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运动品牌抢滩“痛”赛道,1块5的成本如何烧出千亿身份生意?
3 6 Ke· 2025-09-24 00:05
Core Insights - The rise of "pain culture" has transformed small accessories into significant "social currency" among young consumers, influencing the sports consumption ecosystem [1][2][3] - The market for "guzi economy" in China is projected to reach 168.9 billion yuan in 2024 and exceed 300 billion yuan by 2029, driven by a complete industrial chain [2][3] - Emotional value has become a key differentiator for brands, allowing young consumers to express themselves at a low cost through customizable accessories [2][3][12] Market Dynamics - The "pain culture" originated from Japanese subculture and has evolved into a mainstream consumer trend, particularly among Generation Z [3][16] - The market for accessories related to "pain shoes" and "pain bags" has expanded significantly, with notable growth in sales for various shoe types beyond just Crocs [2][11] - The industry is characterized by low prices, low decision-making barriers, and low return rates, contributing to its sustained growth [2][12] Consumer Behavior - Young consumers view these accessories not just as decorations but as emotional companions and identity markers, enhancing their personal style [1][16] - The majority of consumers in this market are post-95s, who are driving the demand for personalized and emotionally resonant products [16][24] - The influence of sports-themed anime has led to increased interest in related sports activities, further integrating "pain culture" into everyday life [16][24] Industry Trends - Major sports brands are actively entering the personalized accessory market, with products designed to cater to the emotional consumption trends of younger consumers [5][6][24] - The modular design of accessories allows for versatile use across different products, enhancing market potential and consumer engagement [3][14] - The competitive landscape is shifting, with traditional sports brands facing challenges in adapting to the unique demands of the "pain culture" market [23][24] Supply Chain and Production - The industry relies on a complete supply chain from manufacturing to retail, with significant growth in demand for accessories tailored to sports shoes and outdoor bags [11][21] - Production efficiency is critical, with rapid prototyping and short development cycles becoming essential to meet market demands [11][12] - The market is experiencing a price war, leading to shrinking profit margins, despite increasing sales volumes [12][24]
奥飞娱乐:公司推出了《异国破晓》电影纪念版卡牌礼盒等更多类型周边产品
Zheng Quan Ri Bao Wang· 2025-08-07 13:12
Group 1 - The company, AoFei Entertainment, has launched additional merchandise products besides the "Ba Ji" series, including a commemorative card box for the movie "Foreign Dawn," plush toys, acrylic stands, and postcards [1]
漫展热潮涌动广州,二次元经济激活新消费
Core Insights - The 36th Firefly Animation and Game Carnival and the 4th KKWORLD Comic Paradise attracted significant attendance, with 1.5 million people attempting to purchase tickets online, showcasing the popularity of the event and the growing interest in the domestic animation industry [1][2] Industry Overview - The event took place from July 18 to July 21, despite adverse weather conditions, indicating strong consumer enthusiasm for anime culture [2] - The diverse lineup of guests, including creators, voice actors, and cross-industry stars, highlights the event's role in bridging various entertainment sectors and enhancing fan engagement [2][4] Economic Impact - The "goods economy" related to anime and gaming merchandise has become a significant part of new consumption trends, with fans purchasing various small, affordable items to express their connection to their favorite IPs [3] - The event stimulated related industries such as cosplay costume rentals and makeup services, contributing to the "manga exhibition economy" and providing substantial income opportunities for service providers [4] Regional Significance - Guangzhou has established itself as a hub for large-scale anime exhibitions, hosting multiple events annually, which enhances its cultural and economic landscape [6][7] - The Firefly Animation Carnival has grown in scale since its inception in 2011, with projections for future events indicating continued growth in attendance and brand participation [6][7] Industry Statistics - In 2023, Guangzhou's animation industry generated revenue of 25 billion yuan, accounting for one-fifth of the national animation market, while the gaming industry reached 105 billion yuan, representing one-third of the national gaming market [7]
谷子也要按斤卖了?第二波谷店倒闭潮来了
创业邦· 2025-03-28 03:37
Core Viewpoint - The article discusses the ongoing decline of offline "谷店" (Grocery Stores) in China, highlighting the reasons behind the closures and the shift towards a more cost-effective and consumer-driven market, including the rise of "垃圾堆" (junk pile) stores that sell second-hand goods [3][6][19]. Group 1: Current Market Situation - Nearly a hundred offline "谷店" have closed in the first three months of the year, with some industry experts predicting that the peak of closures is yet to come [3][6]. - The closures are attributed to factors such as poor location choices, rational consumer behavior, and limited product selection freedom, leading to excess inventory [6][12]. - The rental costs for "谷店" have increased significantly, with some landlords raising their revenue share to as high as 30% [7][10]. Group 2: Consumer Behavior and Market Trends - Consumer enthusiasm for "谷店" has become more rational, with many feeling fatigued by the repetitive offerings and high prices of new products [12][15]. - The rise of "垃圾堆" stores, which sell second-hand goods at lower prices, reflects a shift towards more economical consumption patterns [21][22]. - The popularity of "垃圾堆" stores is driven by their affordability and the availability of unique IP products that are not found in traditional "谷店" [21][22]. Group 3: Business Adaptation and Future Directions - Some "谷店" are adapting by diversifying their offerings, such as incorporating DIY workshops and themed cafes to attract customers [31][34][36]. - The emergence of themed cafes and card game shops within the "谷店" ecosystem indicates a trend towards creating unique consumer experiences to differentiate from competitors [32][36]. - The market is undergoing a significant transformation, with many store owners realizing that the previous model of easy profitability is no longer viable, prompting a need for strategic pivots [31][36].