Workflow
痛包
icon
Search documents
二次元吃谷热背后:手艺人发财,小红书闲鱼赚流量,粉丝痛并快乐?
创业邦· 2025-07-31 03:53
Core Viewpoint - The article discusses the booming second-hand trading market within the ACG (Anime, Comic, Game) community, highlighting the impulsive buying behavior and the subsequent need for selling items at a loss, driven by the popularity of various IPs and merchandise [4][6][62]. Group 1: Market Dynamics - The second-hand market for ACG products has seen significant growth, with items experiencing drastic price fluctuations, such as a character figure dropping from 3000 yuan to hundreds within six months [4][6]. - The rise of IP economy has led to an increase in merchandise releases, with brands frequently launching new collaborations and products, creating a vibrant trading environment [6][7]. - The impulsive buying behavior is prevalent, with consumers often purchasing items at inflated prices during initial releases, only to later sell them at a loss on platforms like Xianyu [7][16]. Group 2: Consumer Behavior - Consumers in the ACG community exhibit a "buy high, sell low" mentality, often relying on second-hand sales to recoup costs from impulsive purchases [16][34]. - The phenomenon of "blind box" purchases has become common, where consumers buy mystery boxes with uncertain outcomes, leading to increased spending driven by the thrill of potential high-value items [35][40]. - Social media platforms like Xiaohongshu play a crucial role in influencing consumer behavior, where users showcase their collections and engage in community discussions before making purchases on trading platforms [57][58]. Group 3: Platform Analysis - Xianyu remains the dominant platform for second-hand ACG transactions, boasting a user base of 105 million and a 75% year-on-year increase in transaction volume [53]. - The emergence of niche platforms like Qindao and Jihuan She caters to specific segments within the ACG community, offering tailored services and community engagement [52][51]. - Xiaohongshu has unexpectedly benefited from the trading boom, becoming a preferred platform for users to showcase and discuss their collections before transitioning to sales on Xianyu [57][58]. Group 4: Challenges and Concerns - The influx of underage users in the second-hand market has raised concerns about impulsive buying and refund requests, complicating transactions for sellers [58][59]. - Issues such as counterfeit products and the need for better regulatory measures have emerged as significant challenges for the trading platforms [60][61]. - The sustainability of the second-hand market is questioned, as it heavily relies on the ongoing popularity of ACG IPs, with potential risks if new hits do not emerge [62].
二次元吃谷热背后:手艺人发财,小红书闲鱼赚流量,粉丝痛并快乐?
3 6 Ke· 2025-07-31 00:25
Core Insights - The article discusses the booming second-hand trading market for anime and gaming merchandise, highlighting the volatility in prices and the impulsive buying behavior of consumers in the "二次元" (two-dimensional) culture [1][5][12] - It emphasizes the dual nature of consumers as both buyers and sellers, often leading to a cycle of impulsive purchases followed by attempts to recoup costs through resale [31][46] Group 1: Market Dynamics - The second-hand market for anime merchandise has seen significant fluctuations, with items like character badges experiencing price drops from thousands to hundreds of yuan [1][5] - The rise of IP (intellectual property) economy has led to an increase in merchandise availability, with consumers often engaging in impulsive buying, resulting in a vibrant second-hand trading environment [5][12] - Platforms like Xianyu (闲鱼) and Qidao (千岛) have become central to this trading ecosystem, with Xianyu reporting a user base of 105 million and a 75% year-on-year increase in transaction volume [50][49] Group 2: Consumer Behavior - Consumers often engage in "blind box" purchases, where they buy merchandise without knowing the specific items they will receive, leading to a gambling-like mentality [32][37] - The article notes that many sellers are also significant buyers, with profits from sales often reinvested into new merchandise, perpetuating a cycle of consumption [31][46] - The community aspect of platforms like Xiaohongshu (小红书) plays a crucial role in influencing purchasing decisions, with users often showcasing their collections and purchases [54][52] Group 3: Challenges and Risks - The second-hand market faces challenges such as counterfeit products, high uncertainty due to the involvement of minors, and complex unwritten rules within the community [14][56] - The article highlights the need for better regulation and service standards on trading platforms to address these issues and ensure sustainable market growth [56] - Concerns are raised about the long-term viability of the second-hand market, which heavily relies on the popularity of anime IPs, suggesting that a lack of new content could lead to market decline [56]
为什么“痛文化”能吸引年轻人?如何顺势打造商业新爆款
3 6 Ke· 2025-07-18 02:39
Core Insights - The article discusses the rise of "pain culture," a visual expression trend among young people that originated from Japanese "痛车" (itasha) culture, which has evolved into a broader phenomenon encompassing various forms of public and personal expression [1][4][8] - Pain culture is not merely a subcultural decoration but represents a significant shift in content economy and consumer engagement, challenging traditional commercial spaces and visual authority [4][9][19] Group 1: Cultural Mechanism - Pain culture serves as a means of identity confirmation for young people, allowing them to express not only their preferences but also their self-identity [7][12] - The phenomenon is characterized by high levels of participation, where young individuals engage in collective activities that transform them from passive consumers to active content creators [11][12] Group 2: Market Trends - Data from 2024 indicates a 268% year-on-year increase in the number of pain culture products on the Xianyu platform, with over 70% of users being post-95s and 25% being post-05s [1] - The popularity of pain culture is evident across social media platforms, with significant engagement metrics such as 14.5 billion views on Xiaohongshu and 16.9 billion views on Douyin for related topics [5] Group 3: Spatial Redefinition - Pain culture is redefining urban spaces, shifting the visual narrative from brand-centric to character-driven expressions, thereby creating a "gentle occupation" of public spaces [9][10] - Commercial spaces are evolving into participatory environments where consumers are invited to engage actively, transforming traditional retail into interactive storytelling venues [11][19] Group 4: Future Implications - The article emphasizes that successful commercial spaces must foster a sense of belonging and identity among users, moving beyond mere content display to creating a sustainable cultural ecosystem [19] - Future commercial strategies should focus on building long-term relationships and community identities, rather than short-term engagement through fleeting trends [18][19]
00后的痛你可以不懂,但背后的千亿经济你要了解一下
Hu Xiu· 2025-07-14 23:52
Core Insights - The article discusses the emerging "pain culture" and its significant market potential, particularly among the millennial generation, with the "guzi economy" market size surpassing 100 billion yuan in 2023 [6][7]. - Bilibili World (BW), a major ACGN event, showcases the growing consumer power of the anime and gaming community, with record attendance and participation from various brands [16][18]. Group 1: Event Insights - BW 2023 saw the highest participation ever, with 900,000 ticket reservations and 400,000 attendees, covering an area of 240,000 square meters, making it four times larger than Japan's AnimeJapan [17][18]. - The event attracted a diverse audience, including international attendees, and featured over 700 exhibitors, with 18 brands from non-ACGN sectors [34][35]. Group 2: Brand Engagement - Brands like Upgraded Snacks creatively integrated into the event, achieving high visibility and engagement, demonstrating the effectiveness of content-driven marketing [29][30]. - The automotive industry also participated actively, with major brands showcasing "pain cars" and collaborating with popular IPs, indicating a shift in marketing strategies to engage younger consumers [36][38]. Group 3: Market Trends - The article highlights the increasing consumer spending power within the "pain culture," with reports indicating that by 2024, the pan-anime demographic in China will exceed 500 million people, with average spending over 1,000 yuan per person [71]. - Companies like Chow Tai Fook have successfully tapped into this market, with their collaboration with popular IPs leading to significant sales growth, showcasing the potential for brands to connect with younger audiences [63][67].
痛车、痛巴、痛包出没!00后跟着漫展去旅行
Core Insights - The BilibiliWorld2025 (BW2025) event will take place in Shanghai from July 11 to 13, attracting a large number of young attendees, particularly from the post-00s and post-05s generations [1][3] Group 1: Event Impact on Tourism - During the BW2025 event week, Shanghai saw a 35% month-on-month increase in cultural and tourism bookings, with train ticket searches rising by 36% and flight bookings increasing by nearly 50% year-on-year [3][5] - The demand for high-end hotels near the event venue surged, with a staggering 475% increase in advance bookings for the summer [3][5] - The peak travel day for post-00s to Shanghai was July 10, the day before the event commenced, indicating strong interest from this demographic [5] Group 2: Demographic Insights - Major sources of flight bookings for the event included first- and second-tier cities, with rapid growth from third- and fourth-tier cities. Cities like Shenzhen and Wuhan saw nearly 100% growth in flight bookings from post-00s [5][6] - The BW2025 event has led to increased local spending in transportation, accommodation, dining, and entertainment, with food searches near the "Shanghai Bai Lian ZX" area rising over 800% in the first week of July [6] Group 3: Market Trends - The number of pan-ACG (Anime, Comic, and Games) users in China is projected to reach 503 million by 2024, with the ACG industry expected to exceed 270 billion yuan, making China the largest ACG market globally [6][7] - Searches for "二次元" (two-dimensional) related services, such as themed cafes and beauty services, have seen significant increases, with searches for "二次元咖啡厅" rising over 202% and "二次元女孩美甲美睫" increasing by nearly 80% [6]