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六一档“遗憾”复盘:票房小爆,但谷子不行
创业邦· 2025-06-03 10:03
Core Viewpoint - The 2025 Dragon Boat Festival box office performance has shown a significant recovery in the film market, with total box office revenue reaching 448 million yuan and 11.45 million viewers, surpassing the same period last year, indicating a positive trend for the upcoming summer season [4][5][6]. Group 1: Box Office Performance - The 2025 Dragon Boat Festival box office reached 448 million yuan, with 11.45 million viewers, marking a substantial increase compared to previous years [4][5]. - The top film during this period was "Mission: Impossible 8," which grossed 180 million yuan, leading the box office and contributing to the overall positive performance [6][14]. - The 2023 Dragon Boat Festival had the highest performance in recent years, with a box office of 911 million yuan, largely driven by the blockbuster "The Missing Her" [12][14]. Group 2: Market Trends - The Dragon Boat Festival has evolved into a unique period with two distinct characteristics: a short duration and an unpredictable date, making it a recognized small box office period in the industry [11]. - The combination of the Dragon Boat Festival and Children's Day this year has created a new opportunity for box office growth, with the market surpassing 200 million yuan on June 1, marking the best Children's Day performance since 2020 [17]. - The current film market is experiencing a shortage of strong films, with many new releases failing to generate significant box office revenue, indicating a potential ongoing issue for the industry [19][34]. Group 3: Import and IP Economy - The return of imported films to the top position in the Dragon Boat Festival box office, with "Mission: Impossible 8" leading, marks a shift from recent years where domestic films dominated this period [14]. - The analysis of the film market should now incorporate the "goods" economy, as seen with the success of the "Stitch" IP, which has generated significant revenue through merchandise sales alongside its film release [9][28]. - The "Doraemon" franchise continues to perform steadily in the box office, with its films consistently generating between 100 million to 200 million yuan, highlighting the importance of IP in the current market [30]. Group 4: Upcoming Summer Season - The summer season is expected to be challenging, with a significant drop in box office revenue from the previous year, indicating a cautious outlook for the upcoming films [36][42]. - The current film slate for June is heavily dominated by imported films, with few domestic blockbusters scheduled, suggesting that imported films will play a major role in the summer box office [37][39]. - The success of the summer season will largely depend on the potential release of strong domestic films, as the current lineup appears insufficient to match last year's performance [44][47].
2025年谷子经济行业深度研究报告
Sou Hu Cai Jing· 2025-06-02 01:09
Core Insights - The "Millet Economy" is transitioning from a niche market to a mainstream market, showing strong growth potential with a market size approaching 1.7 trillion yuan in 2024, expected to exceed 2 trillion yuan in 2025 [1][44] - The user base for the "Millet Economy" has reached 500 million, with Generation Z being the primary consumer group, and female consumers' share increasing significantly from 67% in 2023 to 78% in Q1 2025 [1][16] - The industry is characterized by a clear supply chain structure, with upstream focusing on IP development, midstream on production, and downstream on diversified sales channels including e-commerce and physical stores [1][19] Industry Definition - "Millet" refers to merchandise related to the two-dimensional culture, including various products derived from IP such as badges, standees, and paper products [5] Industry Development - The "Millet Economy" has evolved from relying on imported products to a robust domestic production model, with significant growth in local IP development since 2010 [8][9] - The market has seen a surge in innovative product forms like blind boxes and trendy toys, with companies like Pop Mart leading the way [8] Product Types - The most popular product type is badges, which dominate the second-hand market with a 64% share, followed by paper products at 19% and standees at 12% [10][11] Industry Scale - The market size of the "Millet Economy" is projected to grow significantly, with a 40% year-on-year increase expected in 2024, reaching nearly 1.7 trillion yuan [12][44] Industry Outlook - The low derivative product rate of domestic IP indicates substantial growth potential, with only 10% of film-derived income coming from merchandise compared to higher rates in the US and Japan [2][15][58] User Insights - The consumer demographic is predominantly female, with a notable increase in purchasing frequency and willingness to pay premiums for limited edition products [35][37] - Generation Z is a key driver of the market, with a significant portion of their spending directed towards "Millet" products, reflecting a shift towards emotional and social value in consumption [16][67] Industry Chain - The industry chain consists of three main segments: upstream IP development, midstream production, and downstream sales channels, with a focus on maximizing sales efficiency through a well-integrated supply chain [19][23]
成都出台2025年提振消费专项行动实施方案 多维度激发消费潜力
Core Viewpoint - Chengdu's Development and Reform Commission has launched the "2025 Chengdu Consumption Promotion Special Action Implementation Plan," aiming to enhance consumption and establish Chengdu as an international consumption center by implementing 26 key tasks across six areas [1][2][3] Group 1: Overall Goals - The plan targets a 5% increase in Chengdu's total retail sales of consumer goods by 2025, with service consumption retail accounting for over 50% [1] - It aims to create over 100 unique consumption scenarios and host more than 120 large-scale cultural and sports events, including music festivals and concerts [1] - The plan includes a "trade-in" policy for consumer goods, aiming to stimulate consumption by 40 billion yuan [1] Group 2: Major Consumption Areas - For bulk consumption, the plan introduces measures such as expanding subsidies for the "trade-in" program and launching second-hand goods circulation pilot projects [1] - In the automotive sector, it plans to add 10 new second-hand car dealerships, targeting a 30% increase in second-hand car retail sales [1] - In housing, the plan aims to supply 120,000 new residential units by 2025 and renovate 395 old communities and 63 urban villages [1] Group 3: Service Consumption Expansion - The plan emphasizes the development of cultural, creative, tourism, and sports sectors, including the establishment of the Tianfu International Animation City and the promotion of the Giant Panda Base as a 5A scenic area [2] - It aims to host over 120 large concerts and music festivals, along with 1,000 exhibition events annually [2] - In the service sector, it plans to enhance home service branding and regulate the pet economy, promoting pet-friendly spaces [2] Group 4: New Consumption Models - The plan focuses on fostering new consumption models such as the "first launch economy," low-altitude consumption, and platform economy [3] - By 2025, it aims to establish 800 first stores, host 100 high-profile launch events, and create 50 landmark locations [3] - In the low-altitude consumption sector, it will support the development of low-altitude tourism and drone performances [3] Group 5: Economic and Environmental Enhancements - The plan aims to stabilize employment, increase income, and enhance social security measures to improve residents' consumption capacity [3] - It seeks to create a favorable consumption environment by ensuring rest and vacation rights, optimizing the business environment, and improving urban and rural consumption facilities [3]
“跨界王”京基智农再跨界,押宝IP产业胜算几何?
Bei Ke Cai Jing· 2025-05-30 14:00
Core Viewpoint - Shenzhen Jingji Zhino Times Co., Ltd. (referred to as "Jingji Zhino") is preparing to enter the IP operation business to create a second growth curve amid declining revenue and net profit in 2024, raising questions about whether this move is a rational decision or a blind trend-following [1][3]. Group 1: Business Transition - In May 2025, Jingji Zhino announced its entry into the IP industry, aiming to establish a three-in-one model of "IP matrix - traffic operation - secondary market management" to tap into the trillion-level market [2]. - Jingji Zhino's main businesses include pig and poultry breeding, feed production, and real estate development, with the new IP venture aligned with its commitment to social responsibility and consumer needs [2][3]. - The company plans to collaborate with over 50 IPs and aims to add more than 10 new signed and incubated IPs in the coming year, adjusting its IP matrix based on market feedback [2][3]. Group 2: Financial Performance - In 2024, Jingji Zhino reported a revenue of 5.96 billion yuan, a 52% year-on-year decline, and a net profit of 714 million yuan, down 59.13%, marking the first performance drop since 2022 [3]. - The decline in revenue was primarily due to a significant drop in real estate project sales, with net profit from real estate falling approximately 90% to around 240 million yuan [3][4]. - Despite improved profitability in the pig breeding sector, the overall industry is not considered a sunrise industry, leading to a search for more lucrative side businesses [3][4]. Group 3: Market Context and Challenges - The current popularity of the IP industry is linked to trends like the "goods economy," which has gained traction among younger consumers, particularly the Z generation [8][9]. - The market for the "goods economy" reached 168.9 billion yuan in 2024, with a projected growth rate of 41% [8][9]. - Jingji Zhino's entry into the IP sector is seen as a potential way to enhance its brand experience and create a second growth curve, but it faces challenges in adapting to the rapidly changing consumer demands and the complexities of IP management [10][11].
徽章单克超黄金!谷子经济凭啥让年轻人掏空钱包?
Sou Hu Cai Jing· 2025-05-30 02:42
Core Insights - The rise of the "Guzi Economy" is reshaping consumption patterns among young people in China's competitive subculture market, with an expected market size of nearly 600 billion yuan in 2024, of which 28% (approximately 168.9 billion yuan) will be attributed to the Guzi Economy, projected to exceed 300 billion yuan by 2029, growing at an annual rate of 40% [1][3][6] Group 1: Market Dynamics - The Guzi Economy is driven by the success of domestic IPs like "Genshin Impact" and "Nezha: Birth of the Demon Child," which integrate traditional Chinese cultural elements, fostering a deep emotional connection between consumers and virtual characters, leading them to pay premium prices for related merchandise [3][5] - The business model behind the Guzi Economy is characterized by low production costs and high markups, with items like anime badges costing only 2 to 5 yuan to produce but selling for tens or even thousands of yuan, as they serve as emotional carriers for fans [5][6] - The unique consumption ecosystem within the subculture encourages fans to purchase merchandise as a form of support for their favorite IPs, creating a psychological link where increased spending is equated with greater support [5][6] Group 2: Cultural and Economic Implications - The Guzi Economy reflects a deeper industrial logic, supported by Japan's successful "content-merchandise-tourism" model, exemplified by "Demon Slayer," which has generated over 1 trillion yen in merchandise sales [6][7] - The rise of domestic IPs has led to a resonance between the Guzi Economy and the cultural industry, with works like "Chang'an 30,000 Li" visually expressing traditional culture and expanding consumption scenarios into emerging formats like VR exhibitions and the metaverse [7][9] Group 3: Entrepreneurial Opportunities - Entrepreneurs have opportunities in this billion-yuan market, especially with policy support that encourages the transformation of traditional shopping centers into "subculture landmarks," offering up to 30% rent subsidies [9][10] - In lower-tier cities, where per capita annual spending on Guzi products is significantly lower than in first-tier cities (800 yuan vs. less than 200 yuan), entrepreneurs can tap into this potential by opening small stores near schools or utilizing online platforms for pre-sales [9][10] Group 4: Future Trends - The essence of the Guzi Economy lies in infusing emotional value into products, with future developments potentially including AR interactive figures, NFT digital merchandise, and virtual exhibitions, all aimed at fulfilling the human need for emotional connection [12]
泡泡玛特宣布暂停Labubu在英国销售,外国黄牛大打出手!Labubu能火多久?
21世纪经济报道· 2025-05-29 14:20
Core Viewpoint - The article discusses the explosive popularity of Labubu, a product from Pop Mart, and its impact on the company's stock performance and market position, while also highlighting the challenges and uncertainties faced by the toy industry and other competitors like Miniso [2][5][10]. Group 1: Labubu's Popularity and Impact - Labubu has become a cultural phenomenon, leading to chaotic scenes during sales events, including fights at a shopping center in London due to high demand [2]. - Pop Mart's stock price has surged, reaching 225 HKD per share, marking a 4.31% increase and a total market capitalization exceeding 300 billion HKD [4]. - The revenue contribution from Labubu has significantly increased, with projections indicating that sales from the THE MONSTERS series could grow from 30 billion CNY in 2024 to 140 billion CNY by 2027 [10]. Group 2: Competitive Landscape - Other toy companies are attempting to capitalize on the "IP concept," with brands like 52TOYS and 卡游 seeking to go public, but not all are experiencing the same level of success as Pop Mart [5]. - Miniso's strategy differs from Pop Mart's, focusing on a dual engine model of "co-branding + original IP," but it struggles to create standout products that can compete with Pop Mart's unique IPs [14]. - The toy industry is characterized by unpredictability, with the lifespan of popular IPs being uncertain, as seen with past trends where once-popular brands like Bearbrick have lost their appeal [12][13]. Group 3: Financial Performance and Projections - In 2022, Pop Mart's revenue from its top IPs was led by SKULLPANDA and MOLLY, while Labubu's revenue contribution was relatively modest at 3.68 billion CNY, but it has since surged [9]. - The financial outlook for Pop Mart remains optimistic, with expectations of continued growth driven by the popularity of Labubu and the blind box model, although there are concerns about the sustainability of this growth [10][11]. - Miniso's financial reports indicate increasing costs associated with IP licensing, which may impact its profitability and competitive position in the market [15].
2025年谷子经济行业简析报告-嘉世咨询
Sou Hu Cai Jing· 2025-05-29 11:35
Core Insights - The report highlights the rapid growth of the "Goods Economy" driven by secondary IP derivatives, transitioning from niche markets to mainstream appeal, with a projected market size exceeding 2000 billion yuan by 2025 [1][2][47]. Industry Definition - "Goods" refers to secondary products related to two-dimensional culture, including badges, paper products, and standees, with the term "eating goods" denoting the purchase of these items [7]. Industry Development - The "Goods Economy" in China showcases a blend of cultural consumption and industrial upgrading, with a significant shift from overseas IP derivatives to domestic production, particularly in the last decade [10][11][12]. Product Types - Badges are the most popular product type, accounting for 64% of the second-hand market sales, followed by standees and other merchandise [13][15]. Market Size - The market size for the "Goods Economy" is expected to reach approximately 1689 billion yuan in 2024, reflecting a year-on-year growth of over 40% [47]. Industry Outlook - The domestic IP derivative market is currently underdeveloped, with only 10% of film revenues coming from merchandise, indicating significant growth potential compared to mature markets like the US and Japan [22][48]. User Demographics - The core audience for the "Goods Economy" is primarily the Z generation, with a user base projected to reach 5 billion, and a notable increase in female consumers from 67% in 2023 to 78% in early 2025 [23][42]. Industry Chain - The industry chain consists of three main segments: upstream IP development, midstream production and design, and downstream sales channels, which include online platforms and physical stores [26][32][36]. Challenges and Opportunities - The industry faces challenges such as homogenization, weak copyright protection, and dependency on IP, but also benefits from rapid market expansion and the rise of domestic IPs [2][45].
A股放量上涨,这一板块成为新热点
新华网财经· 2025-05-29 09:34
Group 1 - The A-share market shows a significant phenomenon of localized stock gathering, with sectors like controllable nuclear fusion, innovative drugs, and "unmanned vehicle" concepts gaining recent market attention [1] - The digital currency sector has surged, becoming a new hotspot in the A-share market, with the digital currency index rising by 7.66%, ranking third among Wind concept indices [1] - The overall market saw a rise, with the Shanghai Composite Index up by 0.7%, the Shenzhen Component Index up by 1.24%, and the ChiNext Index up by 1.37%, with over 4,400 stocks rising and a total market turnover of 1.21 trillion yuan [1] Group 2 - The Hong Kong stock market saw a significant increase in digital currency concept stocks, with Zhong An Online rising by 31.56% at the close, after peaking at over 36% during the day [3] - The Hong Kong Legislative Council passed the "Stablecoin Regulation Draft" on May 21, establishing a licensing system for fiat-backed stablecoin issuers, which aims to enhance the regulatory framework for virtual asset activities and promote financial innovation [5] - UBS reported that the Hong Kong Monetary Authority has launched a regulatory "sandbox" for stablecoin issuers, with RD InnoTech, in which Zhong An Online holds an 8.7% stake, being one of the three participating institutions [5] Group 3 - The card game and trendy toy sectors are experiencing high levels of prosperity, with companies expanding their operations and focusing on IP development and commercialization [8] - Companies are increasingly paying attention to the "grain economy" and enhancing its integration with their products, leading to continuous expansion in the related industrial chain [8]
新消费+谷子经济+潮玩IP最正宗的五大龙头,实力碾压中毅达和王子新材
Sou Hu Cai Jing· 2025-05-29 06:14
Group 1 - The "Guzi Economy" is rapidly gaining traction in the consumer market, becoming one of the most explosive sectors in the new consumption wave [1] - By 2029, the scale of China's ACG (Animation, Comic, and Game) industry is expected to exceed 590 billion yuan, with the Guzi Economy growing at an astonishing annual rate of 13% [2] - Only five leading companies have established strong competitive barriers through unique advantages in IP operation, technology integration, and channel expansion, achieving significant growth [2] Group 2 - The first leading company is Shifeng Culture (002862), which has exclusive Pokémon electric toy series and is actively utilizing generative AI technology to upgrade smart toys [3] - The second company, Guangbo Shares (002103), has a strong IP portfolio, including over 15 top IPs like Detective Conan and Mo Dao Zu Shi, with the highest cross-border e-commerce channel coverage in the industry [3] - The third company, Aofei Entertainment (002292), is set to launch a new electric toy in Q3 2024, with monthly sales expected to exceed 100 million yuan [3] - The fourth company, Huali Technology (301011), has a unique position as the only listed company in China with production qualifications for both Ultraman and Pokémon cards [3] - The fifth company, Yuanlong Yatu (002878), has a projected 67% year-on-year growth in its trendy toy business for Q1 2025 [3]
快倒闭的老商场,被二次元盘活
Hu Xiu· 2025-05-29 01:05
Core Insights - The revival of the once-declining Diwang Plaza in Guangzhou is attributed to the emergence of the "Guzi" market, which focuses on selling merchandise related to the ACG (Anime, Comic, and Game) culture, particularly appealing to the younger demographic [6][11][12] - The "Guzi" economy is experiencing significant growth, with projections indicating a market size of 1.689 billion yuan in 2024, reflecting a 40.63% increase from 2023, and expected to surpass 3 trillion yuan by 2029 [13] - Despite the initial success of the Guzi market, concerns about sustainability and market saturation are emerging, as many vendors rely on selling second-hand items and face challenges in maintaining customer interest [67][70][77] Group 1: Market Dynamics - The Guzi market has transformed Diwang Plaza from a once-popular shopping destination into a vibrant hub for ACG enthusiasts, with over 100 stalls operating during peak times [18][11] - The market features a diverse range of vendors, including older individuals and students, creating a community atmosphere where shared interests in anime and related merchandise foster social interactions [8][9][40] - The pricing strategy in the Guzi market is notably competitive, with stall fees ranging from 13 yuan to 30 yuan per day, making it accessible for many vendors [20][22] Group 2: Consumer Behavior - The demographic of the Guzi market has shifted, with a significant increase in female consumers, indicating a broader appeal beyond traditional male collectors [60] - Consumers are increasingly seeking affordable merchandise, leading to a preference for smaller, less expensive items over traditional collectibles, which has resulted in a decline in sales for higher-priced goods [61][64] - The market's atmosphere encourages price comparison and negotiation, with customers often using their phones to check prices online, reflecting a savvy consumer base [23][69] Group 3: Challenges and Concerns - The initial excitement surrounding the Guzi market is waning, with vendors reporting decreased sales compared to the previous year, raising questions about the long-term viability of the market [68][69] - The increasing homogeneity of products offered by vendors is contributing to a decline in consumer interest, as many stalls feature similar items week after week [70] - The commercial space for vendors is becoming more limited, with reports of increased competition for stalls and the potential for larger retailers to dominate the market, threatening the grassroots nature of the Guzi economy [76][77]