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2024山东人家电消费趋势①丨近半数消费者依然青睐线下购买_我的网站

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A |     齐鲁晚报·齐鲁壹点 张妍2024年山东家电市场整体向好发展。无论是传统家电的换新,还是消费升级类智能家电的普及,在实实在在的以旧换新政策的优惠补贴下,消费者表现出“敢消费,敢买好商品”的购物趋势,家电行业进一步向着绿色智能化进行产业升级。    

Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
    Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games

In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life." 
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'" 
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries. 
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.

B | 为深入了解洞悉山东消费者在家电消费上的趋势与偏好,日前,齐鲁晚报·齐鲁壹点发起《2024山东人消费趋势调查》,面向山东16个地市的消费人群,对其家电消费偏好、消费动向、消费趋势等维度进行了一次大规模调查,并权威推出《2024山东人消费趋势白皮书》。本次调查共回收有效问卷4582份,男性占50.66%,女性占49.34%,其中,近8成人群为80后、90后和00后。

C | 根据调查数据,在“2024年,您购买家电产品首选哪个渠道”问题中,46.07%的消费者依旧青睐于线下当地家电卖场(如银座电器、三联家电、苏宁易购、京东电器城市旗舰店等),占比超过选择在淘宝、京东、拼多多等线上平台的消费者(占45.2%),充分说明线下消费场景依旧对家电消费具有足够吸引力。

D | 2024年山东人购买家电渠道“2024年您最喜欢的家电卖场”这一问题中,52.84%的消费者选择了银座电器,三联电器、苏宁易购、京东电器城市体验店紧随其后。2024年山东人最喜欢的家电卖场分析家电消费趋势可以看出,尽管近几年线上销售平台占据了市场的半壁江山,新零售平台试图通过视频、直播等各种方式养成目标客户的消费习惯,但家电的线下消费板块依然拥有无法替代的优势。

E | 现场选购体验感拉满 多方位直观对比更放心根据调查数据可以发现,大多数消费者依然相信“眼见为实”,所见即所得。在网上选购家电产品,只能看到图片、参数、视频,看不到家电的实用效果。

F | 而在线下卖场专卖店可以直观感受产品质量,直接触摸、查看家电的外观、材质,了解做工细节,还能现场测试功能,如体验电视的色彩画质音响表现、冰箱冷柜的保鲜锁鲜效果、洗衣机的洗涤和噪音情况、空调的制冷制热及语音控制等,判断是否满足个性化需求。各大家电品牌在2024年~2025年持续不断推出极具使用体验感的新品家电,澳柯玛在2024年推出了260余款智能化家电产品,如四季鲜储系列冰箱、自动开门深冷立式冷柜、智能投放洗衣机、AI智慧变频油烟机、AI全时爆炒灶等,这些产品融入了最新的智能技术,提升了用户的使用体验,满足了消费者对智能化产品的需求。这些新品发布的同时在线下亮相,让消费者与新品家电体验零距离。售前售后一站式服务 个性化选购建议提升质价比 “家电专家”全程陪伴, 货比三家不吃亏。线上购物时,线上客服虽然热情,但真的只是一个客服。对于遇到的各种问题,通常回复的都是制式模版话术。

G | 而线下卖场门店的销售人员通常经过专业培训,对产品知识有深入了解,如同身边的“家电专家”,能根据消费者的使用需求、预算等,提供个性化的选购建议,帮助挑选最适合的产品。同时线下购买遇到问题时,能直接到门店或联系当地售后人员,沟通更直接高效,维修、退换货等服务也更及时。在调查问卷“您购买家电产品的最关注哪些因素?”问题中,产品质量(口碑)为消费者最为关注因素,占比高达87.55%,售后服务是否有保障为消费者最为关注因素第二位,占比为55.9%。这两个重要因素都是消费者线下购买可获得的直观体验感。另外,外观设计(高颜值、艺术感、匹配装修风格)为第四位关注因素,占比40.61%,线下挑选家电能更好地搭配家居,可根据家中的装修风格、空间大小等,直接对比家电的颜色、尺寸、款式,确保与家居环境协调统一。2024年山东人购买家电产品最关注的因素作为泉城济南商业最具代表性之一的泉城路商圈,历来是各大家电卖场兵家必争之地,目前拥有三联家电、苏宁易购、京东电器城市旗舰店三家品牌卖场,消费者可以一站式“扫店”“货比三家”锁定目标家电产品,卖定离手不跑空,极大地节省时间精力。

H | 而如何吸引消费者促成成交,则是各家的曝光度、品牌力、推广力、价格政策及物流服务等综合实力比拼的结果。

I | 政企补贴打包优惠令人心动 该薅的“羊毛”一个都不能少在网上买家电,一般都是在各品牌线上店单独下单购买,无法像线下家电卖场一样跨品牌套购。而线下家电卖场可以享受一站式服务,各种品牌的产品可以随意搭配选购,比如冰箱冷柜选海尔、空调选格力、电视选海信等等,直接跨品类、跨品牌,累计额度享受大额套购优惠,相当于折上折。

J | 另外,在政府以旧换新政策补贴的基础上,线下卖场还会叠加额外补贴,实际成交价可能线下更优惠。据悉,覆盖全省十二地市50余门店的银座电器正在推出第十届春节福利惠,除了有迎新补贴、内购爆品折上折等活动,还推出套购满额赠豪礼:购任意两个品类且两件以上商品,满额即送:满20000元赠送绞肉机一台,满40000元赠除螨仪一台,满60000元赠洗衣机一台,满80000元赠冰吧一台,这额外的羊毛等待消费者来“薅”。此外,线下购买家电还能避免隐性消费,线上购买可能存在安装费用不透明、需额外购买配件等隐性消费,线下购买时,可在购买前明确各项费用,避免后期不必要的支出。据悉,本次《2024山东人消费趋势调查》为2024(第13届)消费风尚盛典主线活动之一。齐鲁晚报·齐鲁壹点将结合调查数据、壹点智库大数据分析及专业评审的结果,综合评选出2024(第13届)消费风尚品牌,并于2025年1月中旬重磅揭晓,《2024山东人消费趋势白皮书》全文届时将同步发布,敬请期待!新闻线索报料通道:应用市场下载“齐鲁壹点”APP,或搜索微信小程序“齐鲁壹点”,全省800位记者在线等你来报料!。

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