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GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020
GMGC2015 - Trends in The Chinese Mobile Game Market in 2020

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Editor's Notes

  1. 1972年Magnavox Odyssey诞生,是第一台家用游戏主机 1985年,Nintendo Entertainment System诞生,红白机大受欢迎,经典游戏包括经典游戏,如魂斗罗、超级马里奥、最终幻想等。80年代也是街机的黄金年代,最成功的游戏是Namco的Pac-Man,收入超过25亿美元 1990年代,游戏行业开始广泛采用磁盘及CD进行存储,并拥有了基于GUI的操作系统,游戏产业进一步推进。1994年,索尼发布了32位基于CD的PlayStation游戏机并引起轰动。任天堂的Gameboy开始风行,打开了便携式游戏机的无限发展空间;微软几乎已经垄断家用电脑市场,《模拟人生》、《无尽的任务》、《暗黑破坏神》分别在电脑平台上登场。 2000年代,家用游戏市场呈现微软、索尼、任天堂三足鼎立的局面;电脑游戏方面,依然是模拟人生和魔兽世界两款游戏分别在单机游戏和网络游戏领先;功能机游戏开始出现,网页游戏逐步崛起 2010年,家用游戏市场仍在硬件上持续迭代更新,智能机游戏开始升温,苹果的iOS系统及谷歌的安卓系统逐渐发展成熟,扩展了手机游戏市场
  2. HCI – Human Computer Interaction
  3. Smart Toys
  4. Intelligent Devices and Games
  5. 市场趋势: 通过App与智能设备进行交互,增强传统游戏模式的可玩性 加强实体玩具与虚拟游戏世界的互动,满足玩家多元化的娱乐需求 面临的机遇和挑战: 海外市场已有成功先例,中国市场尚未出现成功产品 应用场景较为局限,需探索青少年及成人市场
  6. 市场趋势: 从简单的满足人们的操控需求转化为对用户游戏体验的重视 《Summer Lesson》《War Thunder》等一系列VR游戏发布使人们充满期待 面临的机遇及挑战: 技术仍处于发展期,游戏外设精度仍需提高,如何扩展到移动平台成为主要挑战 预测将在模拟驾驶、模拟飞行、射击及恐怖游戏等核心玩家领域发力
  7. 市场趋势: 从被动接受信息转化为主动处理用户的信息,甚至捕捉用户的意图和想法 可借助该系统了解用户对于特定游戏体验的反应,修改游戏满足用户需求 面临的机遇及挑战: 技术仍处于发展期,目前仍受到不同接收设备兼容性的限制 若基于传感器的动作捕捉技术能大量运用于游戏中,也将解决VR及AR类游戏的交互问题
  8. 市场趋势: 将现实生活中的成就转化为游戏中的利益,融入更多社交化功能 开放平台的模式允许第三方应用或游戏为用户带来更新颖的体验 面临的机遇及挑战: 多数穿戴设备仍停留在通信、健康监测等功能上,与游戏的完美结合仍需探索 商业化和实用性方面仍需进一步提升,用户群有待培养
  9. 市场趋势: 让现实中的玩具和玩家手中的移动设备进行连接,通过高性能硬件让玩具变得智能 个性化设计满足用户的猎奇和炫耀心理 面临的机遇和挑战: 产品形态差异很大,独立市场,无统一标准,市场仍处于起步阶段 核心产品和功能尚缺乏大众化定位,商业化能力有待提高
  10. 市场趋势: 从单一终端游戏体验向 “多屏同步” 游戏体验转换,使玩家拥有同一化游戏体验 跨屏游戏用户的下载量、活跃度、留存率、付费率更高(Facebook分析显示跨屏游戏是普通的手游下载量的2.4倍(Mobile Engagement),活跃度是1.5倍(Ganvas Engagement),而付费率是3.3倍(Payment Volume)) 面临的机遇及挑战: 各屏的配置差异及平台差异,提高对研发的技术要求 各平台用户特点和习惯不同,游戏类型和玩法需要具有跨屏的基因
  11. 智能硬件游戏: 硬件基础及标准:目前尚无统一标准和平台接口,会面临硬件适配性的问题 商业模式及价值链:尚处于发展初期,商业化的模式尚不清晰,部分智能硬件游戏用户群较为小众,商业化能力较弱 内容来源:目前仅有几家游戏厂商致力于开发VR及AR游戏,多数厂商仍在观望,游戏内容供应有限 娱乐体验形式及载体:娱乐体验形式有待进一步经过市场验证,目前多数仍处于初期阶段,设备及操控的灵敏度及精确度仍有待提升;新硬件载体的产品形态差异较大,市场较为独立,无统一标准 跨屏游戏: 硬件基础及标准:主要受到不同硬件终端的配置参数限制,如手机屏幕显示分辨率较低,因此针对手机开发的游戏在大屏幕上表现较差 内容来源:目前针对不同屏幕的游戏版本均需要单独开发,开发要求较高,单一版本较难满足不同硬件终端的需求,对开发商的挑战较大,因此内容供应较为有限 游戏类型:各硬件终端用户特点和习惯不同,特定的具有跨屏基因的游戏类型和玩法较为适合 操作交互及UI:不同硬件终端适合的操作方式及UI会有所差异,对开发商也有一定的挑战
  12. Gamification