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潮玩行业研究:潮玩千亿赛道空间广阔,文化与全球化打开成长天花板
Yuan Da Xin Xi· 2025-08-26 11:09
Group 1 - The industry is transitioning into a new development stage characterized by innovation-driven features, with a blend of various cultural elements such as traditional Chinese culture, anime, sci-fi, and trendy art [1][15][16] - The market for trendy toys is experiencing exponential growth, with the global retail market size increasing from $8.7 billion in 2015 to $19.8 billion in 2019, and projected to reach $44.8 billion by 2024, demonstrating strong resilience through economic cycles [3][25][26] - The Chinese trendy toy market has grown from 6.3 billion yuan in 2015 to 34.5 billion yuan in 2021, with an average annual growth rate of 34%, and is expected to maintain a compound growth rate of 24% from 2022 to 2026, potentially exceeding 110.1 billion yuan by 2026 [3][26][30] Group 2 - The industry is driven by a dual engine of IP licensing and original design, with leading companies building extensive IP matrices through self-owned and licensed IPs, enhancing product offerings across various categories [2][19][20] - The consumer base for trendy toys is expanding, with Z generation (born 1995-2009) representing 38.4% of the market, and a notable increase in adult consumers, particularly women aged 15-25, who account for 65% of plush toy purchases [12][36] - The competitive landscape is becoming increasingly complex, with over 49,000 companies in the trendy toy sector as of 2024, and new registrations growing by 34% year-on-year [41][43] Group 3 - The integration of new technologies such as AR and AI is reshaping product experiences and industry paradigms, enhancing interactivity and personalization in trendy toys [20][21][54] - The rise of domestic cultural IPs is significantly increasing market penetration, with companies like Pop Mart and 52TOYS developing a robust portfolio of original IPs [37][39] - The market is witnessing a diversification of product categories beyond blind boxes and figurines, including assembly blocks, plush toys, and trading cards, catering to a wide range of consumer preferences [2][20][33]
不生娃的年轻人正在偷偷养娃
和讯· 2025-05-15 09:43
Core Viewpoint - The article discusses the rise of the "doll culture" among younger generations, particularly the post-00s and post-10s, who engage in a unique subculture centered around collecting and customizing dolls, creating a complete industry chain from design to resale [3][4]. Group 1: Industry Overview - The "doll culture" has evolved into a vibrant consumer sector, with various participants including IP creators, custom factories, and individual collectors, all seeking profit opportunities [17]. - The market for dolls, particularly cotton dolls and BJD dolls, has seen significant growth, with the market size for the Chinese trendy toy market expected to reach 110.1 billion yuan by 2026, with the "doll culture" contributing over 30% [22]. Group 2: Consumer Behavior - Young consumers, particularly those born in the 00s, view dolls as companions and emotional support, often relating the experience to raising a child or pet [15][16]. - The purchasing process for dolls is competitive, with limited editions often requiring quick buying skills due to "hunger marketing" strategies employed by manufacturers [14][19]. Group 3: Market Dynamics - The profitability of doll factories has been affected by increased competition, leading to a shift from mass production to more personalized, high-priced custom dolls [19][20]. - The article highlights the challenges faced by individual sellers (referred to as "doll moms"), including issues of trust and the risk of financial loss due to unfulfilled orders [21][22]. Group 4: Professional Opportunities - The rise of the "doll culture" has led to the emergence of niche professions such as custom doll makers and makeup artists, with some individuals earning substantial incomes [17][18]. - The article notes that the profitability of these roles has become more challenging as the market becomes saturated, requiring innovation and cost management to remain competitive [20][22].