二次元经济
Search documents
广州/深圳二次元商业体厮杀正酣,谁能领跑华南?
3 6 Ke· 2025-08-27 02:36
Core Insights - The market size of the millet economy in China is expected to exceed 200 billion yuan by 2025, driven by the expansion of millet concepts and product categories, as well as the increasing consumer demand for spiritual consumption [1] - The broader pan-2D and peripheral market is projected to reach 652.1 billion yuan by 2025 and 834.4 billion yuan by 2029 [1] - Guangzhou and Shenzhen are emerging as key players in the 2D economy, showcasing robust development and consumer engagement [2][3] Market Overview - The millet economy is gaining traction in various cities, with a focus on social media engagement, the number of millet stores, and brand positioning [1] - Guangzhou's retail sales reached 561.1 billion yuan in the first half of 2025, while Shenzhen's reached 494.9 billion yuan, ranking fifth and sixth nationally [2] - The high proportion of young consumers in both cities contributes to a strong acceptance of new cultural trends, particularly in the 2D sector [2] Consumer Engagement - As of August 25, 2025, the topic of "eating millet" in Guangzhou garnered 55.3 million views, while Shenzhen's related topics reached 36.3 million views, indicating strong regional interest [3] - The density of millet stores in Guangzhou (184) and Shenzhen (145) positions them among the top cities in China for millet store distribution [5][7] Commercial Landscape - Guangzhou's 2D commercial landscape is concentrated along the subway Line 1, with key areas including Beijing Road, Tianhe Road, and Zhongshan Third Road [8] - The Beijing Road business district, a historical commercial hub, recorded a foot traffic of 134 million in 2024, with significant contributions from the 2D economy [10] - The Tianhe Road business district is a major shopping area with nearly 300 million visitors in the first half of 2025, hosting various 2D-related events and activities [16] Key Players and Developments - The "Anime Star City" in Guangzhou features over 50 2D-related stores and has a high occupancy rate of 99.8%, generating revenue of approximately 37.2 million yuan in the first half of 2025 [10][11] - The "Big City" in Shenzhen is recognized as a leading 2D destination, attracting up to 56,000 visitors in a single day [21] - Various commercial complexes in Shenzhen, such as C Future City and Happy Coast, are actively hosting 2D events and introducing new brands to enhance consumer engagement [27][30]
为了这个 6000 亿市场,互联网大厂又“打起来”了
Sou Hu Cai Jing· 2025-08-25 15:01
Core Insights - The growth logic of the ACG (Anime, Comic, and Game) sector fundamentally conflicts with the internet's demand for scale, as platforms seek broad growth while ACG's commercial value relies on deep engagement within niche communities [23][24]. Group 1: Market Growth and User Engagement - Xiaohongshu has accumulated a significant number of ACG users, with content publication in this category growing by 175% year-on-year, second only to fashion and food [1]. - The general ACG user base is projected to reach 503 million by 2024, nearly half of the total internet users, with the market size expected to reach 597.7 billion yuan [2]. - Major internet companies, including Tencent and Bilibili, are heavily investing in ACG content, with Tencent Video planning to release nearly 90 ACG projects by 2025 [3]. Group 2: Consumer Spending and Demographics - The Z generation, which constitutes a core part of the ACG user base, has a disposable income of 13 trillion yuan, with 95% being ACG users who show a higher willingness to pay for ACG content [4]. - The ACG peripheral market has seen significant growth, with the market size increasing from 5.3 billion yuan in 2016 to 102.4 billion yuan in 2023, representing a compound annual growth rate of 52.7% [7]. Group 3: Content Creation and Monetization Challenges - Bilibili's animation short dramas have shown promising growth, with monthly revenue surpassing 10 million yuan and a year-on-year growth rate of nearly 140% [5]. - Despite the growth in ACG content, Bilibili's IP derivative product revenue has been declining, dropping to 4.7 billion yuan in Q1 2025, marking a 4% year-on-year decrease [12]. - The ACG industry faces a structural contradiction of high traffic but low conversion rates, with many platforms struggling to monetize effectively [17][20]. Group 4: Market Dynamics and Competition - The competition for ACG content is intensifying, with platforms like Douyin and Kuaishou reporting billions of views on ACG topics, indicating a growing interest [3]. - The overall internet user growth is slowing, with the mobile internet monthly active user count reaching 1.235 billion by 2024, leading to a more competitive environment for user acquisition [21]. - The ACG market's potential is significant, but the reliance on niche communities poses challenges for broader market penetration [23][24]. Group 5: Future Outlook and Strategic Implications - The ACG sector's growth may not be sustainable without innovative content and effective monetization strategies, as evidenced by Bilibili's struggles with user growth and revenue generation [13][14]. - The increasing costs of content licensing and the reliance on external IPs for revenue generation are pressing concerns for companies in the ACG space [15][16]. - As the internet landscape evolves, companies may need to adapt their strategies to navigate the complexities of the ACG market while addressing the challenges of user engagement and monetization [22][27].
新业态!新场景!中央大街“老商业”兴起“爆改潮”
Sou Hu Cai Jing· 2025-08-23 11:02
Core Insights - The article highlights the transformation of traditional retail spaces in Harbin, focusing on the shift from selling products to providing experiential consumption opportunities, particularly during the summer tourism boom [1][4][10] Group 1: Retail Transformation - Major shopping centers around Central Street have undergone optimization and upgrades, resulting in an average increase of 20-30% in foot traffic [1][8] - The introduction of over 100 trendy stores and more than 20 experiential zones has diversified the shopping experience for both locals and tourists [1][4] - The shift towards experiential retail is evident, with activities such as interactive cooking demonstrations and DIY toy-making attracting significant customer engagement [2][4] Group 2: Targeting Young Consumers - The establishment of a "two-dimensional" street in the 松雷商厦 has attracted a younger demographic, featuring anime-themed activities and merchandise [5][6] - Events related to popular culture, such as anime product launches and themed festivals, have successfully drawn crowds, with peak attendance reaching approximately 2,000 visitors over two days [8] - The focus on integrating entertainment and leisure activities, such as VR experiences and themed dining, has significantly enhanced customer satisfaction and extended their visit duration [11] Group 3: Revamping Traditional Spaces - Traditional shopping centers are actively replacing outdated retail formats with new, engaging concepts to revitalize foot traffic [10][11] - 百盛购物中心 has transformed its fifth floor into a themed street, incorporating diverse offerings like dining, cinema, and interactive experiences, resulting in a 20-fold increase in foot traffic compared to previous levels [11] - The strategic redesign of store layouts and the introduction of unique entertainment options have proven effective in attracting and retaining customers [10][11]
B站营收、用户双增 “二次元经济”破壁待解
Zhong Guo Jing Ying Bao· 2025-08-22 15:59
Core Viewpoint - Bilibili (NASDAQ: BILI, HKEX: 9626) reported a total revenue of 7.34 billion yuan for Q2 2025, marking a 20% year-on-year increase, and continued profitability following its first profit in Q3 2024 [2][3] Revenue Breakdown - Bilibili's revenue is categorized into four main segments: value-added services (39%), advertising (33%), gaming (22%), and IP derivatives and other businesses (6%) [3] - Value-added services revenue reached 2.84 billion yuan, up 11% year-on-year, driven by increased income from live streaming and other services [3] - Advertising revenue was 2.45 billion yuan, a 20% increase, attributed to growth in performance-based advertising [3] - Gaming revenue was approximately 1.61 billion yuan, showing a significant 60% increase, primarily due to the strong performance of the exclusive game "Three Kingdoms: Strategy of the World" [3] Advertising Business Insights - Bilibili's COO highlighted three reasons for the record advertising revenue: enhanced integration of promotional and conversion capabilities, improved ad distribution efficiency, and increased focus on deep conversion [4] - During the "6.18" e-commerce promotion, Bilibili collaborated with major platforms, resulting in a 60% increase in the number of advertisers and a 33% growth in overall GMV [4] Gaming Business Strategy - The CEO indicated that "Three Kingdoms: Strategy of the World" is entering a long-term operational phase, focusing on user retention and engagement [5] - Plans for a traditional Chinese version for Hong Kong, Macau, and Taiwan by the end of the year, with potential overseas releases in Japan and South Korea next year [5] Community Engagement and Growth - Bilibili's daily active users reached 109 million, a 7% increase year-on-year, with average daily usage time growing to 100 minutes [7] - The "Bilibili World 2025" event attracted over 400,000 attendees, with 70% from outside Shanghai, indicating a growing community presence [7][9] Market Potential in ACG Economy - The number of pan-ACG users in China reached 503 million in 2024, suggesting a significant market for Bilibili to explore diverse monetization strategies [8] - Bilibili's community brand has become an integral part of many young people's lives in China, reflecting user recognition and engagement [9]
为什么都要“卷”漫展?
3 6 Ke· 2025-08-22 01:05
Core Insights - The emergence of offline comic conventions, previously dominated by Bilibili, is now being pursued by social platforms like Weibo and Xiaohongshu, indicating a shift in the competitive landscape of the industry [1][6][10] - Xiaohongshu aims to create a "2.5D experience" that resonates with its user base, while Weibo focuses on leveraging its social media influence to generate buzz and online discussions around these events [3][5][9] Group 1: Event Overview - Xiaohongshu's RED LAND event in Shanghai featured an immersive experience with interactive installations and a music festival, aiming to transform the convention into a lifestyle festival [1][3] - Weibo's first gaming and anime expo attracted 68,000 attendees, with a significant portion of the audience being under 30, showcasing the platform's ability to generate substantial online engagement [3][6] Group 2: Market Dynamics - The growth of the ACG (Anime, Comic, and Game) economy is driving platforms to engage in this space, with the number of pan-ACG users in China projected to grow from 210 million in 2017 to 526 million by 2025 [7][10] - The demand for comic conventions is increasing, with over 1,000 events planned nationwide in May alone, indicating a shift from niche to mainstream consumer interest [7][9] Group 3: Competitive Landscape - Bilibili's established event, Bilibili World, has become a significant industry event, attracting 400,000 attendees in 2025, while ChinaJoy also set a record with over 410,300 visitors [6][10] - The entry of Weibo and Xiaohongshu into the convention space is expected to diversify the market, moving it from a niche gathering to a broader platform competition [6][10] Group 4: Challenges Ahead - Both Weibo and Xiaohongshu face challenges in content and IP accumulation, relying heavily on external resources rather than developing their own original content [10][12] - Execution issues have been noted, such as long wait times and limited facilities at Xiaohongshu's event, which could affect the overall attendee experience [12][14] - For these platforms to establish a lasting presence in the convention space, they must focus on building content, commercial viability, and user recognition rather than just short-term engagement [14]
B站高管解读Q2财报:今夏Bilibili World参展人数超40万创纪录
Xin Lang Ke Ji· 2025-08-21 14:04
Core Insights - Bilibili reported a total net revenue of 7.34 billion yuan for Q2 2025, representing a 20% year-over-year increase, and a net profit of 218.3 million yuan, compared to a net loss of 608.1 million yuan in the same period of 2024 [1] - The adjusted net profit, not in accordance with US GAAP, was 561.3 million yuan, while the adjusted net loss for the same period in 2024 was 271 million yuan [1] User Growth and Engagement - The company experienced a 7% year-over-year increase in Daily Active Users (DAU) and an 8% increase in Monthly Active Users (MAU), attributed to a focus on high-quality content and community atmosphere [3][4] - The growth in user engagement is driven by the increasing demand for quality content, which creates a one-way upgrade characteristic in user expectations [3] Community and Content Ecosystem - Bilibili's strategy emphasizes the symbiotic relationship between quality content and a positive community atmosphere, which attracts dedicated users who contribute to the platform's creative ecosystem [4] - Successful creators on Bilibili often gain recognition quickly, and the platform serves as a launchpad for content that later gains broader appeal [4] Bilibili World (BW) Event - The recent Bilibili World event attracted over 400,000 attendees, with 70% coming from outside Shanghai and 11% of tickets purchased by international users, highlighting the event's growing influence [5] - BW has become a significant cultural event in China, representing the deep recognition of the Bilibili brand among users and contributing to local economic activity [5][6]
小红书2.5次元的浪花,难撼二次元的深海
3 6 Ke· 2025-08-19 23:46
Core Insights - Xiaohongshu's recent foray into the ACG (Anime, Comic, and Game) community has not significantly altered the existing landscape, with core players still favoring platforms like Bilibili for in-depth content and Douyin for short videos [1][10] - The RED LAND event in Shanghai, strategically located near Bilibili's headquarters, symbolizes a new round of competition among internet platforms for the youth demographic [1][3] User and Strategic Drivers - Xiaohongshu's RED LAND marks its first large-scale offline event in the gaming and ACG sector, with a 175% increase in ACG content and a 168% rise in gaming content published on the platform over the past year [3][5] - The user demographic has shifted, with 50% of users being post-95s and 35% post-00s, predominantly female, aligning closely with the ACG audience [3][5] - The platform's rebranding from "Your Life Guide" to "Your Life Interest Community" reflects a strategic pivot towards interest-based social engagement, aiming to harness the spending potential of younger users [5][10] 2.5D User Engagement - The concept of 2.5D users, who integrate ACG interests into their daily lives, is crucial for Xiaohongshu's strategy in the ACG space [7][9] - The rise of "Guzi Economy" has facilitated the conversion of ACG enthusiasm into real-world consumption, contrasting with traditional core ACG communities [7][9] - Despite advantages in the otome game sector, Xiaohongshu struggles to attract hardcore gamers focused on in-depth content, indicating a limitation in its appeal to competitive gaming audiences [7][9] Competitive Landscape - The Chinese ACG industry is projected to reach a market size of 221.9 billion yuan in 2023, with the number of ACG users expected to grow from 210 million in 2017 to 526 million by 2025 [10][12] - Bilibili's established community culture and content ecosystem provide a more immersive ACG experience, while Xiaohongshu is still in the early stages of community expansion [12][13] - Other platforms like Douyin and Weibo are also targeting the youth demographic, leveraging their unique strengths to engage with ACG audiences [12][13] Future Challenges - Xiaohongshu's ability to convert the enthusiasm of 100,000 event participants into a sustainable community ecosystem will be critical for its success in the ACG sector [10][13] - The platform's current focus on brand exposure rather than deep partnerships with game developers may limit its long-term growth potential in the ACG market [12][13]
百货商场,还要怎么“变”?
3 6 Ke· 2025-08-19 11:29
在成都群光广场,海贼王、柯南、初音未来等二次元IP周边店挤满年轻人。北京双安商场顶层,绿植萦绕的"仰望花园"成为白领下班后的新聚点。商场里 导购员手持平板快速调货,试衣间镜子变身虚拟穿搭顾问,结账队伍消失不见。 过去几年,传统百货由于商场品牌和商品同质化现象加剧、场景单一缺乏吸引力,叠加线上渠道的冲击、消费者需求更加多样化等因素,行业业态走向式 微。而近两年来随着传统百货商场的集体转型调整,百货零售行业正迎来新一轮发展机遇。 2025年,走进百货商场,你会发现熟悉的景象正在悄然蜕变。 图片来源:国家统计局 按零售业态分,1—7月份,限额以上零售业单位中便利店、超市、百货店、专业店、品牌专卖店零售额同比分别增长7.0%、5.2%、1.1%、5.8%、1.9%。 可以看出,百货店是百货店是限额以上零售业单位中增长最为缓慢的业态。 从各大百货公布的今年上半年业绩数据来看,不少百货企业面临增长困境、利润下滑。 失速的业绩,流失的年轻人 2025 年百货零售行业增长不算乐观。 国家统计局最新数据显示,2025年1-7月社会消费品零售总额284238亿元,同比增长4.8%。其中7月份同比增长3.7%,消费呈现温和复苏态势 ...
小红书攻入B站大本营
3 6 Ke· 2025-08-15 10:05
Core Insights - The competition between Xiaohongshu and Bilibili in the ACG (Anime, Comic, Game) sector is intensifying, with both platforms hosting large-scale events in Shanghai during the summer of 2025, highlighting their rivalry for young users' attention and spending power [2][20][26] Group 1: Event Comparisons - Bilibili World (BW) attracted over 400,000 participants and covered 250,000 square meters, making it the largest ACG event globally [2] - Xiaohongshu's RED LAND event, held on an 80,000 square meter outdoor site, drew approximately 100,000 attendees, emphasizing a different approach by focusing on immersive experiences rather than traditional exhibition formats [6][9] - BW featured a more extensive lineup with 167 exhibitors and over 30,000 cosplayers, while RED LAND emphasized a theme park-like experience with three main exhibition areas [4][10] Group 2: Market Dynamics - The ACG content release on both platforms saw significant growth, with a 175% increase in ACG content and a 168% increase in game content on Xiaohongshu, indicating a shift in user engagement [2][3] - Bilibili reported a net revenue of 7.003 billion yuan in Q1 2025, a 24% year-on-year increase, with mobile game revenue surging by 76% [2][17] Group 3: User Demographics and Engagement - Xiaohongshu's user base is predominantly young, with 50% aged 95 and 35% aged 00, and a significant female user demographic, aligning well with the ACG audience [11][12] - Bilibili has a daily active user count of 106.7 million and a monthly active user count of 368 million, while Xiaohongshu's monthly active users reached 350 million by the end of 2024 [13][15] Group 4: Strategic Implications - Xiaohongshu's entry into the ACG space represents a strategic shift from a lifestyle platform to an interest-based community, aiming to redefine its user value and business model [21][23] - The competition for advertising revenue from game developers is a critical driver for both platforms, with Xiaohongshu seeking to capture a larger share of this market [23][24] Group 5: Future Outlook - The ongoing rivalry between Xiaohongshu and Bilibili will significantly influence the future landscape of China's ACG industry, as both platforms strive to enhance their offerings and user engagement [25][26]
摆脱“土”“俗”,黄金消费现“K型分化”丨创新消费力
Bei Jing Shang Bao· 2025-08-09 06:52
Core Insights - The gold jewelry industry is undergoing significant transformation in 2025, with rising gold prices leading to a shift in consumer preferences from traditional value preservation to emotional and cultural significance [3][4][5] - Major brands like Chow Tai Fook are focusing on product innovation and cultural integration to maintain market relevance and appeal to younger consumers [4][9][14] Industry Trends - The market is experiencing a "K-shaped" differentiation, where high-end custom and light luxury segments thrive, while smaller brands struggle under high gold prices [3][11][12] - The proportion of consumers under 35 years old in the gold and silver jewelry market has increased from 38% in 2020 to 55% in 2025, with over 60% of this demographic purchasing for themselves [5][7] Company Strategies - Chow Tai Fook reported a 9.8% increase in operating profit for the fiscal year 2025, reaching HKD 14.746 billion, despite the challenges posed by high gold prices [4][15] - The company has successfully launched innovative product lines, such as the "Chuanfu" and "Chow Tai Fook Palace" series, generating approximately HKD 4 billion each in sales [4][16] Consumer Behavior - Younger consumers are increasingly viewing gold jewelry as a form of social currency, with a focus on cultural significance and design innovation rather than mere investment [5][8][14] - The rise of digital channels, including live e-commerce and social media, has become crucial for brands to engage with younger audiences, with jewelry live sales accounting for 35% of the category in 2025 [7][8] Competitive Landscape - The industry is witnessing a polarization, where leading brands leverage their innovation and brand equity to capture market share, while smaller brands face significant operational challenges [9][11] - The new consumer formula for gold value incorporates design premium, cultural significance, and social relevance, shifting away from traditional weight and price metrics [8][9] Future Outlook - The future of gold brands hinges on their ability to become cultural symbols rather than mere commodity suppliers, with a focus on integrating culture, technology, and consumer experiences [14][17] - Companies are encouraged to enhance their brand positioning and operational efficiency to navigate the evolving market landscape and consumer expectations [13][17]