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Outlook on the development trend of different industries after covid-19

2020-05-29

(1) catering, accommodation, offline entertainment, transportation and infrastructure, both old and new, will rebound rapidly after the epidemic

Food and beverage consumption is picking up fast, with the service industry returning to work about 80 percent of the time as of March 26, according to the ministry of commerce. According to qunar, within half an hour of the announcement of the downgrade of Beijing's emergency response, bookings for air tickets from Beijing jumped 15-fold, and searches for other travel products, such as holidays and hotels, tripled. With the release of the national isolation policy, the travel, accommodation and transportation industries will rebound rapidly under the support of rigid demand. Meanwhile, the offline entertainment industry is expected to experience a similar rebound after the opening of the restaurant industry

(2) the automobile and consumer electronics industries have suffered weak rebound after the epidemic

In the first quarter of 2020, China's per capita disposable income was 8,561 yuan, down 3.9% in real terms. Per capita consumption expenditure was 5,082 yuan, down 12.5 percent in real terms. The household leverage ratio rose from 17.9 percent in 2008 to 52.1 percent in 2019. At the same time, although China's reported unemployment rate is only 5.9 percent, the real unemployment rate caused by the epidemic is much higher. As a result, the rebound in consumption is less positive for higher-priced, non-essential goods, including jewelry, luxury goods and big-ticket consumer durables. In addition, the outbreak of the epidemic overseas has caused a huge impact on the global industrial chain, which will make it difficult to quickly recover industries that are dependent on imports of raw materials or have a large proportion of exports, including automobiles, consumer electronics, semiconductors, textiles and clothing.

(3) the boom in industries such as games, videos, telecommuting, online education and epidemic prevention supplies will be unsustainable after the epidemic

The game and video industry has benefited from the quarantine policy, but with the decrease of leisure time after resuming work and production and the gradual opening of offline entertainment, the online entertainment market space of games and video will be squeezed, and it is expected to return to the normal state before the outbreak. The experience effect of telecommuting and online education is far less than that of offline education. Most new users will return to the existing offline mode after returning to work and production.
The surge in demand for epidemic prevention supplies brought about by the outbreak of the epidemic is not sustainable. As the epidemic eases, many enterprises may face the risk of declining performance caused by the sharp drop in product prices. Take masks as an example. After experiencing a shortage of production capacity and soaring prices, domestic enterprises have expanded and shifted production capacity to masks, with the domestic production capacity reaching 200 million masks per day. The rapid increase of production capacity has directly brought about a precipitous drop in the price of masks, and the price of disposable medical masks has been halved.