelry industry in terms of product design and marketing model. As of 2023, many fashion jewelry brands have launched co-branded products with popular anime and games, and achieved emotional resonance with young consumers with personalized and trendy designs. In the future, there will be more jewelry brands that will give more possibilities to the brand through co-branding.艾媒咨询 | 2025年中国有声书市场消费行为调查数据
随着智能音频技术的持续升级,中国有声书行业已形成立体化生态体系,在用户体验领域、平台运营领域、内容消费领域形成多元化消费模式。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年中国有声书市场消费行为调查数据》数据显示,中国有声书用户呈现高频次、场景化、情感化的消费特征。用户内容消费呈现经典与多元并存趋势,名著以38.56%的偏好度占据内容选择首位,都市小说(35.37%)、文哲经典(32.45%)及悬疑探案(32.18%)构成主流类型。36.44%的用户将“调整情绪”列为首要收听目的,凸显有声书作为情感陪伴载体的社会价值。市场格局方面,喜马拉雅以30.98%的平台使用率保持领先,其核心竞争力源于40.29%用户认可的“书籍种类丰富”优势。但用户对平台改进需求同样显著,“丰富种类”“提升内容质量”“开发同步阅读功能”“构建个性化播放列表”都是用户希望平台能改进的。艾媒咨询分析师认为,行业需着力优化内容生产机制,强化经典IP有声化改编与原创内容开发双轨并行策略,通过AI推荐算法提升用户匹配精准度。建议平台建立创作者孵化体系,完善多设备端场景适配技术,同时探索“视听同步+社群互动”的创新服务模式,以满足用户对内容深度与体验升级的持续期待。
With the continuous upgrading of intelligent audio technology, China's audio book industry has formed a three-dimensional ecosystem, and formed a diversified consumption model in the field of user experience, platform operation, and content consumption. According to the latest Consumer behavior survey data of China audiobook market in 2025 released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, Chinese audiobook users show high frequency, scene and emotional consumption characteristics. The content consumption of users showed a trend of coexistence of classics and diversity, with classics occupying the first place with 38.56% preference, and urban novels (35.37%), literary and philosophical classics (32.45%) and suspense and investigation (32.18%) constituted the mainstream types. 36.44% of users listed "adjusting emotions" as the primary purpose of listening, highlighting the social value of audio books as emotional companions. In terms of market pattern, Himalaya maintains the lead with 30.98% platform utilization rate, and its core competitiveness stems from the advantage of "rich book variety" recognized by 40.29% users. However, users' demand for platform improvement is equally significant, and "enriching categories", "improving content quality", "developing synchronous reading functions" and "building personalized playlists" are all things that users hope the platform can improve. iiMedia Research believe that the industry needs to focus on optimizing the content production mechanism, strengthen the dual-track parallel strategy of classic IP audio adaptation and original content development, and improve the accuracy of user matching through AI recommendation algorithms. It is suggested that the platform establish a creator incubation system, improve the multi-device scene adaptation technology, and explore the innovative service model of "audio-visual synchronization + community interaction" to meet users' continuous expectations for content depth and 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 | 2024-2025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 | 2025年中国文创产品行业消费行为洞察报告
文创产品作为文化创意与产品设计相结合的产物,近年来在全球范围内迅速兴起。它不仅承载着丰富的文化内涵,还以独特的创意和设计满足了消费者对于个性化、高品质产品的需求。随着人们生活水平的提高和文化消费意识的增强,文创产品行业展现出巨大的发展潜力,成为文化产业的重要组成部分。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年中国文创产品行业消费行为洞察报告》数据显示,当前文创产品市场表现出积极态势,近七成消费者呈现出较高的购买意愿,其中30.31% 的消费者对家居装饰和日常用品类的文创产品需求强烈。在文创品牌选择中,故宫博物院和中国国家博物馆备受青睐,超三成消费者会购买其文创产品,彰显出极高的影响力和认知度。在此良好发展背景下,37.57% 的消费者期待未来文创产品在文化内涵、产品质量和耐用性方面能够得到进一步加强和提升,这也为文创产品的发展方向提供了重要参考。艾媒咨询分析师认为,文创产品行业作为文化产业的新兴领域,市场前景广阔,发展潜力巨大。文创产品行业竞争日益激烈,参与者众多。既有博物馆、美术馆等文化机构,凭借其丰富的文化资源和品牌影响力,在文创产品市场占据一席之地;也有专业的文创企业,通过敏锐的市场洞察力和强大的设计研发能力,推出一系列具有市场竞争力的产品;此外,一些互联网企业也纷纷涉足文创领域,利用其技术优势和平台资源,推动文创产品的创新与发展。
As a combination of cultural creativity and product design, cultural and creative products have risen rapidly in the world in recent years. It not only carries a rich cultural connotation, but also meets the needs of consumers for personalized and high-quality products with unique creativity and design. With the improvement of people's living standards and the enhancement of cultural consumption awareness, the cultural and creative product industry has shown great development potential and become an important part of the cultural industry. According to the latest "Analysis report on China cultural and creative products industry consumer behavior insight in 2025 " released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry. According to the data of the Insight Report, the current cultural and creative products market shows a positive trend, and nearly 70% of consumers show a high willingness to buy, of which 30.31% of consumers have a strong demand for cultural and creative products of home decoration and daily necessities. In the choice of cultural and creative brands, the Palace Museum and the National Museum of China are favored, and more than 30% of consumers will buy their cultural and creative products, demonstrating a high influence and recognition. In this good development background, 37.57% of consumers expect that cultural and creative products in the future can be further strengthened and improved in terms of cultural connotation, product quality and durability, which also provides an important reference for the development direction of cultural and creative products. Analysts of IIMedia Consulting believe that the cultural and creative products industry, as an emerging field of the cultural industry, has broad market prospects and great development potential. The competition of cultural and creative products industry is increasingly fierce, and there are many participants. Existing museums, art galleries and other cultural institutions, with their rich cultural resources and brand influence, occupy a place in the market of cultural and creative products; There are also professional cultural and creative enterprises, through keen market insight and strong design and development capabilities, launched a series of competitive products; In addition, some Internet companies have also been involved in the field of cultural and creative products, using their technical advantages and platform resources to promote the innovation and development of cultural and creative products.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.
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