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      文旅案例 | 超越門票:可持續(xù)浪潮下景區(qū)二次消費(fèi)產(chǎn)品系統(tǒng)的重構(gòu)與創(chuàng)新、實(shí)現(xiàn) “產(chǎn)品內(nèi)容化”

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      【友情提示】世界那么大,為防走散,請(qǐng)將AYS愛(ài)易設(shè)規(guī)劃設(shè)計(jì)事務(wù)所加星標(biāo)!關(guān)注愛(ài)易設(shè),關(guān)注AYS規(guī)劃設(shè)計(jì)事務(wù)所,點(diǎn)擊上方名片-點(diǎn)右上角彈出菜單欄設(shè)為星標(biāo)即可。


      在門票經(jīng)濟(jì)日益受限、游客體驗(yàn)需求持續(xù)升級(jí)的大背景下,構(gòu)建一個(gè)強(qiáng)吸引力、高附加值、可持續(xù)盈利的二次消費(fèi)產(chǎn)品系統(tǒng),已成為景區(qū)突破發(fā)展瓶頸、實(shí)現(xiàn)長(zhǎng)期繁榮的核心戰(zhàn)略。這不僅關(guān)乎短期營(yíng)收,更是景區(qū)在激烈市場(chǎng)競(jìng)爭(zhēng)中塑造獨(dú)特品牌、建立深度用戶連接、實(shí)現(xiàn)永續(xù)經(jīng)營(yíng)的關(guān)鍵。

      一、時(shí)代背景:市場(chǎng)變革與可持續(xù)命題的雙重驅(qū)動(dòng)

      市場(chǎng)側(cè)需求劇變:體驗(yàn)經(jīng)濟(jì)主導(dǎo):游客消費(fèi)動(dòng)機(jī)從“觀看”轉(zhuǎn)向“參與和沉浸”,追求個(gè)性化、情感化、社交化的深度體驗(yàn)。單純的門票和基礎(chǔ)觀光已無(wú)法滿足需求。消費(fèi)分層明顯:大眾市場(chǎng)追求性價(jià)比與打卡,中產(chǎn)階層追求品質(zhì)與文化深度,高端市場(chǎng)追求私密、定制與精神滿足。景區(qū)需提供匹配不同圈層的消費(fèi)選擇。在地文化覺(jué)醒:游客渴望消費(fèi)承載本地真實(shí)故事、工藝和智慧的產(chǎn)品,抵制同質(zhì)化旅游紀(jì)念品。“為文化買單”的意愿顯著增強(qiáng)。

      可持續(xù)發(fā)展剛性約束:環(huán)境承載壓力:過(guò)度依賴人流量的粗放模式難以為繼。二消系統(tǒng)需能在不增加或少增加環(huán)境負(fù)荷的前提下,提升單位游客價(jià)值。社區(qū)共生要求:景區(qū)發(fā)展需惠及當(dāng)?shù)厣鐓^(qū),將在地文化、物產(chǎn)和人力創(chuàng)造性轉(zhuǎn)化,實(shí)現(xiàn)經(jīng)濟(jì)與社會(huì)效益的統(tǒng)一。長(zhǎng)期主義經(jīng)營(yíng):二消產(chǎn)品不能是短視的“一錘子買賣”,而應(yīng)致力于建立游客的長(zhǎng)期信任與情感聯(lián)結(jié),推動(dòng)重復(fù)消費(fèi)和口碑傳播。

      二、核心理念:從“附屬售賣”到“體驗(yàn)價(jià)值鏈”的系統(tǒng)重構(gòu),傳統(tǒng)景區(qū)的二消往往是零散的“攤位經(jīng)濟(jì)”,與核心游覽體驗(yàn)割裂。新時(shí)代的系統(tǒng)構(gòu)建,必須以“體驗(yàn)價(jià)值鏈”為核心思想:價(jià)值內(nèi)核:所有二消產(chǎn)品都應(yīng)根植于景區(qū)的核心IP、獨(dú)特資源或在地文化,成為游客體驗(yàn)的自然延伸和情感物化。系統(tǒng)設(shè)計(jì):將二消視為一個(gè)有機(jī)整體,各產(chǎn)品線之間相互導(dǎo)流、彼此賦能,形成疊加效應(yīng)。全程滲透:消費(fèi)觸點(diǎn)應(yīng)貫穿“行前-游中-游后”全旅程,覆蓋“食、住、行、游、購(gòu)、娛、教、養(yǎng)”全要素。

      Against the backdrop of the increasingly restricted ticket economy and the continuous upgrading of tourists' experience demands, building a secondary consumption product system that is highly attractive, high in added value and sustainable in profitability has become the core strategy for scenic spots to break through development bottlenecks and achieve long-term prosperity. This is not only about short-term revenue, but also the key for scenic spots to shape unique brands, establish deep user connections and achieve sustainable operation in the fierce market competition.

      I. Background of The Times: Driven by both market transformation and sustainable propositions

      Dramatic changes in market demand: Dominated by the experience economy: Tourists' consumption motives have shifted from "watching" to "participation and immersion", pursuing personalized, emotional and social in-depth experiences. Simple tickets and basic sightseeing can no longer meet the demands. The consumption stratification is obvious: the mass market pursues cost performance and check-ins, the middle class pursues quality and cultural depth, and the high-end market pursues privacy, customization and spiritual satisfaction. Scenic spots need to offer consumption options that match different social circles. Local cultural awakening: Tourists are eager to consume products that carry local true stories, craftsmanship and wisdom, and resist homogeneous tourist souvenirs. The willingness to "pay for culture" has significantly increased. Rigid constraints on sustainable development: Environmental carrying pressure: The extensive model that overly relies on human flow is unsustainable. The secondary disinfection system should be capable of enhancing the value per tourist unit without increasing or with minimal increase in environmental load. The requirement of community symbiosis: The development of scenic spots should benefit the local community, creatively transform local culture, products and human resources, and achieve the unity of economic and social benefits. Long-term management: Secondary consumer products should not be short-sighted "one-off deals", but rather efforts should be made to build long-term trust and emotional connections among tourists, promoting repeat consumption and word-of-mouth promotion.

      Ii. Core Concept: A systematic reconstruction from "ancillary sales" to "experience value chain". The secondary consumption in traditional scenic spots is often a fragmented "stall economy", which is disconnected from the core tour experience. The system construction in the new era must take the "experience value chain" as its core idea: Value core: All secondary consumption products should be rooted in the core IP, unique resources or local culture of the scenic area, and become a natural extension and emotional materialization of the tourists' experience. System design: View the secondary consumer product line as an organic whole, with each product line guiding traffic and empowering one another, creating a superimposed effect. Full-process penetration: Consumption touchpoints should run through the entire journey of "before the trip - during the trip - after the trip", covering all elements of "food, accommodation, transportation, sightseeing, shopping, entertainment, education and health care".



      三、四維產(chǎn)品系統(tǒng)構(gòu)建框架,一個(gè)健全的二消產(chǎn)品系統(tǒng),應(yīng)圍繞以下四個(gè)維度進(jìn)行立體化構(gòu)建:1)維度一:實(shí)體商品——從“紀(jì)念品”到“文化載體”。這是最傳統(tǒng)但潛力最大的板塊,關(guān)鍵在于實(shí)現(xiàn)“產(chǎn)品內(nèi)容化”。在地風(fēng)物品牌化升級(jí):思路:聯(lián)合本地農(nóng)戶、手工藝人,對(duì)土特產(chǎn)、工藝品進(jìn)行設(shè)計(jì)賦能、品質(zhì)標(biāo)準(zhǔn)化和品牌包裝,講述其與土地、人文的故事。案例:日本瀨戶內(nèi)海藝術(shù)祭,每個(gè)島嶼的藝術(shù)品周邊都與當(dāng)?shù)匚锂a(chǎn)緊密結(jié)合,如小豆島的橄欖油衍生出的護(hù)膚系列,成為必購(gòu)手信。故宮文創(chuàng)更是將歷史文化符號(hào)成功轉(zhuǎn)化為時(shí)尚、實(shí)用的生活用品。

      IP衍生品深度開(kāi)發(fā):思路:基于景區(qū)獨(dú)有的文化IP、自然IP或自創(chuàng)IP,開(kāi)發(fā)高顏值、強(qiáng)功能、有情感的系列衍生品,覆蓋潮流玩具、家居用品、文具、服飾等。案例迪士尼的“達(dá)菲和朋友”系列,通過(guò)故事、情感營(yíng)銷,使玩偶從普通商品變?yōu)榍楦邪閭H,帶動(dòng)了驚人的復(fù)購(gòu)和收藏消費(fèi)。

      綠色可持續(xù)設(shè)計(jì):思路:采用環(huán)保材料、可降解包裝,設(shè)計(jì)可多次使用或具備循環(huán)意義的商品。例如,售賣可重復(fù)灌裝的特色飲品杯、以回收材料制作的工藝品。價(jià)值:不僅降低環(huán)境影響,更契合Z世代等客群的價(jià)值觀,成為品牌的加分項(xiàng)。

      2)維度二:體驗(yàn)服務(wù)——從“旁觀”到“主演”,這是提升消費(fèi)時(shí)長(zhǎng)和客單價(jià)的核心,重在創(chuàng)造“不可復(fù)制的記憶”。沉浸式敘事體驗(yàn):思路:將景區(qū)空間轉(zhuǎn)化為大型劇本殺、沉浸式戲劇的舞臺(tái)。游客通過(guò)角色扮演、解謎互動(dòng),深度融入景區(qū)故事線,其消費(fèi)(如道具、服裝、線索餐食)成為體驗(yàn)的必需部分。案例:上海驚魂密境北京簋唐樓等,門票本身即是體驗(yàn)入場(chǎng)券,而過(guò)程中的互動(dòng)消費(fèi)(如占卜、購(gòu)買“通關(guān)文牒”、品嘗“任務(wù)酒水”)構(gòu)成了豐厚的二消。

      技能傳授與手作工坊:思路:將本地非遺、傳統(tǒng)技藝或特色生活技能(如制茶、陶藝、紡織、地方烹飪)開(kāi)發(fā)成時(shí)長(zhǎng)1-3小時(shí)的標(biāo)準(zhǔn)化工作坊課程。優(yōu)勢(shì):產(chǎn)出物(作品)本身即商品,學(xué)習(xí)過(guò)程是深度體驗(yàn),且能有效分流人群、延長(zhǎng)停留時(shí)間。景德鎮(zhèn)的各類陶藝體驗(yàn)課已成為其旅游核心吸引力之一。

      個(gè)性化與專屬服務(wù):思路:提供專業(yè)攝影跟拍、私人導(dǎo)游(側(cè)重文化講解或攝影指導(dǎo))、VIP通道與專屬觀景位、特殊節(jié)慶或生命儀式的定制(如求婚、生日、企業(yè)團(tuán)建)。案例:許多古城景區(qū)提供的古裝妝造+跟拍服務(wù),已成為年輕女性游客的標(biāo)配消費(fèi),帶動(dòng)了服裝租賃、攝影、修圖等一系列產(chǎn)業(yè)。

      3)維度三:數(shù)字產(chǎn)品——從“線下”到“線上融合”,打破物理邊界,實(shí)現(xiàn)收益的時(shí)空延伸。數(shù)字內(nèi)容與知識(shí)付費(fèi):思路:將景區(qū)專家講解、文化故事、自然科普、特色技藝制作過(guò)程,制作成高質(zhì)量的音視頻課程、電子書(shū)、有聲導(dǎo)覽,在自有平臺(tái)或知識(shí)付費(fèi)平臺(tái)銷售。案例:敦煌研究院推出的“數(shù)字敦煌”資源庫(kù)及系列線上課程,讓文化遺產(chǎn)在游后持續(xù)產(chǎn)生價(jià)值。

      虛擬資產(chǎn)與社交貨幣:思路:發(fā)行基于景區(qū)標(biāo)志性景觀或文化的數(shù)字藏品(NFT),或開(kāi)發(fā)景區(qū)專屬的AR濾鏡、虛擬形象、游戲皮膚等,滿足游客的收藏與社交分享需求。案例:張家界景區(qū)曾發(fā)行首款數(shù)字藏品“石英峰林”,瞬間售罄,在獲得直接收入的同時(shí),實(shí)現(xiàn)了強(qiáng)大的營(yíng)銷傳播。

      訂閱制與會(huì)員生態(tài):思路:建立景區(qū)會(huì)員體系,提供年費(fèi)會(huì)員卡,享受門票折扣、二消優(yōu)惠、專屬活動(dòng)參與權(quán)、新品試用等權(quán)益。甚至可以發(fā)展為“產(chǎn)品訂閱”,如每月配送一款精選的景區(qū)特產(chǎn)或文創(chuàng)產(chǎn)品。價(jià)值:鎖定忠誠(chéng)客戶,獲得穩(wěn)定現(xiàn)金流,并通過(guò)社群運(yùn)營(yíng)增強(qiáng)粘性。

      4)維度四:業(yè)態(tài)融合——從“景點(diǎn)”到“生活方式目的地”,通過(guò)業(yè)態(tài)創(chuàng)新,將景區(qū)轉(zhuǎn)化為消費(fèi)綜合體。“住宿+”深度留客:思路:發(fā)展特色主題住宿(樹(shù)屋、星空房、歷史宅院),并圍繞住宿配套深夜文化演出、主題晚宴、晨間活動(dòng)(觀鳥(niǎo)、瑜伽、朝霞攝影),將過(guò)夜消費(fèi)轉(zhuǎn)化為一個(gè)包含多項(xiàng)二消的“住宿套餐”。案例:烏鎮(zhèn)將民宿與早茶客、夜游項(xiàng)目打包,成功留客過(guò)夜,大幅提升了整體消費(fèi)。

      “餐飲+文化”場(chǎng)景化消費(fèi):思路:餐飲不僅是果腹,更是文化體驗(yàn)。推出有故事的主題宴席(如“紅樓夢(mèng)宴”、“水滸豪杰宴”)、與景觀結(jié)合的懸崖餐廳/森林咖啡館、可參與制作的烹飪課堂。案例:杭州宋城的“宋朝小吃街”與《宋城千古情》演出形成聯(lián)動(dòng),餐飲消費(fèi)成為觀演體驗(yàn)的預(yù)熱與延續(xù)。

      Third and four-dimensional product system construction framework: A sound secondary consumer product system should be constructed in a three-dimensional manner around the following four dimensions:

      Dimension One: Physical Goods - From "Souvenirs" to "cultural carriers". This is the most traditional yet most promising section, and the key lies in achieving "product contentization". Local product branding upgrade: Idea: Collaborate with local farmers and artisans to empower the design, standardize the quality and package the brand of local specialties and handicrafts, telling their stories with the land and culture. Case: At the Setouchi Triennale in Japan, the artworks on each island are closely related to local products. For instance, the skincare series derived from the olive oil of Shodo Island has become a must-buy souvenir. The cultural and creative products of the Palace Museum have successfully transformed historical and cultural symbols into fashionable and practical daily necessities. In-depth development of IP derivatives: Idea: Based on the unique cultural IP, natural IP or self-created IP of the scenic area, develop a series of derivatives with high appearance standards, strong functions and emotional appeal, covering trendy toys, home goods, stationery, clothing, etc. Case: Disney's "Duffy and Friends" series, through story and emotional marketing, transformed dolls from ordinary commodities into emotional companions, driving astonishing repurchase and collection consumption. Green and sustainable design: Idea: Use environmentally friendly materials and degradable packaging, and design products that can be reused multiple times or have a circular significance. For instance, selling reusable special drink cups and handicrafts made from recycled materials. Value: Not only does it reduce environmental impact, but it also aligns with the values of customer groups such as Generation Z, becoming an added bonus for the brand.

      2) Dimension Two: Experience Service - From "Spectator" to "Lead Actor", this is the core to increasing consumption duration and average transaction value, with the focus on creation

      "Unreplicable memories." Immersive narrative experience: Idea: Transform the scenic area space into a stage for large-scale murder mystery games and immersive dramas. Through role-playing and puzzle-solving interactions, tourists deeply immerse themselves in the storyline of the scenic area, and their consumption (such as props, costumes, and clue meals) becomes an essential part of the experience. Cases such as Shanghai's Haunted Secret Realm and Beijing's Guizi Tanglou, the tickets themselves serve as admission tickets for the experience, and the interactive consumption during the process (such as divination, purchasing "pass certificates", and tasting "mission drinks") constitutes a rich secondary consumption. Skill Transmission and Handicraft Workshops: Idea: Develop local intangible cultural heritage, traditional skills or characteristic life skills (such as tea-making, pottery, textile, local cooking) into standardized workshop courses lasting 1-3 hours. Advantages: The output (work) itself is a commodity, the learning process is a deep experience, and it can effectively divert the crowd and prolong the stay time. The various pottery experience classes in Jingdezhen have become one of the core attractions of its tourism. Personalized and exclusive services: Ideas: Offer professional photography follow-up, private tour guides (focusing on cultural explanations or photography guidance), VIP channels and exclusive viewing spots, as well as customized services for special festivals or life ceremonies (such as proposals, birthdays, and corporate team-building activities). Case: The ancient costume makeup and photo follow-up services provided by many ancient city scenic spots have become a standard consumption for young female tourists, driving a series of industries such as clothing rental, photography, and photo editing.

      3) Dimension Three: Digital Products - From "offline" to "online Integration", breaking physical boundaries and achieving temporal and spatial extension of revenue. Digital Content and Knowledge Payment: Idea: Transform the expert explanations of scenic spots, cultural stories, natural science popularization, and the production process of special skills into high-quality audio and video courses, e-books, and audio guides, and sell them on self-owned platforms or knowledge payment platforms. Case: Dunhuang AcademyThe "Digital Dunhuang" resource library and a series of online courses launched have enabled cultural heritage to continuously generate value after the visit. Virtual assets and social currencies: Idea: Issue digital collectibles (NFTS) based on the iconic landscapes or cultures of scenic spots, or develop exclusive AR filters, virtual avatars, game skins, etc. for scenic spots to meet tourists' collection and social sharing needs. Case: Zhangjiajie Scenic Area once issued its first digital collectible, "Quartz Peak Forest", which was sold out instantly. While generating direct income, it also achieved powerful marketing and communication. Subscription system and Membership Ecosystem: Idea: Establish a membership system for scenic spots, offer annual membership cards, and enjoy benefits such as ticket discounts, secondary consumption discounts, exclusive activity participation rights, and new product trials. It can even develop into a "product subscription", such as delivering a carefully selected local specialty or cultural and creative product from the scenic area every month. Value: Lock in loyal customers, obtain stable cash flow, and enhance stickiness through community operation.



      - END -

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