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海报漫谈丨为感觉买单?当情绪消费硬控年轻人
Sou Hu Cai Jing· 2025-08-08 18:56
Core Insights - Emotional consumption has become a significant factor influencing the decision-making of the younger generation in China, as highlighted in the 2024 report by the China Consumers Association [1] Group 1: Emotional Consumption Trends - The shift from material experiences to emotional maintenance is emerging as a new consumption hotspot, with young consumers seeking joy and social fulfillment through products like blind boxes and trendy toys, leading to a market growth from 6.3 billion yuan in 2015 to approximately 60 billion yuan in 2023 [3] - Young consumers are increasingly prioritizing emotional value and personal expression in their spending, as evidenced by the Shanghai Youth Research Center's report indicating a transition in cultural tourism consumption towards these values [3][4] Group 2: Consumer Behavior Insights - A survey from the 2024 China Consumption Trend Insight Report reveals that 64.6% of respondents aged 18-65 value spiritual consumption more, with 48.9% seeking dedicated time for relaxation each week [4] - Emotional consumption is characterized by deep emotional resonance rather than impulsive buying, reflecting the younger generation's desire for identity expression and social recognition through their purchases [5][6] Group 3: The Impact of Fast-Paced Society - In a fast-paced environment, young consumers create a sense of ritual through "self-pleasing consumption," turning mundane purchases into immediate emotional rewards, which includes tangible goods and virtual companionship [8] - The rise of emotional consumption indicates a pressing need for spiritual fulfillment among the younger generation, although it may lead to a cycle of consumption and emptiness if not approached with moderation [8]
年入十亿百亿级的日本五大玩具公司,2025财年有这些趋势
3 6 Ke· 2025-05-28 00:46
Group 1 - The Japanese toy market is experiencing diverse growth, with companies achieving record performance in various segments such as Kidults, digital technology, card games, and capsule toys [1][2][3] - Bandai Namco Group reported a sales revenue of 1,241.513 billion yen for the fiscal year ending March 2025, marking an 18.2% increase year-on-year, with operating profit rising by 98.7% to 180.229 billion yen [4][5] - Bandai's toy segment alone generated sales of 596.933 billion yen, a 17.1% increase, with high-profit toys like card games driving profit growth [5][6] Group 2 - Sega's sales for the fiscal year were 428.948 billion yen, a decrease of 8.5%, but the toy segment showed growth with a revenue of 76.6 billion yen, up 6.7% [31][32] - Happinet achieved a sales revenue of 364.418 billion yen, a 4% increase, with its toy business growing by 13% to 169.465 billion yen [45][47] - Furyu reported a sales revenue of 44.35 billion yen, a 3.6% increase, with game machine prizes being the main revenue source [53][55] Group 3 - Bandai's top IPs include Dragon Ball, Mobile Suit Gundam, and One Piece, with One Piece toy sales reaching 94.2 billion yen, a 56.22% increase [6][7][8] - The adult consumer segment is expanding, particularly in Bandai's high-end toy lines targeting Kidults, contributing significantly to revenue growth [19][20] - The toy industry is seeing a trend towards high-quality, high-price digital toys, with companies like Sega focusing on smart digital toys and expanding their product lines [36][44]