2025-01-28 00:20:27|Myriagame |source:minecraft skins
According to data from CNNIC's "2015 China Mobile Game User Survey Report", the payment rate of domestic mobile game users in the first half of 2015 increased significantly, from 27.8%last year to 46.6%, an increase of 18.8 percentage points.There are many reasons for this result, such as fast payment methods, the increase in user stickiness brought by the game, the increase in the funds of the player's investment in entertainment, and so on.It is changing, and this habit is the result of the successful cultivation of game manufacturers using marketing methods.
At the end of last year, Apple's 1 yuan game launched by the domestic market and the increasingly widely used "first charge package" model is currently a common way to cultivate user payment habits.The mobile game with a price of dozens of RMB before can buy the full version without any advertisement at a certain period of time. Such a low paid threshold can bear it for almost all users.For manufacturers, instead of letting high -priced games lying in the application store does not generate any value, it is better to give more users a chance to know directly to their games. If this game is really good quality, it will save the manufacturer for the manufacturer.A promotion cost is reduced to reduce costs.From the perspective of manufacturers' profits, this strategy will not lose too much users who purchase too much price, because the special price 1 yuan application will not inform users in advance. It is difficult for players who are willing to buy for the game.Duan is only purchased.
The "first charge package" of the free game is also born for the special circumstances of the domestic game market.Domestic heavy games are basically free-game purchase models. If players pay directly to buy the props in the game, there is obviously a higher threshold, but when the player first recharge, if the recharge amount reaches a certain level or the recharge arbitrary amountYou can get a relatively high -recharge item return, which undoubtedly greatly improves the enthusiasm of the player's payment, thereby laying the foundation for subsequent payment.
On the whole, the roots of the models such as one -dollar game and the first charging package lies in the conflict between domestic game users who use free games for long -term use of free games.Although the technology and operating level of domestic mobile games have reached the forefront of the world, the proportion of paid users has always been low. Therefore, to increase user payment rates, it is necessary to reduce the psychological threshold of users through some techniques.From the current results, the attempts of these two models are successful and do not lose the user experience. With the improvement of the user's payment rate, the overall revenue of the mobile game industry will be significantly improved this year.In revenue, it is possible to achieve real healthy development in the future.
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