Chapter 213: Whoever Wins the Female Player Wins the World (2)

If you have to sum it up in one sentence, Zhang Junyi feels that this is "the economic base determines the superstructure".

For example, in the Chinese market, several of the most famous works are highly related to the user base at that time.

The first phenomenal game "Legend" solved the problem of payment channels by conquering Internet café users, and became the first mainstream game.

Zhang Junyi's obsessive game "Journey" grasps the opportunity of the rapid increase in the gap between the rich and the poor in China through the free-to-play mode, and redefines the mainstream users of Huaxia games as "the people who get rich first", which greatly improves the expected income of the whole industry.

Subsequently, social games, web games, and mobile games respectively caught up with several major changes in the Internet user environment in China, changing the user composition of the entire industry.

Through his research on the domestic game field, Zhang Junyi can even assert that all the successful games in the Chinese game industry so far have not succeeded because they are "fun games" or "excellent design", but because they cater to the most affordable user groups at the time at the most suitable time.

Even on an international scale, the user-based approach is still valid.

The collapse of Japan's home console industry and the rise of mobile games are highly related to the stagnation of young people's incomes in Japan.

Most of the whale users who prefer free-to-play games are concentrated in Eastern Europe, Latin America and other countries with a huge gap between the rich and the poor, while Western European countries and Japan, where the gap between the rich and the poor is relatively small, prefer games that users generally pay for.

Specifically, in the case of "Onmyoji" in the previous life, with the popularization of mobile Internet and mobile social networks, Chinese female users with the ability to pay can finally access games that they were not interested in before.

Although the gender ratio of Chinese Internet users has been close to the distribution of the population since the late 2000s, for a long time from the late 90s to the early 10s of this century, the Chinese Internet was basically a male-dominated market.

Due to the multiple influences of cultural, economic and traditional factors, most Chinese women are not interested in "technology toys" such as computers and game consoles, and their willingness and ability to pay for these products are very low.

Internet cafes are mostly occupied by men, the majority of desktop and game consoles are owned by men, and women often use computers that are not only slower, but also have less time to use.

In the gaming field, female gamers have long been as rare as pandas, and it is common for people to ask "what are the best games for girls" - because the vast majority of games have only 3-5% female players, and these female gamers even have to hide their preferences in case they don't look different from other people of the same sex around them.

But that changed with the advent of the mobile Internet and mobile social networks such as WeChat and Weibo.

Mobile phones have become the primary means for female users to access the Internet, and they no longer need the "traditional image of electronic tools belonging to men" to access the Internet.

This huge pattern change first changed the gender composition of those video websites and the entertainment industry, and pushed those little fresh meat and Korean stars to the altar, and then, the women of China themselves formed a new women-centered social network, from TV dramas, movies, online literature, animation, comics, ...... Conquer the past one by one, with a speed that surprises everyone.

Finally, when the previous life "Onmyoji" came out, after the game provided them with "something to show off" game interests, these games exploded on Weibo and Moments overnight, subverting all the imagination of male market analysts.

This is the most important reason why Onmyoji can succeed in the female market, and now there is a large group of women who are based on the Internet and mobile Internet, are interested in games, and have the ability to consume and pay.

Zhang Junyi can even say that the reason why "Onmyoji" is so successful and has so many female users is because it has caught a ride on the "rise of the proportion of female users among Chinese Internet users". Women have finally become a significant force in the Chinese Internet and entertainment market, which in turn has affected the market distribution of the mobile game industry.

And the share of women in the market for games and animation is likely to continue to expand in the future: in neighboring Japan to the east, Zhang Junyi has already seen such a trend.

Due to the cultural similarities between East Asian countries such as China, Japan, and South Korea, in the long run, Zhang Junyi feels that the Chinese market is likely to follow a similar development direction to the Japanese market in some respects.

And judging from the changes in the ability to pay and the savings rate in the next few years in his previous life, Zhang Junyi also feels that this law has slowly changed from male-dominated to female-dominated.

In his previous life, Zhang Junyi read an academic magazine published by an expert on the Internet, and the specific content was because it involved a lot of professional words, although Zhang Junyi came back, but he didn't have any unforgettable BUG artifact, this is the reality is not dog science, so the academic magazine that he read in his previous life, Zhang Junyi can only remember a general meaning.

And this general meaning is just Zhang Junyi's own understanding, the popular meaning is that in their research, it has been proved that with the rise of male pressure, the rise in housing prices, and the demand for marriage will suppress men's spending power, force them to increase their savings rate, and then reduce the relative position of men in the entire consumer market.

Therefore, men who cannot afford to buy a house or get married will statistically significantly reduce the proportion of their entertainment consumption, which corresponds to one entertainment carrier after another, sliding from a male-dominated market to a female-dominated market, and women account for an increasing proportion of total consumption in the market for various entertainment products.

This trend is undoubtedly related to the increase in the proportion of women's spending power due to changes in the social structure of East Asia.

When women's spending power becomes larger and men's spending power is suppressed by the savings rate, it becomes more and more difficult to operate in the male market, and female users with lower savings rates and greater willingness to spend will begin to dominate the entertainment market.

And such a trend, Zhang Junyi is very sure that it can also be observed in the Chinese entertainment market and the Internet in the future.

Female netizens are no longer part of a certain demand of male netizens, nor are they stereotypes, and their needs have gradually become changeable and segmented.

As the first successful mainstream game product to reach female users, Onmyoji takes a near-neutral design route, trying to strike a balance between male and female users, and effectively covering the largest market.

Although it is likely that this game will appear in the market earlier than in his previous life because of his involvement, but during this period of time, Zhang Junyi is very confident that it will not affect the results of "Onmyoji" being put on the market.

If such a gold-absorbing weapon that can become a continuous stream of cash for his future is not made by his own company, Zhang Junyi estimates that he will be hit by five thunderbolts.