According to a recent report of the game industry reported that the proportion of users in 2010 tend to pay a sharp drop in the percentage of the user 10%, prop pay model facing bottlenecks has become a prominent problem of the game industry. According to the "2010 China online game Market users research Report" data showed that in 2010, the proportion of users to pay a sharp decline in the percentage of props nearly 10%, only 37.1% of users still choose Prop payment method. 2010 years without consumer users from 13% to 27.3%. According to another "2010-2011 China game Market Research Annual Report," the user's monthly consumption level gap increased. The monthly consumption amount of 1-50 yuan users accounted for 34.7%, the monthly consumption of 51-100 yuan users accounted for 23.2%, the monthly consumption of 101-200 yuan users accounted for 16.9%. Most users in the market will not exceed the monthly consumption limit of 200 yuan, and another 12.6% of the user's monthly consumption amount is zero. There is a point of view, the current domestic game market user consumption level is very uneven, some users consumption of 50 yuan or even zero, there are some users of the monthly consumption in Thousand Yuan. Surveys show that the higher the user's consumption, the better the treatment in the game, on the contrary, the lower the user's consumption quota, the worse the status in the game. This unequal treatment is one of the reasons for the gradual loss of users. Online games industry insiders said that more and more players on the "prop charges" online games to show rejection. There is a point of view that, in the future of network game market adjustment, the net swims enterprise must focus on solving this contradiction, make consumer's consumption structure tend to balance, avoid the present unfairness of free mode. (Edit/Xu Mingming)
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