analysis of social gamers characteristics and four types(分析社会游戏的特点和四种类型).docVIP

analysis of social gamers characteristics and four types(分析社会游戏的特点和四种类型).doc

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analysis of social gamers characteristics and four types(分析社会游戏的特点和四种类型)

Analysis of social gamers characteristics and four types (Free paper Download Center AP) entertainment and media market research firm, LLC commissioned by RockYou, to more than 2,000 social gamers, and investigated their play behavior and consumer behavior, and found some interesting results: A multi-social gamers are willing to accept advertising, and do not like to buy digital products. Survey found that 96 percent of the players will not buy a virtual product, but there are 44% of players willing to view the in-game advertising and virtual product. Than starting to spend money to buy virtual currency, 55 percent of the players are more likely to obtain through other methods of these currencies. from the body of these respondents, we find that they will always need to spend money in the game to be hesitant and more willing to accept the watch advertising the idea of #8203;#8203;reward players surveyed, 77 percent of people indicated that they would watch ads in social games, an average month will see more than 16 ads .36% of the players will click on ads or sponsored content, 24% click on the ads and purchase virtual goods. Two. Social gamers are competitive and achievement-oriented players. People often think that we play social games just to pass the time, but in fact there really a lot of social gamers a sense of competition, and sincerely proud of their accomplishments. to earn rewards and .18% of the comparison is to motivate players to return to the game an important element of social gamers said they are in order to defeat other players and the game with friends, 33 percent of the players that like to collect the target, badges and other unique content. 25% of the players say when they see a friend of achievement in the game also wish I could get the same achievement, 22% of players want to be able to overcome the .56% of the player other players like them to complete the task in the game or initiation of that sense of accomplishment to reach that g

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