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01/26/2012 by admin

Face Status and future consumption patterns of online games industry service _8699 _

See Showgirl, take the game around, latest news about Net Fair, Click Sina Net Fair special game text / Gao Bin Introduction: online spending is the lifeblood of supporting the development of online games market. In 2010, China’s online game market, the actual sales of 32.37 billion yuan, which grew far less in previous years. Industry analysts agreed that the online games market, the saturation period, the product base, increase the number of user groups diminishing, is caused by China’s online game market profits were down one of the main. The two products as consumption patterns online nowadays, March 2011, Shanghai Giant Network The Declining pace of growth, the actual profit margin is worrying future online games online games third generation of the C2C consumption patterns show a form, its feasibility still needs time to research. But for the time consumption, props consumption, the consumption patterns of these two drawbacks, the development of China’s online game market, warning of future consumption patterns. The dilemma of the existing consumption patterns online games online games market value created by increased year by year, but its profit margins were declining year by year. On the one hand due to the current online product competition, and it also reflects the very objective of the current consumption patterns online games and online games have been unable to adapt to the development of products, users of the existing consumption patterns have been inconsistent. The 2010 survey data online users, online users believe that online spending patterns directly reflect a form of entertainment product, the Most products reflect more of a China’s online game users in 2010 from the occupational structure of the data on the chart can clearly see that the Chinese online game users in the occupational structure of the subject as follows: working-class. So for now The exclusion of the basic point is now online disadvantages in consumption patterns. Time consumption: Time consumption of games are not set up mall, do not support the sale of RMB props, games, business users only when consumed in the game long to charge. Time consumption patterns to create a relatively fair gaming space, but time consumption patterns is that the biggest drawbacks: the role of culture for a long time, requires high quality of the game, to be higher product viscosity. Triggering role of growth slow progress online games, games, all kinds of entertainment for the slow development of objective reality. Profit from the business aspects of the game, if you want to earn high profits, we must ensure that the game has a very high quality, or else the game appear rigid shrink, will face a similar strong impact of online products, resulting in huge loss of customers. For tourism products, it has a good income. Spending time online Another important factor in earnings, is the game account number and account number is in the game long-term active. In the users, the average monthly consumption of a single account in the 50 or so. However, this data is only reflected in the active account, spending time online for a large number of dormant accounts in the product concerned, not with the consumer. Consumer props: props consumption on online user-generated effects is the most fundamental: the direct consumption of the yuan in the form of business to purchase the game from the game of personal glory! Props to stimulate the consumption of online users vanity, satisfaction, success of heroism and other virtual life achievements. Stimulate users ambition, comparisons desire, and even the form of the game made for the user looking for respect, recognition of the illusory realm. Consumer products for the gaming props rapid accumulation of wealth lay a solid foundation, but too much emphasis on props such online consumer product importance, resulting in the vast majority of ordinary users can not pay the high cost of the game, resulting in serious loss of users. According to the %! Widely believed that China’s current domestic consumption of the vast majority of players online abnormal exclusion of props, they generally think that the yuan to build the online consumer patterns, severe loss of fun interactive games and game fairness. Leading to online entertainment as the main players a huge loss. Online C2C concept was born, its feasibility in March this year to be wait and see Such consumption patterns and the current C2C online shopping platform in the model are very similar. In this regard, the evaluation of the industry to be mixed. From the surface analysis, the online C2C model Angelica is an extension of the expansion of consumption, props, game systems can be understood as a hard player to deliver customized transaction tax of 5%, instead of paying players get 95% of the game is profit. If the The first is paying players into the game the yuan currency, and then from the hands of non-paid players in the game currency to buy game items, the system extracted from transaction fees; not paying players get game coins = selling price – paying players procedures fee. This simple C2C sales model, the surface charge players to obtain the necessary post-consumer, non-profit-paid players selling game items. Then when the top-paid players continue to buy game currency in the hands of non-paid players of the game props, bound the hands of non-paid players make the game a lot of hoarding money, then the game will lead to inflation within the economy? The answer must be These coins produced by the game, the game will be the content of the carrier, all digested in the game. Life skills such as game systems, and equipment to strengthen the system, pet system, etc., need to consume to complete their game currency key. In other words, consumption patterns in online C2C, the consumption of the original props were hidden there in the game’s various systems, prior to the specific nature has not fundamentally changed. As long as the system default back to the game currency trading game, you can determine the nature of the consumer game – props consumption. To be sure, online C2C consumer consumption patterns props contradiction in today’s online consumer environment, and gave birth to compromise consumption. Consumption patterns than simple props, C2C consumer does allow some non-paying players to enjoy the features of the original props at the consumer. Furthermore, since currency in circulation is only play money, a greater degree of intimacy the user and the game, mainly reflected in: workers have income, sell everything and other factors, and reflect the values ​​of non-paying users. So, online C2C online consumer spending will become the mainstream model? As the game currency is a measure of inflation the only game props standard price, so once when the game is a lot of hoarding money, and the system is unable to fully digest, it will surely give the game a huge impact on the economic market, and even the collapse of the economic game system, so rapid depreciation of the currency game, so that non-paying users can no longer obtain, and ultimately result in the loss of a large number of users, the game died. Thus, in the absence of a complete custom online C2C consumer mode Although the game within the game business by the unspoken rules of operation, to reduce the props out of production, increase game content expenses, but this reduces the quality of the game, slander the reputation of the game initiatives, online users will inevitably be cast aside! Is the appearance of online C2C C2C, its not really in the C2C online shopping sales model. Game in which both play a commercial supplier, but also played a demand providers, users and non-paying users pay only for the game of wealth middleman role. Therefore, the nature of online C2C consumer, just the thought of spending some of the drawbacks of props to improve its game business is the biggest beneficiaries of the status is still not shaken. Abstract idea: the fourth generation of online gaming consumer consumption patterns of the three models,Buy SWTOR Credits, still emphasized the money in the game’s status and role. The face of a large number of online users seeking real fair game environment, nowadays online consumption patterns are still unable to meet the needs of gamers. In this regard, the user may wish to order online mentality, the concept of the future fourth generation of online games to consumption patterns. Because the market is the user’s online market. Concept one: update fees for full free game entertainment, but to update the information sheet for the consumer approach, the game companies to make users pay the cost of updating the game. This can eliminate the consumption patterns hidden within the game open with a prop consumption, thereby reducing the money in a leading role in the game, reflecting the interactive fun fair game. However, this consumption pattern also has two technical problems: First, how to protect the security updates, anti-piracy, anti-leak, in order to protect the fundamental interests of the user fee update; Second, the update must have the charge of the game very high quality of the game, so in order for users willing to pay for updates. Update payment model, has been used in stand-alone game sales, such as It can be said, always stand-alone game the forefront of online games, online games then it will pay in the future use of newer, remains to be further verified. Vision II: B2C B2C online barter to achieve the formation of network security technology to a certain level, the inevitable outcome. So in terms of the network game, can the concept of the introduction of online B2C transactions in kind consumption? For example, users selling items in the game no longer confined to the game props, but rather to the physical reality through the online trading platform, set up by the players in the game store, selling real physical goods! In addition, the game can also be set up official business B2C platform, allowing the player to use the game’s official currency in the shopping B2C platform, in order to achieve the currency back to the rope of the game and absorption. Example: Official AVATAR clothing B2C platform for the sale of props, on the one hand can be used to play the role of the dress, but the user will buy the props to get in the real physical version of AVATAR dress! Concept into the B2C online games, online games can make more with authenticity, the user closer to the reality of distance, and into the immediate actual users in real life. And instead of real money in game currency for consumer shopping in the game, yet more alternative online consumption patterns. Concept is a theoretical assumption, put into effect is effective innovation. Consumption patterns of online games absolutely will not stop progress, but I fear to meet the needs of the game, and the nature of online spending. That is: the balance of the game is relying on to support the consumer. Consumption patterns of end-stage body: low-profit sales from 2010, China’s online game market hit bottom can expect the first time, exposed the defects of previous consumption patterns, has seriously affected the normal development of online gaming market, and consumer awareness of the more rational players to the stronger. In view of March this year to a simple game currency in the form of it. The face of increasingly fierce market competition, online games will have a direct impact on consumption patterns, an online game of survival. If consumption patterns are too straightforward or seriously affect the balance of the game system, then many users will be realized in the period of the game experience, In addition, implantation of hidden content in the game too much consumption channels,SWTOR Power Leveling, but also experienced users will generate resentment and increased churn, because they do not have a good reputation for online products, they will not have an optimistic outlook for sales market. From the point of view, the reason is now online mode allows users to generate consumer resistance, reason is that online games In this way, the industry also clearly aware of the online gaming industry to bid farewell to As a result, the online games market in 2011 has a new term The so-called Sales of new means of travel, and new ways to draw customers. Nowadays try to have a variety of low-profit sales of game products. Such as the grand Many ways to reduce the cost of the user in the game, to attract users attention, objectivity further stimulus to the user in the game-product consumption. Reflected from the industry, low-profit sales are an effective means to secure online sales, the user can play the role appropriate to narrow the gap between the strength, so that some ordinary users to get the role of low consumer strength, thus further increasing the user’s stick to the games degree. As a result, low-profit sales not only meet consumer desire for the game user, while a strong online consumer market, expand consumption patterns online form, is embodied in China’s online game market, most notably the sale of the means to explore and try, but also important way to win one of market opportunities. Summary of online games and improve consumption patterns of innovation, will help China’s online game market’s healthy development. In particular, will ease the process of users in the consumer game business with the conflicts that arise. Time consumption, and consumption has been exposed too much props drawbacks, and these defects will also be a serious impediment to China’s online game market, the normal development, and online game users to cause a more intense psychological conflict. So open up new online game consumption patterns, to re-draw the user’s attention to China’s online game market, has become China’s online game industry will be faced with an important issue. For the so-called third generation of online games in consumption patterns Consumption patterns of China’s online game development will continue to explore down.

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