Foreign research institutes Livegamer and SuperData have published a report on the trends in seasonal, regional and temporal sales of virtual goods. Analysis of the seasonal factors, national holidays, religious ceremonies, students return to school and so are important factors affecting the user expenditure index. The following list of data can be seen in Asia in October, December and February, the proportion of user expenditure is the highest, while in April, July and August the lowest expenditure ratio. In Europe, the proportion of user spending in March, September and October was the highest, while in January, February and November, user expenditures were the lowest. In North America, user spending was the highest in April, August and December, while the percentage of user spending in January, February and June was the lowest. The monthly distribution of virtual goods in different regions (including social games and free large strategy games) we can see that social games in Monday, Tuesday trends more stable, starting from Wednesday the entire payment link began to become active, and MMO games, starting from Friday Reached its peak by Saturday and began to fall back. Social games and free online virtual commodity week sales trend changes from the above comparisons can see that social games in the normal working hours compared to other types of games have more willing to pay users. In other words, game developers can arrange their game links and promotions to get more virtual revenue based on the user's payment activity trends. In national comparisons, Livegamer and SuperData research found that Korean users were accustomed to doing more virtual transactions at the start of the week, while Japanese users, in contrast, paid active periods from the middle of the week to the end of the week. (Digging the shell net)
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