Workflow
谷子经济
icon
Search documents
二次元吃谷热背后:手艺人发财,小红书闲鱼赚流量,粉丝痛并快乐?
创业邦· 2025-07-31 03:53
Core Viewpoint - The article discusses the booming second-hand trading market within the ACG (Anime, Comic, Game) community, highlighting the impulsive buying behavior and the subsequent need for selling items at a loss, driven by the popularity of various IPs and merchandise [4][6][62]. Group 1: Market Dynamics - The second-hand market for ACG products has seen significant growth, with items experiencing drastic price fluctuations, such as a character figure dropping from 3000 yuan to hundreds within six months [4][6]. - The rise of IP economy has led to an increase in merchandise releases, with brands frequently launching new collaborations and products, creating a vibrant trading environment [6][7]. - The impulsive buying behavior is prevalent, with consumers often purchasing items at inflated prices during initial releases, only to later sell them at a loss on platforms like Xianyu [7][16]. Group 2: Consumer Behavior - Consumers in the ACG community exhibit a "buy high, sell low" mentality, often relying on second-hand sales to recoup costs from impulsive purchases [16][34]. - The phenomenon of "blind box" purchases has become common, where consumers buy mystery boxes with uncertain outcomes, leading to increased spending driven by the thrill of potential high-value items [35][40]. - Social media platforms like Xiaohongshu play a crucial role in influencing consumer behavior, where users showcase their collections and engage in community discussions before making purchases on trading platforms [57][58]. Group 3: Platform Analysis - Xianyu remains the dominant platform for second-hand ACG transactions, boasting a user base of 105 million and a 75% year-on-year increase in transaction volume [53]. - The emergence of niche platforms like Qindao and Jihuan She caters to specific segments within the ACG community, offering tailored services and community engagement [52][51]. - Xiaohongshu has unexpectedly benefited from the trading boom, becoming a preferred platform for users to showcase and discuss their collections before transitioning to sales on Xianyu [57][58]. Group 4: Challenges and Concerns - The influx of underage users in the second-hand market has raised concerns about impulsive buying and refund requests, complicating transactions for sellers [58][59]. - Issues such as counterfeit products and the need for better regulatory measures have emerged as significant challenges for the trading platforms [60][61]. - The sustainability of the second-hand market is questioned, as it heavily relies on the ongoing popularity of ACG IPs, with potential risks if new hits do not emerge [62].
“国潮”成二次元游戏赛道新流量密码“谷子经济”助厂商重视周边产品开发
Nan Fang Du Shi Bao· 2025-07-31 03:13
Core Viewpoint - The Chinese "ACG (Anime, Comic, Game)" gaming sector is experiencing a resurgence after a period of stagnation, with several major titles receiving approval or launching, marking a new industry peak similar to previous waves in 2015 and 2020 [1][2][5] Industry Trends - The current wave of ACG games is characterized by domestic developers no longer blindly following trends but instead focusing on developing their own intellectual properties (IPs) and integrating ACG elements with familiar game types, exploring niche markets [1][11] - The market is seeing a significant influx of new and established players, leading to a competitive environment that may result in a reshuffling of market positions [4][11] Game Launches and Performance - Notable game launches include "Victory Goddess: NIKKE," which achieved $1 billion in global revenue by January 2025, and "Pretty Derby," which returned after a 622-day hiatus, generating approximately $203 million in its first 12 days [2][3] - Other successful titles include "杖剑传说," which generated over 200 million yuan in its first month, and "最终幻想14:水晶世界," which began testing in June 2025 [3][4] Market Dynamics - The ACG gaming sector has experienced three major peaks over the past decade, with the current trend being driven by a more mature understanding of the market and player preferences [5][6] - Previous failures in the sector were often due to a lack of depth in storytelling and gameplay, leading to a "winner-takes-all" scenario where only a few titles succeeded [6][10] Cultural Shifts - The rise of "Guochao" (national trend) has allowed domestic developers to resonate more with local audiences, reducing cultural barriers and enhancing emotional connections with players [12][13] - The development of game-related merchandise is gaining traction, reflecting a shift in focus towards creating a broader ecosystem around ACG titles [12][13] Future Outlook - The current trend indicates a diversification of gameplay styles, with developers exploring various genres such as ARPG, shooting, and open-world games, which may lead to new market opportunities [11][12] - There is speculation about the potential for a "GTA-style" ACG game to emerge, with titles like "异环" and "无限大" being closely watched for their market impact [14][15][16]
这届年轻人,正在为归属感疯狂买单
Xi Niu Cai Jing· 2025-07-30 08:11
Group 1 - The core viewpoint is that Generation Z, characterized by their unique consumption behaviors and social interactions, is expected to contribute significantly to global consumer spending, with a projected $12 trillion by 2030 [2] - Generation Z is heavily influenced by digital technology and values-driven purchasing, often seeking emotional experiences and social identity through their consumption choices [4][15] - The rise of the "谷子经济" (Guzi Economy) reflects a shift in consumer mindset, where emotional and identity-driven purchases, particularly in the realm of anime and gaming, are becoming mainstream [14][18] Group 2 - Social media platforms like Weibo and Bilibili serve as essential spaces for Generation Z to express their identities and connect with like-minded individuals, facilitating a shift from functional consumption to value resonance [4][10] - The phenomenon of "线上蹦迪" (online partying) versus "线下社恐" (offline social anxiety) illustrates the duality of Generation Z's social behavior, where they thrive in online interactions while often feeling isolated in real life [7][8] - The popularity of niche communities and interest-based discussions on platforms like Weibo highlights the importance of belonging and emotional connection for this generation, driving their consumption patterns [11][12]
年入400亿,宁波文具富豪娄甫君开始卖“谷子”了
Sou Hu Cai Jing· 2025-07-28 07:58
Core Viewpoint - Deli, a long-established player in the stationery industry, is facing unprecedented challenges due to the shift towards digitalization and changing consumer preferences, prompting the need for transformation and exploration of new markets [2][4]. Group 1: Company Overview - Deli Group is a typical family-owned enterprise, with major shareholders holding 65%, 30%, and 5% of the shares respectively [2]. - The company is at a crossroads, needing to redefine itself as traditional stationery is no longer a necessity and emotional branding struggles to drive growth [2]. Group 2: Financial Performance - In 2024, Deli's revenue reached 40.235 billion RMB, a modest increase of 7.13 million RMB compared to 2023, with stationery business contributing approximately 60% of total revenue [3]. - The net profit attributable to shareholders was 1.396 billion RMB, reflecting an 8.58% decline year-on-year, while the net profit after deducting non-recurring items decreased by 11.75% [3]. Group 3: Market Challenges - The traditional stationery business is encountering significant growth bottlenecks, with revenue from writing tools, student stationery, and office supplies showing minimal growth rates of 6.86%, 0.14%, and 1.74% respectively in 2024 [4][5]. - The overall stationery market is experiencing a decline in shipment volumes, with a drop of 5% to 8% annually over the past three years, and some traditional categories seeing declines exceeding 10% [4][5]. Group 4: New Market Exploration - Deli is attempting to pivot towards the "Guzi Economy," which has a market size of 168.9 billion RMB in 2024, growing at a rate of 40.63% compared to 2023, and is projected to exceed 300 billion RMB by 2029 [7]. - The company has launched various co-branded products with popular IPs, aiming to attract younger consumers, but faces challenges in profitability due to high costs associated with IP licensing and marketing [9][11]. Group 5: New Energy Sector Entry - Deli is entering the new energy sector, specifically focusing on home charging stations, with plans to launch a 7kW charging station at a competitive price point significantly lower than industry averages [13]. - However, Deli faces challenges in brand recognition and market penetration, as established players dominate the charging station market, and the company lacks core technological expertise in this field [13][15]. Group 6: Strategic Recommendations - The company needs to balance short-term survival with long-term strategic positioning, focusing on improving profitability in traditional business while building competitive advantages in new markets [16][17]. - Emphasizing resource allocation towards areas with sustainable competitive advantages is crucial for Deli to regain growth momentum and ensure a stable transformation journey [17].
年轻人的广场舞,正在席卷各大商场
Hu Xiu· 2025-07-28 07:03
Group 1 - The core concept of the article revolves around the rising trend of Random Play Dance as a popular youth activity, transforming traditional shopping malls into vibrant cultural spaces [1][10][20] - Random Play Dance is characterized by its spontaneous nature, where participants dance to randomly selected songs in public spaces, creating a lively atmosphere [4][5][10] - The phenomenon is closely linked to K-Pop culture, originating from a popular South Korean variety show, which has contributed to its global appeal and acceptance among fans [6][7][9] Group 2 - The article highlights the commercial potential of Random Play Dance, with dance studios and event organizers capitalizing on its popularity by hosting numerous events, thus creating a cycle of engagement and consumption [11][12][13] - The events often include additional commercial elements, such as merchandise sales and sponsorships, indicating a shift towards a more business-oriented approach [14][15][17] - The article discusses the evolving nature of these events, where the focus has shifted from pure enjoyment to a blend of entertainment and marketing, reflecting broader trends in youth culture and consumer behavior [10][14][20] Group 3 - Random Play Dance serves as a social connector among youth, breaking down barriers and fostering a sense of community through shared experiences [21][22][23] - The accessibility of Random Play Dance allows individuals of varying skill levels to participate, promoting inclusivity and emotional engagement [22][24][25] - The concept of "emotional economy" is explored, suggesting that the value derived from participation in such activities may extend beyond mere entertainment to encompass deeper social and emotional connections [27]
拱墅 青春武林起新声
Hang Zhou Ri Bao· 2025-07-28 02:36
Core Viewpoint - The integration of sports, culture, and commerce in the Wulin Square area is driving economic growth and enhancing the consumer experience, particularly through events like the street basketball competition and themed markets [9][10][11]. Group 1: Event Impact - The Hangzhou Business Community Street Basketball Championship, referred to as "楼BA," has attracted numerous teams and spectators, significantly boosting the local economy, particularly in restaurants and cafes [9][10]. - The event has transformed Wulin Square into a vibrant hub, with various themed consumption scenarios like "运閤集" and "武林吨吨冰饮节," featuring over 60 types of ice drinks and desserts [10][11]. Group 2: Cultural and Commercial Integration - The integration of cultural performances and sports events is enhancing the consumer experience, with regular performances at key locations to fill waiting times and extend visitor stays [11][12]. - The "运閤集" market features unique sub-brands and has nearly 400 stalls, with a significant portion dedicated to original brands, including intangible cultural heritage products [12][13]. Group 3: Economic Growth Metrics - The Wulin commercial area has seen a 30% increase in foot traffic and over 1.1 billion yuan in sales during major events, indicating a strong correlation between cultural events and economic performance [14]. - The area is projected to host 115 consumer promotion activities in the second half of the year, further stimulating local commerce [11]. Group 4: Future Developments - The Wulin commercial area aims to attract 108 new stores by 2024, enhancing its status as a premier shopping destination in Hangzhou [16][17]. - Upcoming high-end commercial projects like Hangzhou Hang Lung Plaza are expected to reshape the regional commercial landscape, focusing on youth, trends, and sports [17][18].
乐自天成:IP玩具头部公司,发展潜力大
GOLDEN SUN SECURITIES· 2025-07-27 10:47
Group 1 - The investment rating for the industry is "Accumulate (Maintain)" [4] - The report highlights that the IP toy industry in China is experiencing significant growth, with the market size reaching 1,742 billion RMB in 2024, and IP toys accounting for over 43% of this market [2][60] - The report emphasizes the strong financial performance of the company, with projected revenue of 630 million RMB in 2024, representing a year-on-year growth of 30.7% [1][26] Group 2 - The report identifies three core competitive advantages of the company: IP resources, channel coverage, and supply chain efficiency [3][36] - The company has established a unique competitive advantage system in the IP derivative market, creating a complete business loop through self-owned and authorized IP operations [3][36] - The report notes that the company has successfully expanded its overseas market presence, with overseas revenue projected to reach 147.4 million RMB in 2024, a 152% increase year-on-year [1][15] Group 3 - The report discusses the "Guzi Economy," which refers to the economic activities surrounding secondary cultural products, indicating a broad growth potential in this sector [2][36] - The report forecasts that the overall market size for IP derivatives will exceed 3,357 billion RMB by 2029, with a compound annual growth rate of over 14% from 2024 to 2029 [60][64] - The report highlights that the core consumer group for IP toys is primarily under 35 years old, showing a strong interest and emotional connection to IP content [64][68]
金饰价又跌破1000元!18至34岁消费者是购买主力
第一财经· 2025-07-25 06:25
Core Viewpoint - The article discusses the impact of high gold prices on gold consumption in China, highlighting a decline in jewelry consumption while demand for gold bars remains strong. It also emphasizes the shift in consumer demographics towards younger generations who are increasingly interested in gold jewelry as a cultural symbol and social currency [1][2][4]. Group 1: Gold Price and Consumption Trends - In the first half of 2025, China's gold consumption was 505.205 tons, a year-on-year decrease of 3.54%. Jewelry consumption specifically fell by 26.00% to 199.826 tons, while gold bars and coins saw a 23.69% increase to 264.242 tons [1]. - Domestic gold jewelry prices are around 1000 yuan per gram, with slight declines observed in recent days across various brands [1]. Group 2: Changing Consumer Demographics - The Z generation (ages 18 to 34) is emerging as a significant force in the gold consumption market, purchasing gold jewelry more frequently than older age groups [4]. - Young consumers are reshaping the gold market by focusing on product design, emotional storytelling, and unique cultural elements, leading to a preference for jewelry that reflects personal identity and social status [5]. Group 3: Market Strategies and Innovations - Companies like Chow Tai Fook are leveraging IP collaborations to attract younger consumers, with successful product lines such as the Chow Tai Fook x Black Myth series generating over 150 million yuan in retail sales since its launch [5][6]. - The rise of the "two-dimensional economy" and "grain economy" presents new opportunities for traditional industries, including jewelry, prompting companies to adapt their strategies to align with evolving consumer preferences [6].
半年盘点|上半年黄金首饰消费下降近三成,但一些热门IP产品却好卖了
Di Yi Cai Jing· 2025-07-25 04:32
Group 1 - The high gold prices are suppressing gold jewelry consumption, but lightweight, well-designed, and high-value-added jewelry products remain popular, benefiting merchants' profitability [1] - In the first half of 2025, China's gold consumption is projected to be 505.205 tons, a year-on-year decrease of 3.54%. Gold jewelry consumption is expected to be 199.826 tons, down 26.00%, while gold bars and coins are expected to increase by 23.69% to 264.242 tons [1] - The rise of social media has transformed gold jewelry into a cultural symbol and social currency, particularly among younger consumers who are driving the trend towards personalized and youthful consumption [1][4] Group 2 - Generation Z is emerging as a new main force in the gold consumption market, with consumers aged 18 to 34 purchasing gold jewelry more frequently than other age groups [4] - Young consumers are increasingly interested in unique designs and emotional expressions conveyed through jewelry, favoring products with cultural significance and brand stories [4] - Industry leaders like Chow Tai Fook are leveraging IP collaborations to attract younger consumers, with successful product lines such as the Chow Tai Fook x Black Myth series generating over 150 million RMB in retail value since its launch [4][7] Group 3 - The rise of the "two-dimensional economy" and "grain economy" presents new opportunities for traditional industries, including jewelry, prompting companies to adapt to new consumer trends [7] - Companies are focusing on identifying IP resources that align with their brand positioning to launch diverse IP jewelry products tailored to various consumer segments [7]
“国潮”掀起新一轮二次元游戏热潮 “谷子经济”神助攻
Nan Fang Du Shi Bao· 2025-07-24 13:31
Core Viewpoint - The Chinese "ACG (Anime, Comic, Game)" gaming sector is experiencing a resurgence after a period of stagnation, with several major titles receiving approval or launching, marking a new wave of industry excitement similar to past peaks in 2015 and 2020 [1][2][7] Industry Trends - The current wave of ACG games is characterized by a shift from blind imitation to the development of original IPs, with companies exploring niche markets and integrating ACG elements with familiar game genres [1][14] - The market is seeing a diverse range of game types, including card games, retro styles, and SLG, indicating a broader appeal to ACG players [14][15] New Entrants and Game Launches - A number of new and returning titles are launching, including "Victory Goddess: NIKKE," which achieved significant revenue shortly after its release [2][4] - Established titles like "Pretty Derby" are also making comebacks, with strong community engagement despite lower initial performance metrics [4][5] Major Upcoming Titles - Anticipated releases include Perfect World's "Yihuan," which has garnered over 300,000 pre-registrations, and Tencent's adaptation of the popular comic "Yiren Zhi Xia" [5][8] - The trend of exporting games to international markets before domestic launches is becoming more common, with titles like "Ruyuan" leading the way [15][17] Market Dynamics - The ACG gaming sector has experienced three major peaks over the past decade, with the current phase being distinct due to the focus on quality and innovation rather than mere replication of successful formulas [7][12] - The industry is witnessing a competitive landscape where both established and new players are vying for market share, potentially leading to a reshuffling of the market [6][9] Cultural Integration - The rise of "Guochao" (national trend) is influencing ACG games, allowing developers to connect more deeply with local audiences through culturally resonant themes [17][18] - The development of game-related merchandise is gaining traction, reflecting a growing recognition of the potential for additional revenue streams beyond the games themselves [17][18] Future Outlook - Analysts suggest that the likelihood of a breakout hit akin to "GTA" in the ACG space is low in the current competitive environment, as many developers focus on monetization rather than long-term product development [19][21] - The potential for independent PC games to emerge as significant players in the ACG market is noted, emphasizing the importance of narrative and emotional connection over gameplay mechanics [21][22]