二次元经济

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黄金手办,能否持续“收割”年轻人?
Sou Hu Cai Jing· 2025-06-04 09:23
五月份,老凤祥与《圣斗士星矢》推出联名产品,上市短短两周,系列产品已创下近亿元销售,其中最受关注的666克黄金手办售价88万元,限量30件被抢 购一空。当年轻人心目中的两大"顶流"黄金、谷子联手,商业价值似乎一触即发。 据悉,当前老凤祥的黄金手办在黄牛渠道已经攀升至百万级别。 而老凤祥也不是唯一一家开始做二次元生意的金店。比如周大福与Chiikawa联名转运珠,发售当日脱销,迪士尼系列累计销量超200万件;潮宏基与三丽 鸥、《哆啦A梦》《蜡笔小新》等IP的联名。 截至目前为止,各大黄金品牌的克价都在900甚至1000元上摇摆不下,另一头,谷子经济与整个二次元生意也蒸蒸日上,2024年中国谷子经济市场规模达 1689亿元,同比增长40.63%。 一场"双向救赎"? 虽然黄金与二次元经济在消费市场上俘获了一票年轻人的心,但细究一番,二者各有苦楚,这或许也是"黄金手办"诞生的根本原因。 先看黄金。随着国际金价变幻莫测,黄金品牌的克价一波三折,越来越多的消费者对买黄金出现抵触心理,尤其是首饰类。2024年1月到9月,金饰消费持续 疲软,7月金银珠宝零售额(主要是金饰)同比下降了6%。 今年一季度,黄金首饰消费量继续低 ...
新一线城市榜单,临沂紧追烟台重回二线城市的信号
Qi Lu Wan Bao· 2025-05-31 07:59
Core Insights - The 2025 "New First-Tier Cities Charm Ranking" highlights the increasing differentiation among cities in China as they transition to a consumption-driven society, with cities like Linyi and Heze showing significant improvements in their rankings [1][9] - The ranking methodology emphasizes commercial consumption over traditional economic indicators like GDP, reflecting a shift in urban competitiveness [3][4] Group 1: Ranking Overview - Linyi has returned to the second-tier city status, ranking closely behind Yantai, and has jumped 8 places from the previous year, while Heze has surged 20 places [1] - The ranking includes 15 new first-tier cities and 30 second-tier cities, with Linyi and Heze being notable examples of cities that have improved their standings significantly [2] Group 2: Evaluation Criteria - The ranking system prioritizes third-sector activities, particularly commercial consumption, over industrial output, indicating a shift towards a more service-oriented urban economy [3][4] - New metrics introduced in the ranking include factors such as the scale of live-streaming influencers, online business diversity, and nighttime economic activity, reflecting the evolving nature of urban attractiveness [4][5] Group 3: Economic Indicators - Linyi's retail sales reached 343.38 billion yuan in 2024, ranking fourth in Shandong, while its economic output is significantly lower than Yantai's, indicating untapped consumption potential [6][7] - The city has a third-sector contribution of 51.2% to its GDP, which is comparable to other industrial cities, suggesting a balanced economic structure [7][8] Group 4: Urban Development Trends - The ranking reflects a broader trend where cities with strong service sectors and vibrant consumer markets are becoming more attractive, especially to younger populations [5][8] - Linyi's logistics and transportation infrastructure has facilitated economic dynamism, with a notable increase in online retail sales driven by live-streaming commerce [8][9] Group 5: Consumption as an Economic Driver - Consumption is increasingly recognized as a primary engine for economic growth in China, with consumer spending contributing 82.5% to GDP growth in 2023 [8][9] - The shift towards a consumption-oriented economy is evident as cities adapt to new consumer preferences and market dynamics, with Linyi's rise serving as a case study [9]
上海次元漫游节探索以IP重构消费场景
Zhong Guo Xin Wen Wang· 2025-05-24 01:09
Core Insights - The Shanghai government is exploring innovative consumption scenarios led by a "youthful" approach, particularly in the Yangpu District, through events like the Shanghai Dimension Roaming Festival [1] - The festival targets Generation Z and focuses on three consumer segments: niche users, the broader subculture community, and youth, aiming to enhance regional consumption and cultural industry synergy [1][3] - The event features various IP-themed exhibitions and activities, promoting the integration of cultural and economic development in the area [1][3] Group 1 - The Shanghai Dimension Roaming Festival attracted numerous visitors and involved collaboration with leading brands in the subculture sector [1] - The festival includes over ten key projects that emphasize national trends and cultural themes, enhancing consumer offerings and increasing consumption [1] - The "Beautiful Life Festival" by Paper Games created an immersive cultural experience, showcasing the unique charm of game IPs [2] Group 2 - The event's design includes specialized installations and experiences that reflect the characteristics of different IPs, allowing visitors to engage in immersive activities [2] - The central art installation, "Light and Shadow Carousel," symbolizes joy and purity, highlighting the idea that gaming is not just entertainment but a way to discover and pursue beauty in life [2] - The Yangpu District aims to attract young consumers by developing digital, youthful, and immersive environments, linking IPs with economic growth [3]
广佛商业调改,卷起来了!
3 6 Ke· 2025-05-19 03:11
Group 1 - The commercial market in Guangzhou and Foshan is becoming increasingly competitive, with various new projects and renovations being launched to attract consumers [1] - Guangzhou Tianhe Ling Exhibition Plaza is undergoing significant renovations with an investment of over 3 billion yuan, aiming for a 31% increase in annual sales and a 37% increase in foot traffic in 2024 [2][4] - The project is focusing on enhancing the shopping experience through thematic floor designs and introducing over 100 new brands, including several first stores in the region [4][5] Group 2 - Guangzhou Liying Plaza is set for a comprehensive upgrade in 2025, with a focus on fashion and innovative retail experiences, aiming to attract the Z generation [9][11] - The project will enhance its IP exposure and optimize traffic flow to improve the shopping atmosphere [11][12] - Guangzhou PO PARK Oriental Baotai is also undergoing a transformation to appeal to younger consumers, with 51 brand upgrades planned for 2024 [13][14] Group 3 - Guangzhou Baixin Plaza has seen a significant brand overhaul with over 170 brands replaced, leading to a 25% increase in foot traffic and a 20% increase in sales [22][24] - The plaza is focusing on enhancing its entertainment and dining offerings, including the introduction of popular new restaurants and entertainment venues [26][28] - The project is leveraging its location near the Baiyun Station to capitalize on increased foot traffic [23] Group 4 - Guangzhou Meilin M•LIVE Tian Di is expanding its outdoor and night economy offerings, with a 11.54% increase in annual sales to 5.8 billion yuan [35][37] - The project has introduced 30 new dining brands, significantly enhancing its culinary offerings [39][40] - The plaza is also developing new outdoor spaces to attract visitors and enhance the overall shopping experience [40][41] Group 5 - Guangzhou Fashion Tianhe is investing over 2.6 billion yuan in renovations to enhance its unique underground commercial experience [41][42] - The project is focusing on integrating cultural and artistic elements into its shopping environment, aiming to attract a diverse consumer base [45][46] - The plaza is also enhancing its entertainment offerings with new sports and social spaces [44] Group 6 - Guangzhou Poly Plaza is undergoing hardware and software upgrades to improve customer experience, resulting in a 15% increase in foot traffic and sales [47][52] - The project is focusing on enhancing its facilities and introducing new brands to maintain its competitive edge [48][49] - The plaza has achieved a 100% occupancy rate with over 30 new brands introduced [52] Group 7 - Foshan Nanhai Vanke Plaza is focusing on creating a park-like commercial environment, with significant upgrades to its outdoor spaces [53][54] - The project has introduced 55 new brands, including 27 first stores in the region, to cater to local consumer preferences [57][58] - The plaza is maintaining a high occupancy rate of 98% despite market challenges, showcasing its strong market position [58]
二次元O展,闷声发大财
3 6 Ke· 2025-05-15 11:40
Core Insights - The article discusses the resurgence of offline ACG (Anime, Comic, and Games) economy through the rise of "Only Exhibitions" (O Exhibitions), which cater to niche audiences and provide a platform for fan interactions and commerce [1][30] - The decline of traditional large-scale ACG events has led to a shift towards smaller, more specialized O Exhibitions, which are gaining popularity among fans [2][30] Group 1: O Exhibition Characteristics - O Exhibitions are defined by their focus on specific IPs or themes, allowing only related fan creations and merchandise, making them highly targeted and appealing to niche audiences [2][4] - Unlike larger commercial ACG events, O Exhibitions are more flexible in scale and theme, often providing a more intimate experience for attendees [2][4] - The content of O Exhibitions has diversified, including various activities such as themed food events and interactive games, which cater to the evolving interests of fans [4][6] Group 2: Market Dynamics - The popularity of O Exhibitions has surged due to the postponement of major events like CP30, leading to a significant increase in the number of O Exhibitions held across the country [5][30] - In May alone, there were over 70 O Exhibitions of the "National乙" (domestic otome games) type, indicating a robust demand for such events [5][6] - O Exhibitions are often organized by fans with limited professional experience, leading to a diverse range of operational practices and financial outcomes [11][13] Group 3: Consumer Behavior and Pricing - The target demographic for O Exhibitions is predominantly female, particularly younger audiences, who are willing to pay for niche experiences [22][30] - Ticket prices for O Exhibitions have increased significantly, with some events charging upwards of 600 yuan for special experiences, reflecting a shift in consumer willingness to pay [16][22] - Despite rising costs, consumers are becoming more accepting of higher ticket prices, indicating a potential for profitability in the O Exhibition market [16][30] Group 4: Challenges and Future Outlook - The O Exhibition market faces challenges such as inconsistent quality and potential scams, as some events are organized by non-fans or companies seeking profit [29][30] - The sustainability of O Exhibitions as a revitalizing force in the ACG economy remains uncertain, as they must balance niche appeal with broader market demands [30][31] - The future success of O Exhibitions will depend on the ability of organizers to maintain quality experiences while navigating the complexities of fan culture and commercial interests [30][31]
“卡牌一哥”卡游再度冲击IPO,当代年轻人有自己的“澳门平替”
Sou Hu Cai Jing· 2025-04-21 14:30
Core Viewpoint - The trading card brand Kayo is attempting to go public again after a failed IPO in 2024, facing challenges related to data security and regulatory compliance, while also contending with negative public perceptions regarding its impact on minors [1][11]. Group 1: Company Overview - Kayo's revenue has shown significant growth, with figures of 41.31 billion in 2022, 26.62 billion in 2023, and a projected 100.57 billion in 2024, despite a dip in 2023 due to decreased popularity of its main IP, Ultraman [3][8]. - The company has a high gross margin, with rates of 68.8%, 65.8%, and 67.3% from 2022 to 2024, indicating a profitable business model [8]. - Kayo's IP library has expanded to 70 IPs, with major contributors including Ultraman, My Little Pony, and others, which are crucial for its revenue generation [3][12]. Group 2: Market Dynamics - The trading card market in China has grown from 2.8 billion in 2019 to 13.3 billion in 2023, with a compound annual growth rate of 31.49% [3]. - The primary consumer demographic for trading cards is under 35 years old, with a significant portion being minors, which raises concerns about the company's long-term sustainability [12]. - Competitors like Hitcard and Jicard are gaining traction, with Hitcard securing various IP partnerships and Jicard adopting a dual strategy of introducing and creating original IPs [15][13]. Group 3: Industry Trends - The rise of live-streaming card unpacking has accelerated the popularity of trading cards among younger consumers, creating a new consumption scenario [5]. - The trading card segment is increasingly seen as part of the broader "peripheral economy," which has high profit margins compared to other merchandise categories [8]. - Kayo is diversifying its product offerings beyond trading cards into areas like figurines and stationery, although trading cards remain its primary revenue source, accounting for 81.5% of its income in 2024 [16][15].
在上海“最年轻”中心城区向新转型 吸引年轻人与“年轻态”消费者集聚 五角场商圈“感觉又年轻了5岁”
Jie Fang Ri Bao· 2025-04-13 02:17
Core Insights - The Yangpu District's Wujiaochang business circle is experiencing significant growth in consumer spending, particularly among young people, with a 5.2% year-on-year increase during the Spring Festival and a 38.3% increase in January and February [1][2] - The transformation of traditional shopping centers into youth-oriented spaces, such as the 百联ZX造趣场, has attracted a large number of young consumers, with sales increasing by 111.18% in the first two months of the year [2][4] - The overall strategy of the Yangpu District is to create a vibrant, youth-centric commercial environment that integrates various cultural and entertainment elements to enhance consumer experience [6][9] Consumer Trends - The Wujiaochang area has a high concentration of young consumers, with 25% of the population aged 18 to 35, and a significant number of university students nearby [1][3] - Young consumers are showing a preference for immersive experiences and themed consumption, as seen in the popularity of the 二次元主题商圈 and various pop-up events [5][6] - The average spending per visit is high, with many young consumers purchasing multiple items at once, indicating a strong willingness to spend on experiences and products that resonate with their interests [3][4] Business Strategies - Retailers in the Wujiaochang area are focusing on innovative concepts and collaborations, such as the introduction of over 150 new brands in 合生汇, with more than 30 being first stores [8] - The integration of online and offline shopping experiences is being emphasized, with initiatives like live-streaming events to attract younger consumers [9][10] - The district aims to expand its appeal beyond local consumers to attract young people from other regions and countries, enhancing its status as a destination for youth culture and consumption [9]