Children games SNS Market potential leading education and profit parallel

Source: Internet
Author: User
Keywords Children's games Moore Manor kids parents

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The majority of users in the traditional Internet market, especially in the gaming field, are adults and teenagers over the age of 12. With the continuous development of the Internet, this traditional mainstream market is deeply developed gradually. And China has nearly 200 million children, the popularity of the Internet, and the improvement of living standards, a large proportion of these children have access to the Internet, how to target the age of 5-12 to provide Internet services, a number of entrepreneurs and VC thinking of the problem. Foreign successful examples also let Chinese entrepreneurs and VC Heart, Penguin Club Penguin has once surpassed the World of Warcraft. Therefore, in the face of China's children's Internet market gaps, many entrepreneurs are eager to, children's game SNS market becomes the first Test water field.

The 23rd China Internet Development Statistics Report, in 2008, 10-19-Year-old netizens became China's largest internet user group, accounting for 35.2% of the total number of Internet users. At the same time, the report shows that 69.7% of the Internet students have played online games. A string of data shows the potential of the market for younger netizens. Can not deny that the game for the development of children's intelligence, thinking training, as well as a series of hands-on ability training have a lot of benefits, but specifically for the low age, especially the 5-12-year-old child development of the game is almost blank. There are huge differences between adult games and children's games, and children are the most imaginative groups. Most children have played online games, and adult online games are full of too much blood, violence and bad content, for the child's physical and mental health development is extremely unfavorable, if can develop specially designed for children's games, entertaining, will have a big market. The rise of the child gaming SNS site, represented by Moore Manor, is changing this reality.

I have a simple childlike innocence to understand the joy of children. "This is Moore Manor founder Wang Haibing once said, I believe it is the establishment of Moore Manor adhere to the concept." The image of a happy, free, and lovely little Mole is born to bring happiness to children, where they create their own huts, grow vegetables, fish, feed their pets or captive poultry, and, of course, they also need to work for money, such as choosing a restaurant as a waiter or a policeman. Moore Manor this keyword in Baidu's search volume every day is more than 80,000, 30 million of children gathered here to play the same game. Moore Manor's influence unceasingly expands, "The Net Child story", "The Obi", "The Seabed World", "Wawayaya time Harbor" and so on children's game SNS website also along with this "the Moore upsurge" has the line to occupy the market.

The potential of children's Internet market is enormous, especially game SNS. However, the number of users in the Moore Manor constantly refresh record, by the primary school textbooks included in the attention of the people, this market is also a huge worry. On the one hand, it comes from whether the children can play an educational role in education rather than let them indulge in the game, on the other hand, it is to guide whether education can be parallel with profit. Since the birth of Moore Manor, the question has not stopped, the industry's questioning, parental questioning, the media public questioning. The question is whether the children will indulge in it, the game to stimulate the imagination to develop the function of intelligence weakened, or even completely subversive. How many moles of beans have you earned? Have you been playing Moore's manor around? These greetings have replaced the usual do you have your homework done? Where to go for the weekend? The traditional greeting between these children. The attendant may also be addicted to the game, delay learning. Even adults can not escape the problem of internet addiction in children's game SNS was completely amplified and denounced.

On the issue of profitability, children's game SNS site is still in a commercial profit model of the exploration, although the market potential is huge, but the children themselves do not have the financial capacity, so that parents to spend money to buy services and props is a difficult thing. While some parents still support the children playing Moore Manor, in this Chinese-style parent-led market, children are clearly unable to break free from parental restraints in their desire to fully develop their imaginations. To discuss the issue of profitability and have to go back to the previous question, the parents of the query and constraints directly led to a meager profit of the site, how to profit, but also to ensure that children do not generate internet addiction and parental support? www.admin5.com Webmaster Network triumphantly believe that only in the value of profit in the case of children to guide education, so that children's games are controlled, and guide their thinking in the game to learn, know how to control the game time, so that both beneficial to children, parents will also change the attitude of their questioning, only the support of parents is children's game SNS website profit protection.

Know how to guide control in order to let children play SNS healthy and orderly development, with "Moore Manor" as an example, launched a limited-time opening strategy, control of the Internet, blocking bad information, open the ban-yan service zone, real-time monitoring mechanism, convenient report complaints measures and other safety measures, Also positioning the game as a security and health puzzle virtual Interactive community, implanted some education and foster the mechanism of love. All kinds of measures do play a role in guiding the education of children, but also make parents feel relieved. If only pay attention to profit and not the children's physical and mental health in the first place, not only lost users, but parents trust, social trust, loss of trust than the loss of users more terrible. Therefore, the guidance of education and profitability is the children's game SNS to the end of the balance needs to be balanced at both ends.

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