2016 Chinas Digital Reading Sector Report

Source:iResearchMay 03,20173:02 PM Overview With the digital reading market developing rapidly, in 2016, the number of PC users in China’s digital reading sector reached around 217 million and the number of mobile users was around 265 million. iResearch points out that the number of PC users didn’t change much. The demographic dividends no longer exist. While, the number of mobile users is still growing. More and more readers use mobile devices. This year, animation and movies adapted from  “Love O2O”, “Time Raiders” , “Fighter of the Destiny” and other internet literature are successful,  which has brought more users to internet literature market. 
Contents

Table of Contents of The Full Report

Abstract of The Report
1 Development of China’s Digital Reading Sector
1.1 Definition 1.2 Events in Digital Reading Sector in 2016

2 Current Situation of China’s Digital Reading Sector
2.1 Number of Users in China’s Digital Reading Sector in 2016
2.2 Competition Among Internet Literature Websites
2.3 Analysis of Competition on PCs
2.4 Analysis of Competition Among Reading Apps
2.5 Analysis of Competition on Mobile Devices
2.6 Support For Authors
2.7 Number of Literary Works That Are Updated Daily in 2016
2.8 Digital Reading IP Derivatives in 2016
2.9 Top10 Mobile Games Adapted From Internet Literature in 2016
2.10 Top10 TV Series Adapted From Internet Literature in 2016
2.11 Top 5 Animations Adapted From Internet Literature in 2016

3 Analysis of Core Companies in China’s Digital Reading Sector
3.1 Analysis of Core Companies——China Reading Limited
3.2 Analysis of Core Companies——iReader
3.3 Analysis of Core Companies——ChineseAll
3.4 Analysis of Core Companies——Alibaba Literature

4 Case Study of Popular Products in China’s Digital Reading Sector in Q3
4.1 Case Study of IP Derivatives—— Fighter of The Destiny
4.2 Case Study of IP Derivatives——When a Snail Falls in Love V.S. Memory Lost

5 Analysis of Digital Reading Users
5.1 Main Characteristics
5.2 Regional Distribution
5.3 Income of Digital Reading Users
5.4 Main Recreational Activities of Digital Reading Users
5.5 Users’ Digital Reading History
5.6 Reading Channels
5.7 Digital Reading Scenes
5.8 Factors That Influence The Choices of Platforms/Novels
5.9 Channels to Follow The Authors and Their Works
5.10 Types of Novels That Digital Reading Users Prefer
5.11 Situation of Genuine Internet Literature
5.12 Reasons For Digital Reading
5.13 Payment For Reading
5.14 Payment Intention For Relevant Products
5.15 IP Derivatives: Games
5.16 Factors That Influence Users’ Choices of Games
5.17 Payment Intention For Games
5.18 Expectation For Internet Literary Works That Are Adapted From Games
5.19 IP Derivatives: Animation
5.20 Expectation For Animation Adapted From Internet Literary Works
5.21 Factors That Influence Users’ Choices of Animation
5.22 Factors That Influence Users’ Choices of Comics
5.23 IP Derivatives: Movies and TV Series
5.24 Factors That Influence Users’ Choices of Movies
5.25 The Adaption of Internet Novels
5.26 Case Study of IP Derivatives——When a Snail Falls in Love V.S. Memory Lost

6 Development Trends of Digital Reading Sector
6.1 Internet Literature Companies Started Layout in Overseas Market; Chinese Internet Literature Enters Foreign Countries
6.2 The Internet Literature IP Business Starts From Animation Economy
6.3 The Business Operation and Development of Internet Literature IP Gradually Become Mature
6.4 The Government’s Support and The Establishment of The Association of Genuine Internet Literature Help Accelerate The Development of Genuine Internet Literature

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