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电通:2025年第一季度亚太地区娱乐行业(游戏、体育、动漫)消费者洞察报告(中译版)(51页).pdf

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1、01Q1 2025APAC CONSUMER NAVIGATOR Entertainment:Gaming,Sports&Anime02ABOUT THIS STUDY02The survey was conducted by dentsu via Toluna,an online research panel.The survey was fielded during Feb 19,2025-Mar 8,2025 in China,Japan,Indonesia and Thailand.The sample consisted of 700 respondents aged 18+for

2、each of the countries surveyed.Controls for nationally representative weighting across age,gender,and region(using the latest publicly available Census numbers).03CONTENTS01 Top Consumer Insights02 Gaming Redefines Media Boundaries03 Sport Is Expanding Beyond the Game04 Anime Goes From Niche to Main

3、stream05 Closing Thoughts0404TOP CONSUMER INSIGHTSGAMING IS THE NEXUS OF ENTERTAINMENT AND BRAND ENGAGEMENT IN APAC.In APAC,gaming has become more than just a pastimeit is a central hub where entertainment fandoms,social interactions,and brand experiences converge.With 68%of respondents viewing vide

4、o game expansions as a positive extension of their favorite franchises,the gaming industry is an increasingly powerful touchpoint for marketers.IN APAC,GAMING CULTURE IS DEEPLY SOCIAL AND EXPRESSIVE.Our survey reveals that gaming in APAC is deeply social,with 88%of Chinese gamers using games to conn

5、ect with friends or meet new peopleexceeding the 78%in the US.Digital identity exploration is also a key trend,particularly in Indonesia and China,where players embrace in-game avatars and skins as forms of self-expression.HARNESSING THE POWER OF SPORTS DOCUSERIES FOSTERS BROADER ENGAGEMENT.Sports d

6、ocuseries are captivating a diverse audience,with 60%of sports fans,gamers,and anime viewers tuning in.This cross-fandom appeal highlights the genres ability to transcend traditional boundaries.Notably,95%of viewers seek to understand the intricate strategies of the sport,fostering a deeper connecti

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根据报告的内容,本文主要探讨了亚太地区消费者在娱乐领域的趋势,包括游戏、体育和动漫。主要观点如下: 1. **游戏成为娱乐和品牌互动的中心**:68%的受访者认为游戏扩展是积极延伸,游戏成为重要的营销接触点。 2. **游戏文化具有社交和表达性**:88%的中国玩家通过游戏社交,数字身份探索成为关键趋势。 3. **体育纪录片吸引广泛观众**:60%的体育迷、游戏迷和动漫迷观看,95%的观众希望了解运动策略。 4. **运动员推动体育纪录片参与**:50%的体育迷每周寻找运动员内容,80%每月寻找,女性粉丝尤其被吸引。 5. **动漫在亚太地区具有文化影响力**:70%的人口每月至少观看一次,动漫迷通过流媒体平台、漫画和社区参与加深文化影响。 6. **动漫IP提供更深层次的粉丝参与**:82%的动漫迷阅读漫画,10%的粉丝年消费超过500美元。 7. **游戏、体育和动漫文化相互影响**:体育迷参与动漫,游戏迷渴望更多体育纪录片,动漫迷拥抱游戏和体育内容,模糊了粉丝界限。 8. **动漫迷是高度参与的消费者**:提供不同价格点的商品可以吸引不同消费习惯的粉丝。 以上是本文的主要观点和数据。
游戏如何重塑媒体界限? 体育纪录片如何吸引更多观众? 动漫如何从亚文化走向主流?
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