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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]
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].
喜欢宝可梦的美国人,把皮卡丘炒成“纸片黄金”
Hu Xiu· 2025-05-03 23:05
Core Insights - The global collectible card market is experiencing a rapid growth rate of 21% CAGR, with an expected market size exceeding $10.19 billion by 2028 [1] - The Chinese player Pokecolor has made significant strides in the Pokémon card trading market, achieving over $1 million GMV on eBay within seven months [1] - The Pokémon card market has transitioned from a niche hobby to an investment asset, particularly since 2020, with notable price surges observed in 2023 [3][4] Market Dynamics - The Pokémon card market is characterized by cyclical volatility, influenced by macroeconomic conditions and consumer sentiment [5][6] - The market is divided into "standard" cards, which have limited collectible value, and "non-standard" cards, which are rare and sought after [10] - Scarcity is a key factor determining the value of cards, with uneven distribution contributing to price fluctuations [9] Investment Attributes - The investment potential of Pokémon cards has been recognized, with some cards experiencing price increases from tens of thousands to over a million in a short period [4] - The market's dual structure of standard and non-standard cards creates a unique business model that combines elements of traditional retail and art market pricing [10] Trust and Competition - Trust is a critical component in the collectible card trading space, with platforms needing to establish credibility to facilitate transactions [11][12] - Pokecolor has developed a unique operational mechanism to address pain points in C2C trading, ensuring fairness and protecting buyer rights [13] Cultural and Regional Insights - The Pokémon card market in China is still developing, with significant differences in consumer behavior compared to established markets like the U.S. and Europe [16][19] - Cultural preferences vary by region, with certain cards being more popular in specific markets, highlighting the complexity of the global collectible ecosystem [19][21] Cross-Border Challenges - Cross-border trading presents logistical challenges, particularly for high-value cards, necessitating innovative solutions like "human courier" methods for secure delivery [22] - Building recognition and trust among overseas buyers remains a significant hurdle for Chinese platforms like Pokecolor [23][24] Emerging Opportunities - The recent popularity of Chinese-language Pokémon cards in international markets presents a unique opportunity for cross-border trading [27][28] - As Chinese collectors mature, the influence of Chinese trading platforms is expected to grow, contributing to a more integrated global collectible market [28][29]
一季度国风“谷子经济”在闲鱼销量暴涨167%
news flash· 2025-04-24 04:45
Core Insights - The "2025 Xianyu Guzi Trend Report" indicates that millet consumption will enter an explosive growth phase in 2024, with annual transaction volume expected to increase by 105% [1] Group 1: Market Performance - In the first quarter of this year, Xianyu millet transaction volume reached a historical high, with domestic IP millet surpassing Japanese millet in popularity, achieving a transaction volume 1.2 times that of Japanese millet [1] - The sales of national style millet on Xianyu surged by 167% in the first quarter [1] - Sales of Nezha IP millet experienced a dramatic increase of 2346.2% [1] Group 2: Consumer Trends - Current millet consumption trends are characterized by a focus on female consumers, youth, high frequency, and rapid growth [1] - The proportion of female consumers increased from 67% in 2023 to 78% in 2025 [1]