Chapter 64 The vitality of mobile games
Who plays video games in this world?
There are almost only two types of players in traditional electronic games that can play, rich and leisure.
The reason why electronic games were so popular in Japan in the 1970s and 1980s was that the Japanese at that time had both money and leisure.
After the economic downturn, the average public can get less and less money and work longer.
The entertainment they need becomes the kind of game that can be quickly satisfied in a low-cost and fast in a short period of time.
Mobile games come into being to meet this demand.
Because the core of this mobile game mode created by Pavlov is to open a card, to put it bluntly, it is krypton gold.
As long as you spend money, you will soon get positive feedback and gain happiness.
This kind of happiness can be provided to many people across classes.
Even business owners are easily addicted to such games.
You should know that Pavlov's super member users have spent more than 10 million yen alone in the game "Love Simulator".
Pavlov even configured special customer service for this wealthy user.
As long as this elder sister, who is over 40 years old, has a need, Pavlov's special customer service will meet her requirements as soon as possible.
If you want to ask why this company executive likes "Love Simulator".
It is because like those girls, she cannot get the love she wants in reality.
You should know that working in Japanese women is a very controversial and unorthodox thing.
This elder sister has more efforts than men with the same conditions to become an executive.
However, almost everyone disagrees with her status.
Those men who want to fall in love with her and want to sleep with her are not the people who like her, but the resources behind her.
Although the virtual characters in "Love Simulator" also cost money.
But this kind of spending money makes the eldest sister feel at ease and feels very secure.
After all, virtual characters are just virtual characters, and what virtual characters can do is only in the game.
I don’t know how to use the money I give to go to nightclubs to find other women.
I won't hurt myself with others.
After a period of operation, Pavlov discovered that there were not many people like his eldest sister.
Even some men have this need.
You should know that men are different from women. When they are in their forties or fifties, their desire for physical bodies has declined. What they need is more spiritual comfort and spiritual relaxation.
However, in their real life, the young women they come into contact with cannot be taken lightly.
If someone can play with a middle-aged and greasy uncle with a big belly, he must have something to ask for.
Some of the things they ask for can be given, but some really can't.
For those who have eaten and seen, they do not like girls who have ambition and want to get ahead through themselves.
They prefer the pure, even shallow women with big breasts and brainlessness.
This is also why they love nightclub girls.
Because most nightclub women only need money and do not pursue other things. Most of the time, they will not be coerced.
However, this is only most of the time.
As long as it is a real person, there will be accidents.
So...what if it's not a real person?
A group of rich uncles can get a spiritual massage with just one phone call every day. Isn’t that good?
However, the uncle's market was not the first to discover and occupy Pavlov.
It is the first discovered by Wanhu Games Japan Research Institute.
Why is Wanhu Japan Game Research Institute?
This has to mention the problems of corporate genes and personnel composition.
Pavlov's personnel composition is relatively simple, and they are all young children aged 17 or 18.
The needs they can see are just the needs around them.
Therefore, the main groups they face are those who are eager to fall in love but cannot find suitable friends of the opposite sex due to their own conditions and various reasons.
Therefore, the games they created meet this need.
The "younger generation" in the Wanhu Games Japan Research Institute is already middle-aged in their forties and fifties.
The needs of these middle-aged men are naturally different from those of young people.
The new demand they discovered from themselves is a new market.
However, this new market is not as easy to develop as imagined.
Middle-aged people have long passed the age of being willing to accept new things.
It is not an easy thing to let them learn and be able to play games on their mobile phones.
However, it is not as difficult as expected.
Through different advertising methods, the number of users of "Love" produced by Wanhu Games Japan Research Institute is also increasing.
Although the number of users is still one order of magnitude worse than "Love Simulator".
However, the payment amount and payment rate of unit users are far greater than that of "Love Simulator".
"Love" can create 5,000 people online at the same time every day.
According to the number of daily active users, the monthly recharge amount of each active user exceeds 10,000 yen.
In other words, such a seemingly ordinary game will earn 50 million yen in a month.
Among them, in addition to the cost of about 10 million, about 40 million is profit.
You know, in a stand-alone game, it is already a very amazing thing for a small and medium-sized game to have a profit of 40 million yuan.
As for mobile games, the net profit of just one month is 40 million yen.
This is too...
It's a huge profit...
Before, no one could have thought of a low-cost game that could achieve such high returns.
Moreover, the development of this game has also made many people see a fact.
That is, offline store game sales are no longer a necessary form.
The Wanhu Battle Platform, or Wanhu Game Platform, is still very weak in Japan. However, it has become the number one game sales platform for personal computer platforms in the United States. It is already familiar with the sales of digital versions of games.
However, the United States has its national conditions.
That is, with the development of digital payment, the phenomenon of credit card black cards has been repeatedly banned.
The losses suffered by tens of thousands of households every month are 100,000 US dollars, and they are growing increasingly.
However, the amount of games sold by Wanhu Game Platform every month is also constantly slitting.
Even, physical distributors have warned tens of thousands of households.
Chapter completed!