游戏周边
Search documents
事情要从一个被炒到10万的“原神谷子”说起
Sou Hu Cai Jing· 2026-01-09 03:51
1月4日,为期4天的「原神☆FES」2026正式落幕,和往年差不多,今年官方和同人创作者们也在原神FES现场准备了大量周边,贩售区的火爆,反映了玩 家们对《原神》周边的喜爱和认可。 一个被炒到10万的原神谷子,成为了原神FES结束后,令有关趣味整活和"集邮"晒照的讨论都黯然失色的话题。 只是出乎所有人预料,今年最抢手的周边不是那些被疯抢的东西,而是在玩家购买到一定金额后官方赠送的东西。 今年,官方也为在原神FES现场购买周边的玩家,准备了消费不同档位的购物赠品,其中最高档为单笔订单累计消费满588元,所赠送的一套2026嘉年相 聚系列-谷美套组,具体实物就是绘有达达利亚、阿蕾奇诺、哥伦比娅等角色特殊立绘的彩色角色相卡6张,与一个让整个套组看起来更加精美的"谷美 框"。 真正让这个赠品价值起飞的设计,在于每套相卡都拥有一个唯一收藏编码,套组内相卡编码统一,玩家无法自选编码,且编码与现场购买顺序也毫无关 联,简言之随机拿到哪个算哪个。 本身,这个谷美套组就是消费满588元的赠品,所以官方准备得有限,加之无法购买得到,自然就物以稀为贵了,而编号的加入,更让这些本就有限的谷 子,具备了唯一性。 至此,那些拥有着特殊编 ...
QuestMobile2025年谷子经济行业报告:浪浪山小妖怪登顶,女性成购买主力,谷子经济突破2400亿元大关
3 6 Ke· 2025-10-14 02:26
Group 1 - The core viewpoint of the article is that the "Guzi economy" is rapidly evolving, driven by a mature manufacturing chain, deepening digital infrastructure, and the emergence of young consumers, with the market expected to exceed 240 billion yuan by 2025 and 300 billion yuan by 2027 [1][11] - As of August 2025, the number of "pan-2D active users" reached 351 million, with "core 2D active users" at 92 million, indicating a significant engagement from younger demographics [1][13] - The interest user base for Guzi reached 30.17 million in August, with 12.36 million being active consumers, highlighting a strong market potential [1][13] Group 2 - The Guzi economy has transitioned from a subculture to a mainstream market, with women emerging as a significant consumer force [5][11] - The Guzi economy has established a closed-loop model, integrating upstream IP incubation, midstream product design, and downstream production and sales, which enhances IP popularity [2][8] - Young consumers are increasingly willing to pay for emotional tokens that allow them to touch, own, and display their interests, indicating a shift in consumption behavior [11][19] Group 3 - The rise of domestic IPs is driven by cultural confidence and industry maturity, with domestic IP content attention surpassing imported IPs by 26.7 percentage points as of August 2025 [27] - Successful domestic IPs like "Wang Wang Mountain Little Monster" and "Nezha 2" have amplified their popularity through deep development and immersive experiences [29][34] - The emotional resonance and character development of IPs are crucial for their appeal, with a large user base and active UGC creation driving the heat of gaming IPs [31][38] Group 4 - Guzi IP collaborations have become a standard marketing strategy for brands, providing benefits such as audience attraction and brand rejuvenation [45][48] - Brands are increasingly partnering with mature fan culture IPs to attract younger consumers, making IP collaboration a normalized marketing approach [50][51] - Successful IP collaborations create a self-reinforcing cycle of content exposure, emotional connection, consumption conversion, and asset appreciation [63]
未来创业的发展趋势是什么?这3大行业前景不错,选对了吃喝不愁!
Sou Hu Cai Jing· 2025-06-06 06:37
Core Insights - The article discusses three promising industries for future entrepreneurship, emphasizing the potential for financial success if the right direction is chosen [1][4]. Industry Trends - The app user acquisition industry is highlighted as an undervalued sector with significant growth potential over the next five years, accessible even to individuals without specialized skills [1][3]. - The gaming peripheral market is identified as having a vast market space, particularly for independent games that have not yet released merchandise, suggesting a focus on niche products like figurines and keychains [3][4]. Business Opportunities - The article suggests that the app user acquisition industry has low entry barriers, allowing many individuals to engage in it as a side job, provided they possess certain communication skills and a strong work ethic [3][4]. - Current commission rates for app user acquisition range from 20 to 50 yuan for consumer-facing apps, while business-facing apps can yield commissions of 100 to 200 yuan per task, indicating a lucrative profit margin [3][4]. - The article encourages exploring less saturated markets, such as short drama promotion and private domain traffic, as viable avenues for generating income through online channels [4].
中国谷子,要靠游戏赢全球
Sou Hu Cai Jing· 2025-03-31 03:43
Core Viewpoint - The rapid rise of the "Guzi economy" is becoming a significant growth driver in the consumer sector, but competing on price alone may not expand the market size effectively [1][4]. Group 1: Market Overview - The "Guzi" economy, derived from the English word "goods," refers to merchandise related to the two-dimensional culture [4]. - The market size of China's Guzi economy is projected to reach 168.9 billion yuan in 2024, representing a 40.63% increase from 2023, with expectations to exceed 300 billion yuan by 2029 [4]. - The current Guzi economy in China is still in its early stages, with a significant portion of the market dominated by Japanese and Korean products [4]. Group 2: Industry Trends - Since 2020, game developers have begun to explore new avenues, with popular mobile games like "Arknights" and "Genshin Impact" driving the development of derivative products [6]. - The official flagship store of "Genshin Impact" generated approximately 150 million yuan in revenue in 2022, indicating the potential for significant earnings from game-related merchandise [6]. - The integration of game IPs with the Guzi economy is seen as a viable path forward, with a focus on product innovation and collaboration with physical retail [8][12]. Group 3: Challenges and Opportunities - The primary challenge for game IPs lies in the willingness of players to spend in-game but not necessarily purchase physical merchandise [14]. - There is potential for game-related products to emphasize their "monetary value" and "practical value," moving beyond simple decorative items to wearable merchandise that appeals to a broader audience [14]. - The industry may adopt strategies similar to Pokémon, utilizing derivative products and unrestricted collaborations to bridge the gap between virtual and real-world markets [12].