Workflow
二次元经济
icon
Search documents
罗永浩抢不到!LABUBU,中国故事待续
Sou Hu Cai Jing· 2025-06-24 09:24
Core Viewpoint - The LABUBU craze, driven by its unique appeal and celebrity endorsements, has sparked significant consumer interest and market dynamics, raising questions about its sustainability and potential risks in the blind box economy [2][4][10]. Group 1: Product and Market Dynamics - LABUBU, created by Hong Kong artist Long Jiasheng, gained popularity after its commercial launch in collaboration with Pop Mart in 2019, leveraging celebrity endorsements to enhance its visibility [4][10]. - The product has seen extreme consumer behavior, including fights among buyers in the UK and long queues in the US, indicating a high demand and cultural impact [2][10]. - A sculpture of the original LABUBU sold for 1.08 million RMB, showcasing the product's high market value and collectible status [2]. Group 2: Investment and Financial Implications - Fund managers express confusion over the blind box economy, traditionally focusing on established brands like Moutai and Wuliangye, indicating a potential gap in understanding new market trends [5]. - The financialization of collectible toys like LABUBU is being compared to previous trends in sneaker and digital collectibles speculation, raising concerns about market stability and the potential for a bubble [12][14]. - The collectible nature of LABUBU is driven by a niche audience, primarily young consumers, who are motivated by passion rather than investment potential, suggesting a need for caution in treating these products as financial assets [12][14]. Group 3: Cultural and Social Impact - The LABUBU phenomenon is part of a broader trend in the "二次元经济" (secondary dimension economy), appealing to younger consumers through personalized and trendy products [9][10]. - Concerns about the addictive nature of blind box products and their impact on youth have been raised, although regulatory measures have been implemented to mitigate risks [16][20]. - The success of LABUBU reflects a growing trend of Chinese cultural products gaining global traction, emphasizing the need for innovative approaches to leverage China's manufacturing capabilities and creative potential [20].
武商集团(000501) - 000501武商集团投资者关系管理信息20250611
2025-06-12 10:10
武商集团股份有限公司投资者关系活动记录表 | | A 级、武商集团人工智能应用创新创业大赛十佳团队,2024 年 | | --- | --- | | | "我为湖北好货代言"直播电商大赛优秀奖等。 | | | 四、武商梦时代和南昌武商 MALL 项目是否已经开始扭亏为 | | | 盈?两个项目在品牌引进方面有哪些亮点? | | | 答:目前,武商梦时代经营势头良好,南昌武商 MALL 于 2023 | | | 年 4 月开业,目前,仍处于提升经营质效阶段。武商梦时代在 | | | 品牌引进上,贴合新消费趋势,定位"以家庭欢聚为主题的社 | | | 交平台",倡导城市中心"微度假"生活方式。2024 年"首 | | | 店首展首发"集群高频更新,如公司首个黄金珠宝自运营项目 | | | 周大福时尚店;点都德华中首店、蔡澜点心华中首店等特色餐 | | | 饮;运动品牌 Salomon、UAOUTDOOR 华中首店,安踏冠军湖北 | | | 首店;国际彩妆品牌华伦天奴湖北首家精品店,Crocs 卡骆驰 | | | 全球首家旗舰店、超级猩猩武汉首家综合训练店等相继登场, | | | 持续扩充国内外头部品牌矩阵,不断给 ...
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]
杭州赚钱却不在杭州花?消费十强的“吊车尾”寻求破局
21世纪经济报道记者柳宁馨 实习生王梓欣 杭州报道 杭州最早以文旅闻名,近期又因科创爆火,但一直以来,杭州的社消零总额和人均收入、人均消费支出存在反差,直观看就是"杭州 赚钱不在杭州花"。 | | 社消零总额前十城 | | | --- | --- | --- | | 城市 | 2025年一季度社消零总额(亿元) | 2024年社消零总额(亿元) | | 重庆 | 4204.32 | 15677.37 | | 上海 | 4057.45 | 17940.19 | | 北京 | 3458.6 | 14073.6 | | 广州 | 2912.7 | 11055.77 | | 成都 | 2732.7 | 10327.1 | | 武汉 | 2410.21 | 7931.87 | | 深圳 | 2403.17 | 10637.7 | | 南京 | 2323.11 | 8552.75 | | 苏州 | 2306.1 | 10043.7 | | 杭州 | 2075 | 7884 | | 敕祖 · 柳宁懿 卷拒实源· 名城市经十昌 | | | 今年一季度,杭州全市社会消费品零售总额达2075亿元,同比增长6.3%,继续排名第十, ...
溢价数倍,单克重超2000元,阻止不了二次元“为爱买金”
3 6 Ke· 2025-04-22 12:19
题图 / 周大福、老凤祥、潮宏基珠宝 受全球市场影响,金价连创新高。就在最近,黄金价格突破800元,金饰克价超过了千元。在有关黄金的投资、消费话题里,不难听到二次元爱好者的声 音:"当初买黄金谷子还真是买对了。" 老凤祥x崩坏:星穹铁道 这里说的黄金谷子,是指黄金品牌和ACG IP的联名衍生品。国人黄金购买力向来可观,中国长期位列全球黄金消费市场榜首,让二次元吃上纯金谷子的 情形或许只有国内市场才会上演。在近几年里,不仅黄金品牌与ACG IP联动频次有所提升,更有越来越多黄金品牌加入联名队伍,吸引一批批吃谷人走 进金店。 当买金的风吹到二次元 乘着中国衍生品热潮的东风,黄金品牌与ACG IP联名在近两年已成趋势。ACGx统计了国内主要黄金品牌近五六年的ACG IP联名案例(案例表格置于文 末): 老凤祥从2024年至今接连公布了5个联名系列,全球限量的《机动战士高达》《圣斗士星矢》的大克重黄金手办闪耀得让人挪不开眼; 老凤祥x机动战士高达 图源@瑞禧黄金小助理 潮宏基在去年与三丽鸥合作后,持续上新库洛米、大耳狗、丑鱼、布丁狗等联名款,期间还与《蜡笔小新》进行了联动; 港金福x小狗蛇点点 图源小红书@小小榆 买 ...
“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].