Absrtact: Originally we are because of the time of fragmentation to play hand swim, but when the time to play hand more and more eat our time, do you realize: You have been suffering from "hand travel time obsessive-compulsive disorder" ... The recent game gyro and NetEase Hand Tour channel joint conducted a small investigation of the hand-travel, more than 4000 people participated in the survey.
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Whether this happens to you: The hour hand has been pointing at 12 o ' clock at night, but you have not slept, but in the quilt "carry out the task": through a few copies, cool run on a paragraph, hit a few monsters ... Or you can't sleep?
According to many surveys, the time of night sleep is the peak of mobile device use. In the fragmented era of hand-swimming, players feel good about themselves: use the debris time reasonably, and do some recreation. But in fact, once the game begins, many people's rhythm and rest are quietly changing: lunch is not a minute later will not cool off, sleep five minutes late also nothing ... "Please let me brush off this copy and let the World wait for me for two minutes." ”
The recent NetEase Hand Tour channel released a "Will Your life disturb!" Do you suffer from "hand travel time obsessive-compulsive disorder", in the article, the game Gyro and NetEase Hand Tour channel Joint conducted a small research, set up two problems.
Question 1: How much time do you spend on a hand tour on average every day? :
Question 2: What is the biggest driving force if you have been playing for a long time?
Survey One: 44% of users spend more than 1 hours a day playing hand tour
The setting of this question is more to understand, the time that the user spends on the hand swims. Of the 4383 votes polled, we saw 55.6% of users playing less than 1 hours a day, including those who did not play hand tours and spent less time each day. About 19.1% of the users in the 1 hour or so, 12.3% of the users in 1-3 hours, only 13% of the users play games in more than 3 hours and maintain a certain interest.
Your opponents swim without love? Small white users have great potential!
From the data, the largest option is "less than 1 hours, opponents swim without love", accounting for 55.6%. And we can not help but question: the opponents of the people do not love, is it true that there is no love? We speculate that in fact this group of people are mostly games that do not play games or do not meet their own interests.
In the future, with the increase in game promotion, film and television animation type of IP adaptation, as well as the type of segmentation, perhaps no love may also be converted to love, this part of the crowd's game time will be extended, so we can be classified as a potential user group. Through this problem set, we generally infer that in the NetEase game channel users, more than 50% of the users are still in the hands of small white and light type of users, belong to the more potential category of people, such users suitable for mildly casual games, there is the possibility of transformation towards other types.
Medium and heavy player ratio exceed expectations and will continue to rise in the future
About 1 hours and 1-3 hours of voting people, we can be classified as moderate users, this part of the population has developed a habit of playing hand travel, and occupy 31.3% of the proportion, the base is not small.
Heavy users for the foundation of the game, but also because of the heavy game of the revenue capacity is strong, is the main direction of the current large companies. More than 3 hours of voting users, we can turn it into a heavy hand to play home, to maintain such a long game time and interested in the content is not easy. From the vote-for-account ratio, the 13% share is higher than we expected. And looking to the future: As more end of the tour was transplanted for hand tour, the original end of the hard core players will be imported to the ranks of the home, more than 3 hours of user accounted for a faster upgrade.
Survey Two: Often play a hand tour reason-nearly 40% because did not find a good game
The problem is set up to account for the user churn rate. Of the 2873 votes in the user survey, 34% said the game was fun, 14.4% was because of the relationship, 14.7% of the users were consumed, and 36.9% did not find a better game.
Comparing the survey of the previous question, we obviously see a decline in the number of votes, in addition to the sequencing of the problem, we think that some of the users who give up voting are not playing games;
The biggest but most helpless: why is it so hard to play a good game?
The question is: "What is the biggest driving force if you have been playing a long time?" "Unexpectedly, the biggest answer is: no better game, 36.9% of users." This shows that the current hand-travel homogeneity seriously, the same type of products too much and the user's consumption of the game is gradually more than the pace of the update of the list of channels. Find the difference, play different hands to become some users voice.
But from the current game gyro observation of the market changes, the hands of the picture more and more good, innovative ideas more important, niche type game is awakening. But the reality is always brutal, in the top 50 games of the APP store bestseller list, in addition to Tencent and listed companies ' products, there are only a few other company products. The market is very big, many products, innovative creative products are not, unfortunately many died in the road.
Other forms of choice: friend relationship, pay impact
A little consolation is that the number of people in the second, about 34% of the game has a certain understanding, and can find fun.
14.7% of people can not give up is due to "paid", the problem behind, we saw two phenomena, first, after entering the hand tour, the first charge of the users have a large number of rewards. This is because if the user pays, the cost of his loss will become higher. At the same time, now that you have spent some, you can continue to spend. Second, in the product operation and maintenance, as long as there is no serious mistakes, or some users are willing to continue to play, which of course, to maintain a certain content updates on the basis of the game.
14% of the crowd care about social relations, there is a follow and herd mentality, and by Word-of-mouth marketing, such as friends recommended (the game Gyro believes that users are far higher than this number of Word-of-mouth marketing), this is our hand to promote the point of view can be more consideration.
Why do you have hand-travel obsessive-compulsive disorder? Inverse fragmentation of the fragmentation time
Playing PC games, we think about what to do next hour. For the "Fast" hand tour, we are thinking about what to do next minute. One minute you may not be able to walk out of the dormitory, read a page, but you can brush two copies, get four or five virtual items, perhaps also to upgrade a grade ...
Really addicted to the hands of the people are not many, but the hands of the tour is unknowingly consumed us a lot of time. Even a hand swim fixed on a time node seems to have disrupted the player's life, and the affiliation of the game to life seemed to be upside down. How many times have you pulled out your cell phone? If the statistics carefully, I am afraid beyond the expectations of the players. When everything else gives way to the game, it's already detached from the "debris time."
From this user to play hand tour of the time compulsive disease survey, we can see: from the earliest mild leisure, to the present heavy RPG, subject matter and type are changing, eliminate, parkour, card, ARPG, FPS, Moba and other types of flooded the market. In the picture more and more good, play more and more rich at the same time, the hand swims also become "heavier", many people have obviously felt a problem, that is "playing games become tired."
This problem survey is the first attempt and we will jointly launch more professional data in the future.
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