Chapter 64: The Vitality of Mobile Games

What kind of people play video games in this world?

There are almost only two kinds of players who can play traditional video games, those who have money and those who have leisure.

In the seventies and eighties, the reason why video games were so popular was because I was both rich and free at that time.

And in the wake of the economic downturn, the general public has less and less money to work and work longer hours.

The entertainment they need has become the kind of game that can be quickly satisfied at a low cost and in a short time.

Mobile games are designed to meet this need.

Because the core of this mobile game model created by Pavlov is to open a card, which is krypton gold to put it bluntly.

As long as you spend money, you can quickly get positive feedback and reap happiness.

This kind of happiness can be offered to many people across classes.

Even business owners can easily get addicted to such games.

You know, Pavlov's super member users have spent more than 10 million yen on the game "Love Simulator" alone.

Pavlov even configured a special customer service for this Shenhao user.

As long as this eldest sister, who is in her forties, has needs, Pavlov's special customer service will meet her requirements as soon as possible.

I want to ask why this business executive likes "Love Simulator".

It's because she, like those girls, can't get the love she wants in reality.

You know, working in this woman is a very controversial and deviant thing.

This eldest sister can become an executive, and the effort she puts in is more than a step more than that of a man with the same conditions.

However, almost all of them do not agree with her status.

Those men who want to fall in love with her and want to sleep with her are not the people she likes, but the resources behind her.

Although the virtual characters in "Love Simulator", it also costs money.

But this kind of spending money makes the eldest sister feel at ease and makes her feel very secure.

After all, virtual characters are just virtual characters, and what virtual characters can do only exists in games.

I won't use the money I give to go to a nightclub to find someone else's woman.

I won't hurt myself with others.

After a period of operation, Pavlov found that there were not many people like the eldest sister.

Even, for some men, there are such needs.

You must know that men are different from women, when they reach the age of forty or fifty, their desire for the flesh is already declining, and what they need is more spiritual comfort and spiritual relaxation.

However, in their actual lives, none of the young women they come into contact with can be taken lightly.

People must have something to ask for to be able to play with a middle-aged greasy uncle with a big belly.

And what they ask for, some can be given, but some really can't be given.

For those who have eaten and seen, they don't like girls who are ambitious and want to pass their own position.

They prefer pure, even big-breasted, shallow women.

That's why they love clubbers.

Because, the vast majority of nightclub girls only need money and do not pursue other things. Most of the time, coercion is also not used.

However, this is only most of the time.

As long as it's a real person, there will be accidents.

So...... What if it's not a real person?

A group of wealthy uncles can get a spiritual massage as long as they hold a phone every day. Isn't it good?

It's just that the uncle's market was not the first to be discovered and occupied by Pavlov.

It was the first to be discovered by the research institute of Wanhu Games.

Why is it the Ten Thousand Household Game Research Institute?

This has to mention the problem of corporate genes and personnel composition.

Pavlov's composition was relatively simple, consisting of young children of seventeen or eighteen years old.

The needs they can see are only the needs around them.

Therefore, the main group of people who make games they make are those who are eager to fall in love, but because of their own conditions and various reasons, they can't find suitable friends of the opposite sex.

Therefore, they have created games that meet this need.

And the "young generation" in the research institute is already middle-aged people in their forties and fifties.

The needs of these middle-aged men are naturally different from those of young people.

The new demand they found from themselves is a new market.

However, this new market is not as easy to explore as expected.

Middle-aged people have long passed the age of being willing to accept new things.

It is not a simple thing to get them to learn and be able to play games on their phones.

However, it is not as difficult as imagined.

Through different advertising methods, the number of users of "Love" produced by Wanhu Games Research Institute is also rising.

Although the number of users is an order of magnitude worse than that of "Love Simulator".

However, the payment amount and payment rate of unit users far exceed that of "Love Simulator".

"Love" can create 5,000 people online at the same time every day.

In terms of the number of daily active users, the amount of deposits per active user per month exceeds 10,000 yen.

In other words, such an unremarkable game earns 50 million yen a month.

And among them, in addition to the cost of about 10 million, about 40 million is profit.

You know, in a single-player game, a small and medium-sized game can have a profit of 40 million, which is already a very remarkable thing.

In the case of mobile games, the net profit in just one month is 40 million yen.

It's also too ......

Profiteering, right......

Before, no one could have imagined that a low-budget game would be able to earn such a high profit.

Moreover, the development of this game has also made many people see a fact.

That is, the sale of games in offline stores is no longer a necessary form.

The 10,000-household battle platform, or the 10,000-household game platform, is still very weak at present. However, in the United States, it has become the number one game sales platform for personal computer platforms. The sale of digital games is already a breeze.

However, the United States has its own national conditions.

That is, with the development of digital payment, the phenomenon of credit card black cards has been repeatedly banned.

The monthly losses of 100,000 households on this are $100,000, and they are getting bigger and bigger.

However, the amount of games sold by the Wanhu game platform every month is also constantly doubling.

Even, there are already brick-and-mortar distributors who have warned 10,000 households.

If Wanhu still wants to engage in electronic distribution like this, don't sell games in physical channels.