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年度实测|我们在2024-2025都踩过什么坑,又真香了哪些好物?
虎嗅APP· 2025-09-29 13:19
有人说,现代人的家里都有个 " 消费坟场 "—— 那里躺着冲动买下的健身器材、为 " 可能有用 " 而囤的厨房神 器、跟风入手的电子设备。但与此同时,也有一些意外之喜: 几十块的手机支架、平平无奇的帆布包,被默默 用了整整一年。 消费这件事,最能暴露"理性与情感"的拉扯。 过去两周,我们在「早点生活」社群发起了"年度消费反馈征集",收集用户的真实体验: 今年最坑的花费 、 最愿意复购/推荐的 3C 与居家好物 。 下面这份清单,来自早点生活社群用户的真实反馈;有品牌有场景,也有后悔与真香。 一、真香好物:这些钱花得值! @王琪 年初买了九阳的 破壁机 ,使用频次 为 工作日2次/天,周末3-4次/天 。 万物可破壁,秋冬季节,尤其要多喝一 些 暖和的 水水。 @凹 这种免插电的,可以加热的水杯其实挺不错的,冬天随时随地可以喝到热水。 @哎呦我是团子啊 推荐珀莱雅盾护,三式,植气叮叮 , 皮肤状态 稳定不少。 @Source 松拓 race 2 值得入手 。 @Coffee 最近买了这个复刻版,小时候觉得很贵的一个电子宠物 , 情怀 满分 ! @一只幸运猫 我买了那个艾草的加热坐垫 , 冬天坐着 暖乎乎 , 还 ...
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
木村说,随着与爱好和休闲有关的费用大幅上涨,"玩具成为成年人一种经济实惠的选择"。 此外,不少成年人外出时会带着心爱的毛绒玩具拍照并发到社交媒体上,作为与他人互动的方式之 一,"这表明消费者不仅从物品本身寻找价值,还希望借此能与他人互动并获得相关体验"。 据新华社电 尽管日本出生人口数量连年减少,但玩具市场却出人意料地蓬勃发展,这背后的"推力"来 自爱上玩具的日本成年人。 统计数据显示,"单人户"在玩具上的支出增加明显:2024年,日本"单人户"家庭平均在玩具上花费 14498日元(701元人民币),较2014年增长3.5倍;有至少一名儿童的多人家庭在玩具上的平均支出是 12367日元(598元人民币)。 日本共同社14日援引日本玩具协会数据报道,2024财年日本玩具市场规模同比增长7.9%,达到1.1万亿 日元(约合531.7亿元人民币),创历史新高。其中,集换式卡牌和动漫周边产品是主要推动力,较10 年前增长36%;电子宠物以及形态各异的毛绒玩具也颇受成年人欢迎。 明治安田综合研究所经济学家木村五月(音译)在近期发表的一份报告中说,玩具逐渐成为日本成年人 的爱好和自我表达的方式,"玩具只为儿童设计"这一传 ...
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
新华社北京9月16日电 尽管日本出生人口数量连年减少,但玩具市场却出人意料地蓬勃发展,这背后的"推力"来自爱上玩具的日本成年人。 木村说,随着与爱好和休闲有关的费用大幅上涨,"玩具成为成年人一种经济实惠的选择"。此外,不少成年人外出时会带着心爱的毛绒玩具拍照并发到社交 媒体上,作为与他人互动的方式之一,"这表明消费者不仅从物品本身寻找价值,还希望借此能与他人互动并获得相关体验"。(荆晶) 这是8月28日在日本东京玩具展上拍摄的玩具。新华社记者贾浩成摄 统计数据显示,"单人户"在玩具上的支出增加明显:2024年,日本"单人户"家庭平均在玩具上花费14498日元(701元人民币),较2014年增长3.5倍;有至 少一名儿童的多人家庭在玩具上的平均支出是12367日元(598元人民币)。 明治安田综合研究所经济学家木村五月(音译)在近期发表的一份报告中说,玩具逐渐成为日本成年人的爱好和自我表达的方式,"玩具只为儿童设计"这一 传统观念正在转变。 日本共同社14日援引日本玩具协会数据报道,2024财年日本玩具市场规模同比增长7.9%,达到1.1万亿日元(约合531.7亿元人民币),创历史新高。其中, 集换式卡牌和动漫 ...
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]