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Asia Pacific Market Research

Mintel's market research reports make sure you always see the bigger picture with country-by-country coverage across Asia Pacific. Our unrivalled research and analysis lets you compare sales, strategies and consumer behaviour across up to 40-plus nations, offering a 360Ëš view of the business environment in one of the fastest-growing regions of the world.

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No. of reports 1 of 35
  1. Athleisure Brands - China - March 2020

    • Consumer Report
    • March 2020
    • China

    “Athleisure has been popular for the past five years, and there is no sign of it falling out of favour. Although leading athleisure brands have seen an economic hit during the recent coronavirus outbreak, the negative impact is likely to be temporary as Chinese urbanites are ...

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  2. The Arts and Crafts Consumer - China - January 2020

    • Consumer Report
    • January 2020
    • China

    “The arts and crafts industry is emerging as a new type of leisure activity in China. To further increase consumer involvement, brands can position arts and crafts projects as facilitators of personal and social gain, such as making crafts projects as a way to learn new skills, ...

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  3. Family Leisure - China - December 2019

    • Consumer Report
    • December 2019
    • China

    “The leisure market will need to be aware of more diverse types of families, as the singles economy and pet economy are changing the structure of families in urban China. Brands need to respond by being more considerate of their service offerings to make sure they accommodate ...

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  4. Theme Parks and Amusement Parks - China - November 2019

    • Consumer Report
    • November 2019
    • China

    “Theme parks and amusement parks are estimated to see slower but still healthy growth in terms of visitor volume. The market will become more mature. Establishing a well-known brand will be critical for future competitiveness. Park brands can leverage products that source ...

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  5. Night Life - China - November 2019

    • Consumer Report
    • November 2019
    • China

    “The China night life market is a big market with potential to grow, but current supplies are still limited. All walks of night life, including dining, entertaining, shopping, exercise/sports and cultural related, have seen opportunities to grow. Overall Chinese consumers ...

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  6. Online Gaming - China - September 2019

    • Consumer Report
    • September 2019
    • China

    “With the dominance of smartphones and mobile gaming, easy-to-play games are the prevailing trend in the mass market and are primed for further penetration in lower tier cities and new internet users. PC gaming, on the other hand, attracts more sophisticated gamers, meaning ...

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  7. E-sports - China - September 2019

    • Consumer Report
    • September 2019
    • China

    “The flourishing of e-sports games and live game streaming has been accompanied by a rapid growth in the fan base and now game lovers want an all-round experience of this new emerging hobby. E-sports stadiums and amateur e-sports tournaments are top trends driving the market. ...

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  8. Marketing to Outdoor Lovers - China - September 2019

    • Consumer Report
    • September 2019
    • China

    “The outdoor market in China is a new emerging market, although outdoor activities have been popular for years thanks to consumers’ increasing incomes and willingness to participate. Outdoor lovers, especially when seeking professional guidance, find it difficult to make ...

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  9. Marketing to Subcultures - China - May 2019

    • Consumer Report
    • May 2019
    • China

    “Subculture lovers devote a lot of time to their hobbies. They are willing to share their interests and be more engaged in activities related to their interests. Brands would do well to integrate online and offline resources and increase interaction with consumers in real life. ...

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  10. Mobile Gaming - China - October 2018

    • Consumer Report
    • October 2018
    • China

    “More and more gamers are playing on mobile devices while the average playing time has increased slightly compared to last year. Consumers have more motivations to make in-game purchases than before and they tend to try variety of games. Therefore, increasing players’ retention ...

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No. of reports 1 of 35