行业研究报告题录
文化、体育和娱乐业(2020年第35期)
(报告加工时间:2020-09-28 -- 2020-10-11)

行业资讯

境内分析报告

  • 2020中国彩民图鉴
    彩民中男性比例高达81.1%;有64.3%为已婚;彩民年龄集中在25-44岁,占比达83.7%。本、专科学历的彩民占比达83.9%;职业多为企业白领、工人、服务业人员,其中工人的TGI高达354;收入集中在3-10K,有房无车
  • 2020年中国视频内容电商行业白皮书
    从电商形式出现至今,中国电商市场的竞争格局和运营模式逐渐成形,生态系统日益完善,进入稳定的成熟发展期。网民和网购用户渗透率趋近饱和,电商市场进入存量挖掘时代。在阿里巴巴和京东双巨头笼罩下,多元化的细分赛道成为长尾企业突围方向,同时,内容和社交也已成为流量瓶颈下电商挖掘存量市场的重要手段

境外分析报告

  • 全球水上运动装备市场报告(2020-2027年)
    Water sports gear is one of the most integral parts of water sports. It is used as a wearable product that provides safety as well as increases efficiency in performing water sport activities such as snorkeling, rafting, diving, swimming, knee boarding, and others. The global water sports gear market is analyzed on the basis of its prospect and future growth rate. The report highlights numerous factors that influence the growth of the water sports gear market. These include market forecast, drivers, restraints, opportunities, and role of different key players operating in the market. The water sports equipment market is segmented on the basis of product type, age group, distribution channel, and region. By product type, it is classified into watersports clothes, swim fins, swim mask & goggles, buoyancy control device (BCD), watches, life jackets, safety helmets, and others. By age group, it is divided into kids, adults, and geriatric. Based on distribution channel, the market is segregated into specialty store, franchise store, online store, supermarket/hypermarket, and others. Region wise, the market is analyzed across North America (the U.S., Canada, and Mexico), Europe (Germany, France, the UK, Italy, Spain, and rest of Europe), Asia-Pacific (China, India, Australia, Japan, South Korea, and rest of Asia-Pacific), and LAMEA (Latin America, the Middle East, and Africa).

投资分析报告

  • 传播与文化行业:《万国觉醒》上线,游戏CP议价能力增强
    国庆档电影主题: 受益“国庆+中秋”假期延长及影院上座率提升至75%,国庆档电影行业迎来假期红利,预计《我和我的家乡》将成为国庆档票房冠军,票房预计25~30 亿元,关注北京文化。
  • 传媒互联网行业:互动视频发展加速,白皮书引导与规范行业发展
    5G 时代互动视频发展加速,规范端到端解决方案。互动视频,具有分支剧情选择、视角切换、画面互动等交互能力,为用户带来强参与感、强沉浸度的互动观看体验。伴随互动视频内容容量的扩充和技术要求的提高,也同样带来成本、受众覆盖和技术等方面初期发展瓶颈。而5G 环境对互动视频关键技术的影响主要在于视频预加载和多路视频流两方面,解决了关键技术痛点。
  • 传媒行业:《原神》拒绝上架华为等渠道,内容议价能力持续提升-游戏行业事件点评
    近日,由于米哈游未能与华为、小米等传统应用商店达成合作条款,旗下二次元游戏大作《原神》公测日(9 月 28 日) 无法准时上架华为游戏中心和小米游戏中心,研发商与传统应用商店渠道矛盾进一步激化。《原神》是二次元游戏大厂 米哈游 400 人团队历时 3 年制作的内产优质二次元游戏,首款国产 PC 和手机双端数据互通游戏,全渠道预约量超 1700 万,提前锁定年度二次元爆款游戏。

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