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2025闲鱼谷子趋势报告
Sou Hu Cai Jing· 2025-11-16 09:10
Core Insights - The report highlights the rise of domestic cultural IPs and the structural transformation of the "Guzi" (goods) market, driven by national style elements and domestic game IPs, with young women and post-2005 consumers becoming the main consumer groups [1][2][3] Market Overview - The "Guzi" market, which refers to lightweight merchandise derived from anime, games, and other media, has seen a significant shift from Japanese IPs to domestic IPs, with domestic transaction volumes surpassing Japanese ones for the first time in Q1 2025, reflecting a 105% year-on-year increase [1][2][10] - The overall market is experiencing rapid growth, with the first quarter of 2025 achieving historical peak transaction volumes [1][12] IP Performance - Domestic game IPs have emerged as the biggest winners, with titles like "Love and Deep Space" and "Identity V" topping sales charts, outperforming traditional Japanese IPs [2][16] - The sales of national style "Guzi" surged by 167% year-on-year in Q1 2025, with the "Nezha" IP seeing a staggering 2346.2% increase due to the release of the movie "Nezha 2" [2][19] Consumer Demographics - The proportion of female consumers in the "Guzi" market increased from 67% in 2023 to 78% in Q1 2025, indicating a strong female dominance in purchasing [3][26] - The post-2005 generation is the fastest-growing demographic, with these young consumers averaging 2.9 purchases per month, spending over 100 yuan per transaction [3][31] Product Categories - "Baji" (badges) continue to dominate sales, accounting for over 60% of total "Guzi" sales, while paper products like postcards and colored paper have seen a notable rise, making up 19% of transactions in Q1 2025 [2][22] - The demand for products that combine utility and emotional value is evident, as consumers seek items that serve both practical and sentimental purposes [2][3]
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]