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二次元“吃谷”,救活线下消费
3 6 Ke· 2025-05-26 01:14
Core Insights - The article highlights the growing significance of the ACG (Anime, Comic, and Game) culture in the retail sector, particularly during the recent May Day holiday, with a notable increase in offline events and consumer engagement [1][2][8]. Group 1: Event Highlights - During the May Day holiday, a total of 158 ACG-related offline events were held across six major cities in China, with Shanghai hosting over 60 events [1][7]. - Popular events included themed pop-up stores and exhibitions, such as the "Detective Conan 30th Anniversary Exhibition," which generated sales of 3.05 million yuan over five days [8]. - The Dazhong City shopping centers reported a total sales figure of 160 million yuan during the holiday, with over 2 million visitors [8]. Group 2: Consumer Behavior - Young consumers are increasingly drawn to ACG culture, viewing purchases as tickets to another world rather than mere products [3][25]. - Long queues and high demand for limited edition items were observed, with some fans waiting over five hours to purchase exclusive merchandise [5][8]. - The phenomenon of "eating谷" (consuming ACG products) has become a social activity, with many fans sharing experiences and forming communities around their interests [24][25]. Group 3: Market Growth - The ACG market in China is projected to grow significantly, with estimates suggesting a market size of 168.9 billion yuan by 2024, reflecting a 40.63% increase from 2023 [20]. - Major brands like 卡游 (Kawoo) have reported substantial revenue growth, with 2022 revenues exceeding 10 billion yuan and a net profit of 4.466 billion yuan [20][22]. - The number of ACG-related stores in major shopping centers has surged, with Dazhong City reporting over 311 ACG stores and total sales surpassing 1.11 billion yuan [18]. Group 4: Industry Trends - The ACG retail sector is evolving towards scale and industrialization, with several leading brands emerging, supported by strong IP resources and product channels [22]. - The offline ACG market is expected to enter a rapid growth phase starting in 2025, with more diverse business models developing [23]. - The unique experience of purchasing and unboxing ACG products in-store is a key driver of consumer engagement, differentiating it from online shopping [23][24].
二次元“吃谷”,救活线下消费
雪豹财经社· 2025-05-23 23:04
Core Viewpoint - The article highlights the booming demand for "Guzis" (figurines and merchandise related to anime and gaming) among young people in China, particularly during events like the May Day holiday, indicating a significant cultural and commercial shift towards the "二次元" (two-dimensional) subculture [4][11]. Group 1: Market Trends - During the May Day holiday, over 158 offline events related to the 二次元 culture were held across six major cities in China, with Shanghai hosting more than 60 events [4][6]. - The 二次元 commercial sector has become a crucial part of offline retail, with dedicated spaces in major cities like Shanghai, Beijing, and Chengdu [6][12]. - The market for 二次元 products is projected to grow significantly, with estimates suggesting it will reach 1.689 trillion yuan in 2024, a 40.63% increase from 2023 [17][19]. Group 2: Consumer Behavior - Young consumers are not merely purchasing products but are seeking experiences and a sense of belonging within the 二次元 community [20]. - Events like the "Detective Conan 30th Anniversary Exhibition" generated impressive sales, with a total of 3.05 million yuan over five days, showcasing the financial potential of these cultural events [8][11]. - The popularity of "blind box" purchases, where consumers buy without knowing the specific item, enhances the excitement and community engagement among fans [19][20]. Group 3: Business Opportunities - Companies like 卡游 (Kawoo) have seen substantial revenue growth, with reported earnings of 22.98 billion yuan in 2021, 41.31 billion yuan in 2022, and 19.52 billion yuan in the first nine months of 2023, indicating a thriving market for 二次元 merchandise [17][19]. - The emergence of various 二次元 brands and stores, such as 潮玩星球 (Chao Wan Xing Qiu) and 三月兽 (San Yue Shou), reflects the industry's shift towards scale and industrialization [19]. - Shopping centers are increasingly transforming into 二次元 hubs, with locations like 天府红 in Chengdu becoming popular destinations for young consumers [14][15].