Industry Reports | 2024 National Culture and Entertainment Market Consumption Research Report
(Amusement and Entertainment Sector)
Preface
The offline entertainment market is an important part of the cultural market, and is the basic disc reflecting the comprehensive value of the entertainment market, no matter in terms of industry revenue, number of employees and other aspects. Conducting systematic research on the traditional entertainment market represented by amusement and entertainment, song and dance entertainment, as well as the emerging entertainment market such as scripted entertainment, is an important initiative to grasp the development and laws of the entertainment industry. China Culture and Entertainment Industry Association (CCEIA) has cooperated with Meituan to establish an offline recreation and entertainment market research mechanism. With the support of relevant government departments, experts and scholars, and industry representatives, CCEIA will help all parties to make scientific and precise judgments and decisions through analyses of industry data, consumption habits, and market trends.
According to the shop data included in the Meituan platform, as of June 2024, the number of shops related to amusement arcades, crane machines/houses, console games and immersive VR had accumulated over 40,000, representing a 70% increase compared with the same period in 2023. Specifically, the number of shops in the arcade category has grown steadily from over 9,000 in the same period of 2023 to over 10,000 today, a year-on-year increase of 14.5%, while the number of shops in the gripper/crane house, console game and immersive VR categories has increased rapidly from around 5,000 in the same period last year to 10,000 today, with the number of shops in each category remaining stable at the moment. Among them, the fastest growth rate was seen in crane/crane shops, with a year-on-year growth rate of 117.6%.
Among the new first-tier cities, Zhengzhou, Xi'an, Hefei as the representative of the provincial capitals, the arcade category shop size still has more than 10% growth; amusement and entertainment industry town Changsha, as well as Wuxi, Hangzhou; Tianjin and Qingdao in the north of the arcade category shop size compared to the same period last year has declined. Zhengzhou and Wuhan's grabbing machine/collar house shop size grew at a rate of more than 200%, making them the hottest cities, followed by Chengdu, Hefei, Dongguan, and Nanjing; Changsha, Wuxi, and Hangzhou had a lower growth rate. Suzhou, Ningbo and Zhengzhou have higher growth rates of console game and immersive VR shops; Chongqing, Chengdu and Wuhan and Changsha are all cities with larger shop sizes, but the growth rate is at the average level; Tianjin has seen a decline in the size of console game and immersive VR shops.
Sinking market, 2024 video game city category Zhoukou, Weifang, Zunyi and other faster growth rate, major provincial capitals such as Yinchuan, Kunming, Taiyuan, Changchun and so on still maintain sustained growth.
From the point of view of the development of the provinces, Guangdong Province leads the country, the province's arcade, catching machines / doll houses and game hosts and other amusement and entertainment shops accounted for more than one-tenth of the size of the province, ranked second in Jiangsu Province. Shandong, Henan, Hebei, Anhui and other provinces, shop size is only about half of Guangdong Province, but the growth rate is rapid, of which the number of amusement and entertainment shops in Henan Province increased by 135%, far more than other provinces.
( From:https://mp.weixin.qq.com/s/QZSF_3T6SYt1FEIJBtuqew )