二次元周边
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为快乐买单 情绪消费催生市场新机遇
Sou Hu Cai Jing· 2025-11-20 15:15
Core Insights - Emotional consumption is becoming a rigid demand among consumers, with over 90% of young people recognizing "emotional value" and nearly 60% willing to pay for it [1][4][6] Group 1: Market Trends - Emotional consumption, defined as consumer behavior aimed at obtaining emotional value, is rapidly rising as a new consumption form, driven by the acceleration of digitalization and fast-paced lifestyles [4][5] - The growth of emotional consumption reflects a societal shift from material accumulation to spiritual enrichment, with over 60% of consumers believing that spending helps relieve stress [4][9] - The market for emotional consumption is expanding, with over 3,700 patents related to "emotion" currently registered, indicating increased corporate focus on emotional value [3][5] Group 2: Consumer Demographics - The Z generation (born between 1995 and 2009) constitutes a significant portion of the consumer base, with over 70% of the 500 million users in the broader subculture market belonging to this group [6] - Consumers aged 26 to 30 show a growing preference for emotional support services, while older adults are also engaging in emotional consumption through cultural and wellness products, creating a multi-generational consumer landscape [6][7] Group 3: Industry Innovations - New consumption scenarios are emerging, such as "theater-style shopping" and unique experiential spaces that blend shopping with emotional experiences, leading to increased foot traffic and consumer engagement [6][7] - Companies are innovating to create emotional consumption experiences, with examples like Tianjin's Henglong Plaza and Shanghai's Bailing Mall implementing creative concepts to enhance customer interaction [6][7] Group 4: Challenges and Regulations - The emotional consumption sector is still in its early stages, lacking clear industry standards and regulations, which has led to issues such as low-quality products and impulsive buying behaviors among consumers [8][9] - There is a pressing need for industry standards to be established, including service content, personnel qualifications, and platform operation rules, to mitigate risks associated with emotional consumption [8][9]
《2025 Z世代双十一消费行为报告》发布:约4成年轻人增加“双十一”预算
Xin Lang Ke Ji· 2025-11-07 05:59
Core Insights - The report highlights the increasing participation of Generation Z in the "Double Eleven" shopping event, with over 90% of young people expressing enthusiasm for shopping [3][4][5] - There is a notable rise in consumer confidence among Generation Z, with approximately 40% planning to increase their budget for the 2025 "Double Eleven" event [3][5] - AI technology is reshaping the shopping experience, with around 70% of young people recognizing the application of AI in e-commerce [3][7] Participation Trends - Generation Z's participation in "Double Eleven" has shown a consistent increase, from 81.3% in 2021 to 90.6% in 2024, projected to reach 93.1% in 2025 [4] - The enthusiasm for "Double Eleven" is characterized by a strong emotional drive, indicating it has become an essential annual shopping ritual for this demographic [5] Consumer Sentiment - Positive feedback from respondents includes appreciation for a wider variety of products (21.4%), clearer promotional rules (20.4%), and greater discounts (20.8%) [4] - Conversely, skepticism exists regarding the "lowest price of the year" claims, with 39% of respondents expressing uncertainty and indicating a need for personal verification [4] Budget and Spending Behavior - Nearly 40% of surveyed youth reported an increase in their spending budget compared to the previous year, with this figure rising to 45.15% among youth in major cities [5] - In addition to traditional categories like clothing and electronics, 20% of young people are inclined towards cultural consumption, including books and music [5] Offline and Online Shopping Dynamics - The report indicates that offline shopping is gaining importance, with 31.3% of respondents showing increased interest in in-store activities [6] - The shift from a single shopping day to a shopping season is embraced by approximately 60% of Generation Z, who appreciate the extended time for price comparison [7]
“次元”消费成新宠 微博IN的商业密码
Bei Jing Shang Bao· 2025-11-02 16:01
Core Insights - The core viewpoint of the articles emphasizes the emergence of "dimension" commerce, driven by a shift in consumer demand from functional satisfaction to emotional recognition, particularly among young consumers [1][5]. Group 1: Business Model and Structure - Weibo IN Cross-Dimensional Gravity Field is Beijing's first urban commercial entity focused on "dimension" culture, with a total construction area of approximately 42,000 square meters, repurposed from the 2008 Olympic beach volleyball venue [3]. - The business model includes a retail segment accounting for 45%, experience and trend segments at 30%, and dining options at 25%, featuring a variety of offerings from collectible figures to themed restaurants [2]. - The project emphasizes the "first-store economy" by introducing leading brands like Bandai and Hasbro, while ensuring product line differentiation to avoid internal competition [2][3]. Group 2: Operational Strategy - Continuous innovation is key to maintaining consumer interest, with Weibo IN planning to host 500-600 events annually, including IP pop-ups and esports tournaments [4]. - The operational strategy involves leveraging both industry development and scene expansion, focusing on integrating diverse entertainment experiences beyond traditional anime and gaming [4][5]. - The project aims to create a multi-layered esports event matrix and collaborate with outdoor cultural projects to enhance the urban cultural consumption landscape [5]. Group 3: Market Trends and Future Directions - The "dimension" commerce sector is characterized by emotional engagement and community culture, with young consumers seeking social recognition through participation in related activities [5][6]. - Future strategies should focus on global expansion, learning from mature overseas models, and enhancing the international influence of Chinese original IPs [7]. - To effectively grow the "dimension" consumer base, businesses need to innovate content and foster community engagement, utilizing technologies like VR and AR to enhance user experiences [7].
“中老年”商场,想要留住年轻人
Zhong Guo Qing Nian Bao· 2025-08-06 08:28
Core Insights - The article discusses the transformation of old shopping malls in China, focusing on their strategies to attract younger consumers through innovative experiences and services [1][6][15] Group 1: Transformation Strategies - Old shopping malls are reinventing themselves by incorporating entertainment and social activities, such as singing competitions and matchmaking events, to engage younger audiences [1][3] - The Asia Joy City in Zhengzhou has added seating and performance spaces to encourage longer customer stays, with a reported increase in purchasing power by 3% for every additional 5 minutes spent [3][8] - The Beijing Friendship Store has transformed its outdoor space into a pet-friendly area with a lawn, attracting young professionals looking for open spaces to relax [6][11] Group 2: Consumer Engagement - Shopping centers are increasingly focusing on creating unique experiences rather than just selling products, with an emphasis on emotional engagement and community building [10][15] - The Asia Joy City has implemented various promotional activities, including cash prizes for singing competitions and free meals for successful matchmaking, to draw in crowds [3][4] - The Friendship Store has introduced diverse offerings, such as a second-hand luxury goods store and a craft beer bar, to cater to the evolving preferences of consumers [6][7] Group 3: Market Trends - A survey by the China Chain Store & Franchise Association indicated that over half of the top 100 shopping centers in China experienced an increase in online sales last year, reflecting a shift in consumer behavior [1][10] - The trend of "consumption segmentation" is emerging, where shopping centers are focusing on niche markets and personalized experiences to differentiate themselves from competitors [15][16] - The rise of e-commerce has led to a decline in traditional retail, prompting shopping malls to adapt by enhancing their service offerings and creating a more inviting atmosphere [10][15]
江苏无锡:新场景 新业态 新玩法,“青春经济”激发消费新活力
Sou Hu Cai Jing· 2025-06-25 13:50
Group 1: Youth Consumption Trends - The popularity of "LABUBU" blind boxes highlights the emotional consumption power of young people [1] - The "Youth Leader Empowerment Plan" in Wuxi aims to support young entrepreneurs in new business areas such as "ACG" (Anime, Comic, Game), "It Economy", and "Coffee+" [1] Group 2: Coffee Shop Experience - "Half Liang·Floating Life" coffee bookstore is a trending spot known for its artistic atmosphere and social media appeal [3] - The coffee shop emphasizes comfort and quality, aiming to create a space where customers can relax for extended periods [4] - The shop's success has attracted other young entrepreneurs to the area, fostering a community of similar businesses [4] Group 3: Innovative Team Building Activities - The rise of immersive script-killing team-building events, such as "Xun Shang Feng Yun", reflects a shift towards interactive and engaging experiences for young professionals [7] - The organizer, "Extreme Camp", has gained recognition for its unique approach to team-building, which includes character roles and historical themes [7] Group 4: Growth of the Two-Dimensional Market - MEGA Mingzhu Plaza has become a hub for two-dimensional culture, attracting 20 merchants within six months of its opening [10] - The store "Umaru-ya" has quickly become profitable, catering to a male demographic interested in anime-related products [10] - Wuxi's strong foundation in film and animation industries provides a favorable environment for the growth of the two-dimensional market [11]
浅析二次元世界的财富引擎
付鹏的财经世界· 2024-10-17 10:06
H代表黄嬛美,F代表付鹏总 H:今天我们就不讲那么专业的内容了,今天我们桌面上有很多二次元周边,带大家一起聊一些有意义的事情。 周一和黄嬛美就二次元市场聊了一下,把视频内一些主要问题进行整理。希望对大家在寻找的"个别行业增长"有所启发。 F:因为基本上前因后果逻辑线,我前几天都跟大家讲过了,现在就关注两个关键词"止"和"稳"就好了 H:我记得之前我们做过一期节目,专门讲了动漫产业,但是上次时间有限,讲了一部分,所以咱们今天不妨展开讲讲。先问付总一个问题,上海最近也 有消息说要打造中国的二次元聚集地,不知道付总您了解吗? F:有的。而且我还特别地注意。因为我们本身上海,现在这些年轻的孩子(在这些地方)高度的聚集,我还专门看了一下,在南京东路的东西两头,好像 是要打造中国版的秋叶原的概念。而且我还仔细地观察了一下,现在等于说整个动漫产业,对传统商业有着很大的影响,很大的支撑作用,很多商业体的 二次元改造使得他们焕发新生。 H:对,像漕河泾也是上海政府想打造的二次元聚集地,目前您是不是也有留意到一些经济数据方面的情况。 F:对,像百联就是把整栋楼改成了一个二次元的"朝圣地",我也去了一些展子,像是CJ、CP30、B ...