吧唧

Search documents
100抽1,谷圈混池是销售升级还是新“消费陷阱”?
3 6 Ke· 2025-08-27 13:21
Core Viewpoint - The article discusses the growing trend of blind box sales in Japan, particularly focusing on the challenges and consumer behavior associated with mixed pools of merchandise, highlighting the low probability of obtaining desired items and the psychological factors driving consumer purchases [2][4][21]. Group 1: Blind Box Sales in Japan - Japan has a unique culture of blind box sales, where consumers often face low probabilities of obtaining specific items, with chances as low as 1.4% to 2% for popular products [2][4]. - The concept of mixed pools in blind box sales increases the difficulty of obtaining specific items, leading to mixed reactions from consumers, who both criticize and participate in group purchases [4][21]. - Popular IPs (Intellectual Properties) like "Haikyuu" and "Detective Conan" frequently release merchandise with a large number of variations, making mixed pools a common practice [9][11]. Group 2: Consumer Behavior and Market Dynamics - The mixed pool sales model appears to be driven by the desire for higher sales volumes and repeat purchases, transforming consumer spending from "small money for happiness" to "more small money for happiness" [21][34]. - In contrast to Japan, domestic consumers often express dissatisfaction with mixed pool sales, leading to adjustments in pricing and marketing strategies by local IP holders to better align with consumer expectations [22][37]. - The success of mixed pool sales in Japan is attributed to the strong influence of popular IPs and a mature fan economy, which contrasts with the more cautious reception in the domestic market [22][35]. Group 3: Future Prospects and Challenges - The article suggests that while mixed pool sales have proven successful for high-profile IPs, the sustainability of this model in the domestic market remains uncertain due to consumer backlash and the need for continuous optimization [34][37]. - The potential for mixed pool sales to become a mainstream commercial model in the domestic market hinges on addressing consumer concerns and improving the overall purchasing experience [35][39]. - The mixed pool sales strategy has shown promise in increasing revenue for companies, as evidenced by significant year-on-year growth in related merchandise sales [32][34].
财经聚焦 | 风口之上,“谷子”质量如何保证?
Xin Hua She· 2025-08-13 13:59
Core Viewpoint - The "Guzi" economy, referring to the consumption culture and economic form surrounding secondary dimension IP peripheral products, is rapidly growing in China, with a market size projected to reach 168.9 billion yuan in 2024 and exceed 300 billion yuan by 2029. However, concerns regarding product quality and safety are rising as the market expands [1]. Group 1: Quality Concerns - The quality of "Guzi" products is inconsistent, with reports of issues such as stains, paint peeling, severe color differences, and material shrinkage. These problems raise concerns, especially since the primary consumers are young people, including minors, who may be at risk from harmful substances [2][3]. - There are allegations of harmful chemicals, such as excessive formaldehyde and heavy metals, being present in low-quality "Guzi" products, which could lead to serious health risks, particularly for children [4]. Group 2: Sources of Poor Quality - Investigations reveal that substandard "Guzi" products often use unqualified materials to reduce costs, leading to potential health hazards. Additionally, many products lack proper quality certification and standards, contributing to the prevalence of low-quality items in the market [3][4]. Group 3: Sales and Market Dynamics - Some sellers admit to marketing "Guzi" products without proper certifications, capitalizing on their novelty and appeal to minors, which creates a significant profit margin despite the risks involved [5]. - The lack of consumer awareness among minors regarding product quality further enables unscrupulous sellers to exploit the market [5]. Group 4: Regulatory Challenges - The emergence of new products in the "Guzi" economy has created regulatory blind spots, as many items do not fit neatly into existing categories for children's or educational products, complicating oversight [6][7]. - There is a pressing need for clear standards and regulations to ensure product safety and quality in this rapidly evolving market [8]. Group 5: Regulatory Actions - Regulatory bodies in regions like Zhejiang and Beijing are taking steps to enhance the quality and safety of "Guzi" products, including regular inspections and the requirement for compliance with product quality laws [9]. - Recommendations include stricter oversight of online sales and the necessity for sellers to provide detailed production and quality assurance documentation [9].
被生活按在地上摩擦后,这届年轻人靠花钱给自己“续口气”
3 6 Ke· 2025-08-11 10:11
Group 1 - The core viewpoint of the article highlights the rise of emotional consumption among young people, driven by a sense of emptiness and the need for self-satisfaction in their purchasing decisions [2][3][4] - Emotional consumption has become a significant part of the contemporary consumer landscape, moving beyond niche choices to mainstream acceptance [2][4][6] - The shift in consumer logic from practicality to emotional satisfaction reflects a broader societal trend where material needs are met, allowing individuals to seek joy and belonging through their purchases [4][6][12] Group 2 - The rise of emotional consumption is attributed to two main factors: the abundance of material life and the psychological pressures faced by young people [4][7] - Young consumers are increasingly prioritizing emotional value alongside traditional utility in their purchasing decisions, indicating a shift in the hierarchy of needs [6][12] - The emotional economy in China is projected to grow significantly, with the market size expected to reach 23,077.67 billion yuan in 2024 and surpass 45,000 billion yuan by 2029 [12][18] Group 3 - Emotional consumption can be categorized into three main types: self-pleasing, social, and addictive consumption [13][14] - Self-pleasing consumption focuses on personal emotional satisfaction, with products like fragrances serving as a means of self-care and emotional investment [14] - Social consumption acts as a bridge to connect individuals, with products like escape room experiences and collectible items fostering a sense of community and belonging [15][16] Group 4 - Addictive consumption is characterized by a compulsive need for certain products, such as blind boxes, which create a cycle of emotional highs and lows [16][17] - Brands that understand and cater to the emotional needs of consumers are positioned to thrive in this evolving market, emphasizing the importance of emotional connection over traditional product durability [17][18] - The competition among brands is shifting from product functionality to emotional resonance, with successful brands effectively addressing the anxieties and desires of young consumers [17][18]
漫展热潮涌动广州,二次元经济激活新消费
2 1 Shi Ji Jing Ji Bao Dao· 2025-07-22 13:05
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]
比Labubu还猛的“碎钞机”,杀出来了
3 6 Ke· 2025-07-03 07:27
Core Insights - Tmall's潮玩 (trendy toys) sector has seen a surprising success story with the game company "叠纸" (Paper Games), whose flagship store "叠纸心意" became the top seller during the first phase of the 618 shopping festival, achieving over 100 million in sales [1][5] - The popularity of叠纸's merchandise is attributed to its strong gaming IPs, particularly the "恋与" (Love and Production) and "暖暖" (Warm Warm) series, which cater primarily to a female audience [2][11] - The surge in sales of叠纸's products reflects a broader trend in the gaming industry, where merchandise has become a significant revenue stream, especially for companies focusing on emotional connections with players [20][23] Company Overview -叠纸 was established in 2013 and has gained recognition in the gaming community, particularly for its female-oriented games [2][3] - The company has released several successful titles, including《恋与制作人》 (Producer of Love), which became a phenomenon in the mobile gaming market [3][11] Sales Performance -叠纸's merchandise sales have shown remarkable growth, moving from sixth place to second in Tmall's潮玩 sales rankings within two years [4] - During the 618 shopping festival,叠纸's store topped the sales charts, surpassing established competitors like泡泡玛特 (Pop Mart) and米哈游 (miHoYo) [5] Product Strategy -叠纸's merchandise primarily consists of affordable items, with over 70% priced under 60 yuan, and the highest-selling products being low-cost items like 18 yuan figurines and 12 yuan postcards [8][9][10] - The company employs various sales strategies, including pre-sales and limited-time offers, which create urgency among consumers [14][15] Consumer Demographics - The majority of叠纸's user base consists of women, with 87.2% of《恋与深空》 (Love in Space) players being female, and over half being born in the 1990s [11] - Players often exhibit strong emotional attachment to game characters, leading to high demand for related merchandise [12] Market Trends - The gaming merchandise market is experiencing explosive growth, with domestic orders for gaming-related products increasing significantly, indicating a cultural export of "国谷" (national trendy toys) [21] - The trend reflects a shift in consumer behavior from practical to emotional value in toy and merchandise purchases, with a growing interest in collectibles and character-based products [25]
“新二次元”的金钱游戏
Hu Xiu· 2025-07-02 13:17
Core Viewpoint - The article discusses the generational divide within the "二次元" (anime and manga culture) community, highlighting the differences between the "old" and "new" 二次元, and how these differences manifest in consumption habits, social interactions, and cultural identity. Group 1: Generational Differences - The early 二次元 culture was primarily shaped by individuals born around 1980, while the new 二次元 largely consists of those born after 2005, leading to significant differences in social and media environments [2] - The distinction between old and new 二次元 is not solely based on age but also on preferences for merchandise, with terms like "周边" (peripheral goods) used by the old generation and "谷子" (a newer term for similar products) by the new generation [3][12] - The new 二次元 is characterized by a strong consumer culture, where purchasing habits and the desire for unique identities play a crucial role in defining community membership [4][5] Group 2: Cultural Consumption and Events - The 二次元 industry is rapidly expanding, with a significant increase in events such as comic conventions, which saw nearly 200 events held in major cities during the recent May Day holiday [7] - The rise of "谷子经济" (the economy of buying merchandise) reflects a shift in how fans express their passion, with purchasing becoming a measure of commitment and status within the community [12][14] - The traditional practices of attending events and purchasing merchandise have evolved, with new 二次元 fans often feeling pressured to spend more to fit in and gain recognition [14][25] Group 3: Social Dynamics and Identity - The new 二次元 community exhibits a strong desire for social connection, often using 二次元 culture to build real-world relationships, contrasting with the older generation's more isolated engagement [21][20] - There is a notable anxiety among younger fans regarding social status and acceptance, leading to behaviors such as creating "无料" (free promotional items) to foster connections at events [23][25] - The phenomenon of "投厕" (publicly criticizing disliked individuals or content) highlights the internal conflicts within the community, where the lines between playful critique and bullying have blurred [26][30] Group 4: Cultural Mainstreaming and Identity Crisis - As 二次元 culture becomes more mainstream, the identity crisis among fans intensifies, with older fans feeling alienated by the new generation's practices and values [29][37] - The article suggests that the influx of new fans has led to a dilution of the original 二次元 culture, creating a tension between maintaining unique identities and adapting to broader acceptance [34][35] - The shift from a focus on creative contributions to consumerism among younger fans indicates a significant change in how passion for 二次元 is expressed and perceived [35][37]
芒种播种忙 “谷子”正飘香!千亿“谷子经济”爆火
2 1 Shi Ji Jing Ji Bao Dao· 2025-06-05 00:24
Group 1 - The "谷子经济" (Guzi Economy) is emerging as a significant market, with a projected scale of 1,689 billion yuan in 2024, representing a 40.63% increase from 2023, and expected to exceed 3,000 billion yuan by 2029 [3][4] - The consumer base for the Guzi Economy is predominantly located in first-tier cities, with 57.62% of consumers earning over 10,000 yuan monthly, indicating a strong purchasing power [8] - The popularity of domestic IPs is rising, with over half of the top 20 selling IPs on platforms like Xianyu being Chinese, showcasing a shift towards local content [3][4] Group 2 - Young consumers engage in the Guzi Economy not only through purchasing but also by showcasing their collections, which serves as a social signal to connect with like-minded individuals [9][12] - The Guzi Economy is evolving from mere product transactions to a comprehensive entertainment experience centered around emotional connections with IPs [12] - The Guzi Economy is expanding into various sectors, including culture, commerce, and tourism, with over 3,239 dedicated Guzi stores across at least 39 cities in China [13][16] Group 3 - The success of the Guzi Economy is reflected in the financial performance of companies like Pop Mart, which reported a revenue of 13.04 billion yuan in 2024, a 106.9% year-on-year increase [13][16] - New cultural experiences such as themed restaurants, virtual concerts, and IP collaborations in tourist attractions are being developed, illustrating the broad impact of the Guzi Economy [16] - The Guzi Economy is not only revitalizing traditional retail spaces but also creating new consumer engagement opportunities through events and pop-up activities [16]
广州好物 颜值与科技齐飞
Guang Zhou Ri Bao· 2025-05-25 02:28
Group 1: Technology and Cultural Integration - Guangzhou local enterprises are successfully integrating technology with cultural products, enhancing market applications and changing lifestyles [2][3] - The "Dynamic Bicycle" by Litian Cultural Technology Group combines real-time historical storytelling with virtual cycling experiences using UE engine technology [3] - The "Pearl Water Reflection" MR light and shadow show, set to launch in January 2025, will allow tourists to explore Guangzhou's history through MR technology on cruise ships [3] Group 2: AR and Space Computing - Visionary Electronics showcased the Xrany X1 AR glasses, enhancing cultural interactions by presenting animations and explanations as users approach artifacts in museums [4] - Chengjing Technology, a leader in spatial computing, focuses on integrating AI and spatial computing to enhance cultural experiences [4][5] Group 3: Handicrafts and Cultural Products - Handcrafted products like crochet flowers and dolls from local artisans are gaining popularity, demonstrating the potential of traditional crafts in the market [6] - Original Warehouse Cultural Technology Company is leveraging digital technology for IP licensing, collaborating with over 20,000 small businesses to develop cultural products [6][7] Group 4: Gaming Industry and International Expansion - Guangzhou's gaming industry is projected to generate approximately 140.67 billion yuan in total revenue in 2024, with overseas revenue reaching 19.06 billion yuan [8][9] - The "Overseas Index" released by the Guangzhou Game Industry Association indicates that Guangzhou's gaming companies account for 45% of the province's total overseas gaming revenue, particularly excelling in the SLG genre [9]
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].