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日本成年人助推玩具市场规模创新高
Sou Hu Cai Jing· 2025-09-17 01:14
Group 1 - The Japanese toy market is experiencing unexpected growth despite a declining birth rate, driven by adult consumers' interest in toys [1][2] - The market size for the fiscal year 2024 is projected to grow by 7.9% year-on-year, reaching 1.1 trillion yen (approximately 53.17 billion yuan), marking a historical high [1] - Collectible card games and anime-related products are the main growth drivers, with a 36% increase compared to ten years ago [1] Group 2 - Spending on toys by single-person households has significantly increased, with an average expenditure of 14,498 yen (approximately 701 yuan) in 2024, which is 3.5 times higher than in 2014 [1] - Multi-person households with at least one child spend an average of 12,367 yen (approximately 598 yuan) on toys [1] - The traditional view that toys are only for children is changing, as toys are becoming a hobby and a means of self-expression for adults [1] Group 3 - The rising costs associated with hobbies and leisure activities have made toys an economical choice for adults [1] - Many adults are taking their beloved plush toys out for photos and sharing them on social media, indicating that consumers seek value not just from the items themselves but also from the social interactions they facilitate [2]
日本:成年人助推玩具市场规模创新高
Sou Hu Cai Jing· 2025-09-16 06:09
Core Insights - Despite a declining birth rate in Japan, the toy market is experiencing unexpected growth driven by adult consumers who have developed a passion for toys [1][4] - The Japanese toy market is projected to grow by 7.9% in the fiscal year 2024, reaching a record high of 1.1 trillion yen (approximately 53.17 billion RMB) [1][4] - Collectible card games and anime-related products are the main growth drivers, having increased by 36% over the past decade [1] Market Trends - The average spending on toys by single-person households in Japan is expected to reach 14,498 yen (701 RMB) in 2024, which is a 3.5-fold increase compared to 2014 [4] - Households with at least one child spend an average of 12,367 yen (598 RMB) on toys [4] - The perception of toys is shifting from being solely for children to being a hobby and a form of self-expression for adults [4] Consumer Behavior - The rising costs associated with hobbies and leisure activities have made toys an economically viable option for adults [4] - Many adults are taking their favorite plush toys out for photos and sharing them on social media, indicating that consumers seek value not only from the products themselves but also from the social interactions and experiences they provide [4]
一票难求,火爆!“情绪消费场”撬动经济新支点
Sou Hu Cai Jing· 2025-08-04 08:35
Core Insights - The first International Animation Month in Shanghai will take place from July 4 to August 10, 2025, featuring multiple animation exhibitions that are expected to attract hundreds of thousands of domestic and international visitors [1][3] - The event has transformed animation exhibitions into a significant urban attraction, with high demand for tickets and surrounding services [1][3] Industry Impact - The exhibition area for this year's event exceeds 135,000 square meters, with participation from 800 companies across 37 countries and regions, indicating a strong international presence [4] - During the event week, hotel bookings in the vicinity reportedly increased by 475% year-on-year, showcasing the economic impact on local hospitality [3] Consumer Behavior - The integration of animation elements into traditional shopping areas has led to the emergence of pop-up stores and themed markets, enhancing consumer engagement [9][10] - The emotional value derived from dressing as favorite characters and participating in themed events is driving a new form of consumer spending known as "emotional consumption" [10] Sales Performance - In the first half of 2025, a shopping mall in Shanghai hosted 55 animation-themed pop-up events, generating sales of 82 million yuan, with total revenue from related merchandise reaching 140 million yuan, an increase of approximately 85% compared to the same period in 2024 [19] - A shopping mall in Hangzhou reported that over 50% of its stores are now dedicated to animation brands, resulting in a 151.7% increase in foot traffic and a 161.2% increase in sales year-on-year in the first half of 2025 [21] Market Growth - The number of users in China's broader animation market surged from 210 million in 2017 to 526 million in 2025, with the market for related merchandise expected to reach 652.1 billion yuan [23] - The animation economy, driven by IP value and emotional consumption, is reshaping traditional business models and creating a new ecosystem that fosters user engagement and industry collaboration [25]
让城市魅力打破“次元壁”(文旅棱镜)
Ren Min Ri Bao Hai Wai Ban· 2025-07-30 01:30
Group 1 - The core appeal of anime exhibitions lies in their ability to create social experiences for fans, with over 70% of attendees prioritizing in-person interactions over the exhibitions themselves [1] - The trend of "traveling with anime exhibitions" reflects the significant influence of interest-based socialization and emotional value on the travel choices of the younger generation [1] - Activities such as cosplay and purchasing merchandise serve as expressions of individuality and community recognition for fans, making anime exhibitions large-scale social gatherings [1] Group 2 - The rapid rise of domestic IPs like "Nezha" and "Black Myth: Wukong" has led to an expansion of the "ACG" (Anime, Comic, Game) user base, with the market size projected to reach approximately 597.7 billion yuan by 2024 [2] - The contribution of anime peripheral products to the anime industry has been increasing, with "IP derivatives + cultural tourism consumption" becoming a new growth driver for the "anime + tourism" sector [2] - Urban spaces are evolving to provide offline social scenes for young tourists, extending anime IP elements beyond traditional venues into shopping districts and scenic spots [2] Group 3 - Over 60 core business districts in first- and second-tier cities are actively developing "ACG" consumption landmarks by introducing IP-authorized stores and pop-up events to attract young visitors [3] - Cities are encouraged to enhance content curation and quality improvement while embracing this youthful cultural trend, creating vibrant spaces that blend cultural charm with consumer vitality [3] - The goal is to construct a "dream world" for young tourists while fostering a healthy and prosperous new landscape for urban cultural tourism [3]
“漫展”成外地游客来蓉新引力,“票根经济”延伸暑期消费链条
Sou Hu Cai Jing· 2025-07-20 17:12
Group 1 - The article highlights the surge in tourism and consumption in Chengdu due to the recent large-scale anime exhibitions, specifically the 20th World Line Anime Exhibition and the 29th Comiday (CD29) [1][3] - Young anime enthusiasts from various regions are traveling to Chengdu, extending their itineraries to include shopping centers, tourist attractions, and surrounding destinations, thus boosting local consumption [1][3] - The CD29 exhibition has implemented a "ticket economy" strategy, allowing attendees to enjoy exclusive discounts at designated hotels, restaurants, and attractions, effectively linking the exhibition to broader tourism and consumption [5][7] Group 2 - The influx of young consumers during the anime exhibitions has significantly increased foot traffic in commercial areas, with reports of stores being crowded and sales rising [5][7] - Many shops are offering discounts for high school graduates, further attracting young consumers and enhancing their shopping experience during the exhibition period [7] - The commercial sector is actively responding to this trend by launching targeted promotional activities and discount packages to convert the increased foot traffic from the exhibitions into sales growth [7]
在上海“最年轻”中心城区向新转型 吸引年轻人与“年轻态”消费者集聚 五角场商圈“感觉又年轻了5岁”
Jie Fang Ri Bao· 2025-04-13 02:17
Core Insights - The Yangpu District's Wujiaochang business circle is experiencing significant growth in consumer spending, particularly among young people, with a 5.2% year-on-year increase during the Spring Festival and a 38.3% increase in January and February [1][2] - The transformation of traditional shopping centers into youth-oriented spaces, such as the 百联ZX造趣场, has attracted a large number of young consumers, with sales increasing by 111.18% in the first two months of the year [2][4] - The overall strategy of the Yangpu District is to create a vibrant, youth-centric commercial environment that integrates various cultural and entertainment elements to enhance consumer experience [6][9] Consumer Trends - The Wujiaochang area has a high concentration of young consumers, with 25% of the population aged 18 to 35, and a significant number of university students nearby [1][3] - Young consumers are showing a preference for immersive experiences and themed consumption, as seen in the popularity of the 二次元主题商圈 and various pop-up events [5][6] - The average spending per visit is high, with many young consumers purchasing multiple items at once, indicating a strong willingness to spend on experiences and products that resonate with their interests [3][4] Business Strategies - Retailers in the Wujiaochang area are focusing on innovative concepts and collaborations, such as the introduction of over 150 new brands in 合生汇, with more than 30 being first stores [8] - The integration of online and offline shopping experiences is being emphasized, with initiatives like live-streaming events to attract younger consumers [9][10] - The district aims to expand its appeal beyond local consumers to attract young people from other regions and countries, enhancing its status as a destination for youth culture and consumption [9]