Abstract

This investigation was conducted by means of personal contact. The interviewees were selected from universities and Internet cafes in Xi'an. In addition to the investigation of crowd characteristics of game players, there are two aspects involved in the investigation of preferences. One is the investigation of game style preferences. and the other is a survey of the habits and preferences of game players. The survey of game style preference includes the preference of drawing style, the preference of overall style, the preference basis of game characteristics and the influencing factors of game experience. According to the analysis of survey data, game players like Chinese style games with good visual perception, strong sense of substitution and easy to use in terms of style preference. In terms of the investigation on the habits of game players, according to the analysis of the investigation data, it is more likely to attract the players when the game starts to design charging items about half an hour; in addition to strengthening the competitiveness in terms of the game content and plot, it is also necessary to strengthen the competitive situation setting in the lower stage of the game, strengthen the sense of bringing in, and design equipment or other items with low price The key point of the design is to attract the players to go deep; the plot design of the game after half an hour and the longer time to attract the players are very important. In 2018, China's game market revenue reached 203.61 billion yuan, with mobile games accounting for 57%. The revenue of mobile games exceeded 100 billion yuan, while the revenue of end games continued to grow, with an increase of 11.4%. The revenue of page games is only 15.6 billion, showing negative growth for two consecutive years. The market revenue of e-games exceeds 70 billion, and the revenue of mobile e-games grows rapidly. IP game revenue reached 74.56 billion, accounting for 64.2% of mobile game revenue. The revenue of plane games reached 15.98 billion with an increase of 45%. In order to know which games will be more attractive to the game players and which embedded consumption items will be more attractive to the game players, a preference survey is carried out for the game players in order to understand the consumption characteristics of the main consumer groups of the game and provide reference for the majority of game companies to make games and design charging items.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call