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New consumption scenarios, models boost service spending in China

Source: Xinhua

Editor: huaxia

2025-12-08 19:04:45

BEIJING, Dec. 8 (Xinhua) -- This year, new consumption scenarios and models have fueled rapid growth in service spending in China, bolstered by a series of pro-consumption policies, according to tax data released by the State Taxation Administration on Monday.

"Since the beginning of this year, new forms and scenarios in culture and tourism have continued to emerge, unleashing consumption vitality," Rong Hailou, spokesperson for the administration, told a regular press conference.

Tax invoice data showed that in the first 11 months, sales revenue from artistic creation and performances rose 15.6 percent year on year, while revenue related to film screenings increased 19.1 percent.

Integrated with tourism, these activities have helped fuel immersive and scenario-based travel consumption, with sales revenue at travel agencies and related services up 10.8 percent, scenic and historic sites up 29.4 percent, and leisure and sightseeing activities up 16.6 percent, according to the administration.

Sports events have also seen a rise across the country, providing a substantial boost to the sports economy. From January to November, sales revenue from sports exhibition services grew 29.7 percent year on year, while retail sales of sports goods and equipment rose 6.6 percent, the data showed.

Health-related consumption has continued to be a key consumption hotspot. Retail sales of health-support and auxiliary treatment equipment increased 14.1 percent year on year in the first 11 months, and sales revenue from health consultation services rose 11.9 percent over the same period.

Tax data further highlighted the strong consumption potential of both elderly and young groups. In the first 11 months, spending on elderly and disabled care services climbed 33.6 percent year on year, while consumption in social care and assistance services grew 9.6 percent, and sanatorium services rose 14.6 percent.

Among young consumers, services offering emotional value and social functions, represented by digital cultural products such as games and animation, have proved particularly popular. Sales revenue from related digital cultural services increased 16.5 percent year on year in the period, according to the administration.