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In 2022, the question of the start of the beauty industry

Text | Wu Lingwei

Editor | question

From the beginning of 2021, the cosmetics industry ushered in the strongest supervision: the basic law of the industry, the Regulations on the Supervision and Administration of Cosmetics, was officially implemented. In the second half of the year, more rational investment also cooled the fiery atmosphere of the beauty industry in the past few years.

But there is no doubt that China has become a huge market for the beauty industry. In this market with a scale of 500-600 billion yuan or even larger, P&G has the CEO Xu Min trained in China for the first time in its corporate history in 184, and the newly-established president and CEO of Estee Lauder Group in China is also the first completely local leader in China.

These changes are also confirmed from the consumer side. Cindy, general manager of Tmall Beauty Industry, said that although mainstream brands still occupy a large part of the market, new brands are infiltrating younger people through new categories. The beauty industry, which seems to have become a red sea, is constantly emerging new opportunities because of technological innovation and unsatisfied demand from consumers. In the second half of 2021, due to the innovation of beauty preservation technology, freeze-dried mask became a new trend. Online consumption continues to upgrade, and the unit price of customers purchased is also higher.

Domestic brands including Polaiya and Baique Ling, cutting-edge brands such as Hua Xizi, Perfect Diary and Colorkey, popular line brands such as Ya Yang and Nuxi Mystery, and luxury beauty brands such as Hermes perfume beauty cosmetics, Givenchy and Dior beauty cosmetics participated in the discussion. The topic discussed together is, where will the beauty brands go in 2022?

In September 2021, perfume, men’s and pets and tide play were separated from the original industry and operated independently, becoming an independent category of Tmall. In fact, the upward trend of these major categories is by no means a grass ash snake line, which has long been obvious to all.

Consumers who used to know only Chanel, Burberry and other major "duty-free shops" perfume, in double 11 in 2021, all perfume brands that were originally regarded as "niche" such as Zumalong, Mei Sen Magira, Diptyque, Pan Hailigen and BYREDO were sent to Tmall Million Club. Fauvism and Bing Xili, who started online, are China players whose sales exceed 10 million.

This not only reflects the change of salon perfume or niche perfume entering the field of vision of mass consumers, but also domestic perfume players are being attracted by this tens of billions-level track and entering the game. In addition to the smell library, which was born earlier and has been stationed in many shopping malls, Scentooze Three Rabbits, born in 2019, entered the offline beauty collection stores such as Xiyan, while Guanxia and Wenxian opened more experience-oriented flagship stores on Hunan Road and Huaihai Middle Road in Shanghai.

* Left: Wenxian’s flagship store in Huaihai Middle Road, Shanghai; Right: The Summer Sightseeing Lounge on Hunan Road in Shanghai.

In addition, Galand, a cosmetics group, launched its first perfume brand, ASSASSINA Sahina, and Emotif, ByteDance’s own fragrance brand, will be on sale soon. Service providers who set foot in the e-commerce business earlier are also introducing foreign perfume brands that Chinese people are not familiar with by proxy operation. Youke Group is the trader behind Creed Tmall International Store, which is known as the "British royal perfume brand", and Shuiyang shares also operate the overseas flagship store of French luxury perfume MEMO PARIS.

Scenes for the use of perfume fragrance are also being broadened. Bedroom fragrance, space fragrance, car fragrance, bathroom fragrance, etc. introduced according to different scenes, as well as clothing fragrance and sleep-aiding fragrance introduced in combination with users and purposes, are also occupying consumers’ sense of smell.

In addition to fragrance, Cindy predicts that men’s care and beauty instruments will also become the trend category of makeup and skin care in 2022.

Cindy, General Manager of Tmall Beauty Industry

She found that boys also began to "please themselves". "Originally, boys bought perfume, which was probably for girls, but since June 18, 2020, the proportion of boys buying perfume by themselves has been higher."

In the Tmall flagship store of the men’s skin care brand Li Ran and her dear boyfriend, perfume has always been one of the highest-selling categories in the store; The ratio of male and female users of the domestic fragrance brand "Beast Youth" reached 4: 6.

Moreover, these new brands seem to quite understand what "masculinity" China men want. Men want to conceal their flaws, but they can’t be seen to be wearing makeup; They are too troublesome and afraid of being greasy. They hope that they can spread the foundation evenly without beauty eggs, and they are even more reluctant to make great efforts to remove makeup. Their psychological barriers even affect their acceptance of foundation and BB cream-these categories used to be dominated by women. Therefore, JACB, Liran and other brands have launched their own men’s face cream, mainly to solve the boys’ need to pay attention to it and be troublesome.

The new brand of Su Yan Cream, which is specially designed for men, has grasped the boys’ demand of "being particular and troublesome".

Although Neil Chapman, the godfather of perfume, said in the perfume Bible that most minority perfume manufacturers are designing for individuals, regardless of gender ("for men" and "for women" are out of date for contemporary brands). However, at the present stage, those domestic perfume or skin care brands specially designed for men still need to promote "men’s perfume" or "men’s skin care brand" to show their identity as new consumer goods and distinguish them from past brands.

The bonus of beauty and body instruments comes after consumers have been educated by beauty brands for many years. This high-order, more professional category faces a group of "technical streams" who have higher requirements for skin care and are more willing to accept new ideas, or consumers who are still in the wait-and-see period for medical beauty and temporarily transition to home beauty instruments.

But in the past, this high-end skin care market monopolized by foreign brands began to be gradually opened by domestic brands. The new brand Tingyan, which was founded less than three years ago, opened up the young market with home cinema-level skin care products and instruments. Last year, double 11 ranked among the TOP20 of Tmall in its elite category.

On Tmall, there are not a few cutting-edge domestic brands like Tingyan. Based on the insight into the domestic consumption ecology, we dig deep into the user’s segmentation demand scenarios and achieve overtaking in corners. The most important thing is that it has changed the way of many domestic brands "replacing big brands" in the past, but directly cut into the field of instruments with heavy assets and heavy research and development.

In the highly competitive cosmetics industry, there are still quite a few unmet needs. "The greater the differentiation of user needs, the more difficult it is to form a monopoly," Zhu Xiangyu said.

In the past few years, many new domestic beauty brands have achieved the unification of users, needs, scenes and pricing, and reached a certain business volume by relying on several explosive products. But explosive products are only a means of short-term brand growth or being seen, and they have their own life cycle. And brands need to rely on more goods, even more product lines or brands to maintain the growth rate of continuous development.

Therefore, the question before many brands is, "should I open a new product line or recreate a new brand?"

According to Zhu Xiangyu, a partner of Zhonglin Capital, there is no standard answer to this question. "Don’t make a second brand before you make a brand from 0 to 1 and from 1 to 10. Because of an entrepreneurial project, resources and energy are limited. "

However, the direction that brands can consider is to find their own skills development points. Beauty and Muji, which seem to have no explosions in various fields, take a large and comprehensive "all-category road": beauty has penetrated almost all small white household appliances, and has become the top spot in many categories, making itself an industry expert; Muji, on the other hand, covers home textiles, stationery, clothing and other categories and becomes a representative of a lifestyle. It’s just that their category expansion direction has extremely high requirements for brands, which is "impossible to meet".

Learning from Dyson and Yunnan Baiyao is more suitable for new brands with obvious long and short boards: Dyson has made a thorough study of "wind", from air purifiers, electric fans to hair dryers, which are in line with consumers’ cognition of its professional skills; From the cross-border of traumatic drugs to toothpaste, Yunnan Baiyao has not broken away from the professional field of "diminishing inflammation and removing swelling".

Ma Yinglong, a cross-border beauty makeover.

Fan Weiliang, director of e-commerce operations of New Zealand Mystery, said that those brands seeking breakthroughs in the 10-100 stage need to launch product line matrices such as image models, drainage models, profit margins and trend models suitable for brand tonality. At the same time, we must attach importance to the construction of the old customer flow pool and the repurchase marketing of members, and we must also attach importance to the construction and application of the enterprise data center. From product research and development to listing promotion, from new customer joining to old customer repurchase, it is driven by data, and it is forbidden to slap the head.

In recent years, among the confident social thoughts of big countries, the "national tide" that began to churn in 2016 has not subsided, but has extended from the concept of fashion clothes to consumer goods.

A number of domestic brands such as Baiqueling, herborist and Lin Qingxuan have also become popular in the national tide. These brands, which used to rely more on offline traditional business, have short contact time and are far away from young consumers.

However, the director of the operation of Tmall Beauty’s domestic product line also said that after double 11 last year, several important changes have taken place in the consumer groups of domestic brands:

1. Young consumers of domestic brands account for more than 52%. Compared with the previous big promotion, domestic consumers began to be younger.

2. Consumers of domestic brands migrate from the original third-and fourth-tier cities to the first-and second-tier cities, which means that domestic brands have a better brand image among the main beauty groups.

3. Compared with the past, domestic consumers are more "senior" beauty buyers, indicating that consumers recognize the quality of domestic brands more.

Old-fashioned domestic products that seize new channels and new people.

When domestic beauty brands enter consumers’ hearts with more professional brand image and product quality, they should do their own product innovation, "do what is not a fire", Zhu Xiangyu said. For the excavation of China culture, we should not only show that "it is not carving dragons and phoenixes on packaging, but it is more suitable for the aesthetics of China people in product aesthetics, material expression and even scenes."

The most important point is the digitalization process of brands. Even though "digital transformation" has been mentioned for many years, international brands are still in a relatively advanced position. Few domestic brands (especially new brands) will systematically manage marketing materials, efficiency tools and delivery tools.

On the same day, when Cat proposed to become a D2C platform in October 2021, it also threw out the "two-wheel drive" methodology that the brand should focus on consumer operation and goods operation. The beauty industry is a typical industry driven by consumer operations. It values accurate insight into consumer needs and also needs to tap those potential trend tracks. At the moment when multi-platform operation has become the norm, a beauty brand will open stores in online and offline channels such as Tmall, Applet and JD.COM at the same time, and will also plant grass in Xiaohongshu, Weibo and Tik Tok. How to make a potential user who is still unfamiliar with his own products become his own consumer and member, and keep buying again is the proposition of all brands.

"The combination of data and marketing is the core growth point of brand new content planting grass. Optimizing the complete link of Nickname creation, scene content production, high-value talent cooperation and Amoy linkage through data insight will greatly enhance the efficiency of brand new content planting grass." Olivia, deputy general manager of Qingqu Digital Intelligence, said.

Especially those big brands that have reached a considerable scale attach great importance to the consistency of consumer experience in all channels. But a consumer’s "whereabouts" are uncertain: they may try to place an order while shopping offline and complete the repurchase on Tmall. Offline BAs often tell consumers how to use points, so as to constantly stimulate consumers to buy and save points. If consumers are faced with a set of membership points system that has not yet been opened, they are likely to lose their loyalty to the brand, and the brand will lose the opportunity to raise the unit price of customers. Therefore, the service providers who trade brands not only have to get through the membership system, but also have to make online customer service "become" the role of offline BA, so that consumers can get more consistent services online and offline.

In the process of realizing these methodologies, we need the support of digital operation tools. And these infrastructure and capacity-building can not be completed by the brand itself. In the meantime, in addition to the infrastructure provided by the platform, many brands have chosen service providers with mature brand trading experience and more e-commerce operation capabilities to help.

Nowadays, both the founders of new brands and the traders of domestic brands know the value of "brand": when consumers face a known brand, the decision-making chain will be shorter and the time will be less. The premium and gross profit brought by the brand can help the brand to force the supply chain to make continuous supply, provide better products for consumers, and extend the life cycle of the brand. However, on the way to becoming an evergreen brand, it will always be a compulsory course for the brand to fill in the shortcomings, consolidate the cultivation of the long board and the methodology of digital management.

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Games, the new engine of economy?

Image source @ vision china

Wen | Gulfstream Economic Review

In the middle of the year, all kinds of high-standard exhibitions in China are heating up.

On June 18th, the 29th Beijing International Book Fair (hereinafter referred to as the "Expo") ended at the Beijing National Convention Center.

This Expo will open an online publishing exhibition area for the first time.Let online games and online literature board the stage of international cultural exchange for the first time.

This was rare in the past.

It is reported that the exhibition also set up an "online publishing forum" for the first time. At the forum, many leaders in Publicity Department of the Communist Party of China made keynote speeches and praised the positive value of various games.

Eight global leading game and digital publishing companies, including Tencent, Sony, Netease, Ubisoft, Sanqi Entertainment, Fist Game, Reading and Supercell, were invited to attend to show related technologies, innovative practices and experience interaction.

Game manufacturers were collectively invited to participate in the exhibition and appeared in the first online publishing development forum, which was praised by the leaders of Publicity Department of the Communist Party of China.

This indicates that online publishing, represented by online literature and games, has received official attention and attention.Games, as an important part of cultural exchanges between China and foreign countries, have been given a positive attitude by the government.

Coincidentally, on June 7th, the 19th ICIF, Sanqi Entertainment, Netease and other game companies were also actively demonstrating their unique advantages of "digital technology helps cultural communication".

Game companies frequently appear in various high-standard exhibitions, with the following background:

This year, the game industry ushered in multiple positive factors and was placed in an important position as an "economic driving factor".

The game industry is on the rise:Normalization of edition number, normalization of public opinion and clarification of property rights.

Looking back on the first six months of this year, the game industry continued to usher in good news.

First of all, the version number is normalized.

Since 2023, the General Administration of Press and Publication has issued 441 domestic game editions.

The overall number of domestic version numbers has also gradually stabilized, and the number of version numbers issued in the last five months has been around 90. With the normalization of the version number, the uncertainty of the policy side of the new online tour is reduced, and the certainty of the supply side is warmer.

After that, the trend of public opinion was "positive".

On November 16th last year, People’s Daily published "Digging the value of the video game industry is now or never". On February 16th this year, WeChat official account, the "Xinhua Daily Telegraph" sponsored by Xinhua News Agency, published "Don’t ignore the scientific and technological value of the game industry". Xinhua News Agency and People’s Daily Online, two major central media, both made positive voices to the game industry from the perspective of science and technology.

Today, this positive trend continues to go deep into the deeper level of law and property rights.

Recently, some cases of head SLG game "playing infringement" and "skin-changing infringement" in the game industry have been exposed. These cases mean: the game industry, the clarity of intellectual property rights.

Normalization of version number, positive public opinion, clear property rights, and the recent wave of AI in the whole game industry.

Obviously, the game industry, being promoted by various favorable factors, is becoming one of the new engines of the domestic economy, and may even be one of the main engines.

According to the statistics of game gyro, Q1 of 40 A-share game companies has accumulated revenue of over 24.7 billion yuan and accumulated profit of 3.661 billion yuan. Among them, about 73% companies achieved profitability.

The revenues of five companies, Sanqi Entertainment, century huatong, Perfect World, Wolong Real Estate and Kunlun Wanwei, account for half of the total revenues of A-share game companies. Sanqi Entertainment, which has the highest revenue and net profit, has a Q1 revenue of 3.764 billion yuan and a net profit of 774 million yuan.

New industrial impetus to help the economy,

Why a game?

If we go back a little bit, just last year, the whole game industry was still struggling.

According to the China Game Industry Report, the actual sales revenue of the game market in China in 2022 was 265.884 billion yuan, a year-on-year decrease of 30.629 billion yuan or 10.33%.

Among them, the actual sales revenue of self-developed games in the domestic market was 222.377 billion yuan, a year-on-year decrease of 13.07%; The actual sales revenue of self-developed games in overseas markets was $17.346 billion, down 3.70% year-on-year.

At the same time, the game industry continues to cause controversy-doubts about the game industry will emerge every once in a while.

This year, the whole industry has made a 180-degree turn. Last year’s industry was gloomy, as if it were a lifetime ago.

Behind the normalization of edition number, the positive public opinion and the clarification of property rights is the support of "upper will" In the final analysis, it is still three points:

1, the game relationship Internet industry employment situation

The development of the game industry is related to the employment of young people. The industries closely related to the game industry, such as short video, live broadcast, sports events, game mobile phones, and game public cloud, are also important areas for young people’s employment.

Recruitment platform Hunting Big Data Research Institute’s data on recruitment specials in 25 cities shows that in March this year,Talents in IT/ Internet/game industries in Guangzhou and Shenzhen are the most active in the recruitment markets of the two cities.

Boosting the game industry will directly benefit upstream and downstream enterprises, especially the head and shoulder Internet companies that absorb employment.

For example, Android mobile phone camp, China, rice, O, V and other manufacturers, a large part of Internet revenue comes from game sales and intermodal transportation.

Taking the advertising industry, the downstream of the game industry, as an example, AppGrowing data shows that during Q1, 2023, TOP1, a hot investment industry for buying advertisements, ranked second and third (advertising accounted for 18.54%), cultural entertainment (advertising accounted for 14.01%) and social marriage (advertising accounted for 11.02%). Behind the advertising industry are advertising platforms such as Byte, Tencent, bilibili and Aauto Quicker.

It can be seen that the rise and fall of the game industry is related to the money bag of the Internet industry in China, and it is also related to the employment situation of young people.

2. Games help technological innovation.

On February 16th, WeChat official account, the "Xinhua Daily Telegraph" sponsored by Xinhua News Agency, published "Don’t Ignore the Scientific and Technological Value of the Game Industry".The article said: the game industry has been inseparable from cutting-edge technology since its birth.

From the initial invention to show and verify the performance of computers, to the experimental field of "black technology", and then to the rapid integration into the development of the real economy, games and technological innovation have always inspired each other and developed together.

With the continuous development of game technology, the application of related technologies has already broken through the game industry itself, and has also played a role in many fields such as AI and VR.

At present, the most representative direction of technological innovation is AI.Recently, with the wave of AI, the attention of game stocks continues to heat up, which also shows that the application and landing of AI in the game industry has attracted much attention.

Up to now, game manufacturers such as Tencent, Netease, Mihayou, Perfect World, Sanqi Mutual Entertainment, Kunlun Wanwei, China Mobile Games, Morning Light, Lilith, Kaiying Network, Giants, Youzu, Heartbeat and Palm Fun have tried AIGC one after another.

For example, based on the decision-making intelligence Al Juewu, Tencent has reduced the numerical balance deviation of the glory of the king from 1.05% to 0.68%.

The intelligent NPC system is applied in Netease’s "Going Against the Water". Intelligent NPC can freely generate dialogues with players, and give their own logical behavior feedback based on the contents of the dialogues.

Perfect World’s end-game "Zhu Xian World" uses AI calculus technology to realize global weather control and detailed changes.

What is the specific effect of technological innovation (especially AI technology) on the game industry?Take Sanqi Entertainment as an example. The company has an intelligent delivery platform "Quantum" and an intelligent operation analysis platform "Tianji".

The "Quantum" system has been connected to more than 20 mainstream media platforms and channels in the world, and at the same time, it supports more than 300 games to be released online. More than 200,000 product launch plans have been created, and the time spent on online advertising of game products has been shortened from 6 hours to 30 minutes, and the efficiency has been improved by more than 10 times. In some areas, the proportion of intelligent delivery has exceeded 60%.

Besides the game itself,The "spillover effect" of games to help technological innovation should be paid more attention, especially in the real economy.

For example, in the field of building construction, game engines are widely used in architectural design, construction management, smart cities, ancient building restoration and so on.

3. Games help to revive traditional culture.

In the process of spreading traditional culture, games have a subtle influence and a far-reaching influence, and can show the charm of China traditional culture in the process of globalization.

At the Expo, we can see an ancient simulated business game inspired by The Riverside Scene at Qingming Festival-"Call Me Big Boss" appear in a prominent position in the exhibition hall.

The artistic style of the game is unique, the background and architecture are depicted in ink painting style, and the characters are painted in a more modern style, with profound cultural heritage and unique oriental aesthetics.

In the "Digitization of Traditional Instrumental Music" applet experience area of tencent games Exhibition Area, participants can choose their favorite songs or play freely, or touch the screen with the music score to complete the exclusive chime movement.

The chime is based on the high-precision digital sampling and restoration of the 1:1 copy of Zeng Houyi’s chime.

Go to sea in groups:The game industry is mature "cluster effect+spillover effect".

As we all know, the game industry, if you don’t go out to sea, you will be out.

In recent years, a major trend of the game industry going out to sea is from "single-handedly fighting" to "group cooperation".

Typically, Tencent has deployed a large number of game companies around the world through capital operation and strong alliance on the other hand, and frequently ran out of explosions.

Behind the successful launch of Nikke in Japan and South Korea, its developer Shift Up and Tencent hold 20% of the shares, which is the case of Tencent’s capital operation; The success of "Fantasy Tower" going to sea is a case of perfect R&D+Tencent’s strong combination model.

Another game manufacturer that has made great achievements in the sea is the mutual entertainment of Sanqi. Sanqi’s mutual entertainment business went to sea very early, but compared with China, it was only in the past two or three years that overseas made a breakthrough.

According to the financial report, in 2022, Sanqi Entertainment achieved overseas revenue of 5.994 billion yuan, accounting for nearly 40% of the total revenue. In the statistics of a number of third-party organizations, Sanqi Entertainment seems to have secured the top three in the revenue list of China’s game-going enterprises.

Different from Tencent’s capital operation and strong alliance, small and medium-sized game manufacturers who cooperate with Sanqi Entertainment often have no capital exchanges.

In recent years, the overseas "explosive" games of Sanqi Entertainment mostly distribute the products of small and medium-sized manufacturers for companies. Among them, the developer of "Puzzles & Survival" is Easy Entertainment Network; The developer of "Song of the City on the Cloud" is Shiyue Network; The developer of "Call Me Big Boss" is a fun game.

According to official website, an entertainment network, as of May, 2023, the highest monthly flow of Puzzles & Survival exceeded 350 million, with a cumulative flow of 7.8 billion.

From the performance of the above products, we can find that the success rate of commercialization of Sanqi mutual entertainment products has been greatly improved through in-depth cooperation and communication with small and medium-sized R&D parties in the early stage to select excellent games and jointly decide the direction of play and development strategy.

According to the relevant person in charge of Sanqi Mutual Entertainment, in the early stage of this sea game project, the overseas operation team of Sanqi Mutual Entertainment will enter the R&D team and give specific suggestions.

During the operation, it will follow up the user feedback in time, adopt the user’s opinions in the game iteration, and feed back the R&D optimization.

This mode of relying on the understanding of overseas markets at the distribution and operation level and feeding back to game research and development and decision-making has become one of the core competitiveness of Sanqi Mutual Entertainment.

This is why Sanqi Entertainment and small and medium-sized game manufacturers are willing to achieve mutual success in overseas markets and join hands with john young.

In this paper, Gulfstream Economic Review observed that:The "Online Publishing Forum" was set up for the first time at the Expo, and eight top-level game companies participated.

It is of great significance for the Expo to open an online publishing exhibition area for the first time, so that online games and online literature can be on the stage of international cultural exchange for the first time.

Behind this is: the game industry is booming, the version number is normalized, the public opinion is positive, and the property rights are clear-the game industry is being promoted by various favorable factors and is becoming one of the new engines of the domestic economy.

The core of the game’s contribution to the economy lies in: the game is related to the employment situation of the Internet industry, and at the same time, the game contributes to technological innovation and the revival of traditional culture.

In terms of games going out to sea, we find that the game industry has moved from "single-handedness" to "group cooperation", which is the embodiment of "cluster effect+spillover effect" after the game industry matures.

Of course, there are still some problems in the whole game industry that need to be solved urgently.

For example, the impact of AI technology on the entire game industry will inevitably have advantages and disadvantages, among which the more prominent disadvantages include: replacing some low-end repeatable jobs and affecting employment; As well as the use of AIGC hype concept by individual listed companies, it has attracted regulatory attention.

All the above progress and problems are the result of the common development of the internal and external environment of the industry. Problems in development still need to be solved by development.

There is not a winter that is insurmountable, and there is not a spring that will not come.