靠“反游戏”生意,这群人一年赚了 700 亿
3 6 Ke·2025-05-22 11:05

Core Insights - The "anti-gaming" industry has emerged as a lucrative business, generating over 70 billion yuan annually, surpassing China's total box office revenue for 2024 by 65% [1][37]. - Numerous institutions within this industry report revenues exceeding 100 million yuan, comparable to mid-sized gaming companies [2][3]. - The rise of short video platforms has significantly contributed to the growth of this industry, with many organizations relying on these platforms for customer acquisition [10][38]. Industry Overview - The "anti-gaming" industry includes various forms such as closed training schools, short-term addiction camps, and self-media content creators, all focused on combating gaming addiction [10][38]. - The industry has evolved from traditional addiction treatment centers to modern "training camps" and "character development camps," employing semi-military management styles [37][38]. - The total number of closed training centers in China is estimated to be no less than 600, with annual revenues typically exceeding 1 billion yuan [37]. Revenue Generation - The average revenue for larger training centers can reach 100 million yuan annually, while smaller centers can still achieve significant earnings [10][38]. - Short-term training camps, often lasting 7 to 14 days, are proliferating in first- and second-tier cities, with potential annual revenues reaching 8 billion yuan from just 200 camps [38]. - Influential figures in the education sector, such as Wang Kun and Li Yang, leverage their platforms to promote high-priced courses, contributing to the industry's overall revenue [39]. Marketing Strategies - The primary marketing strategy for many organizations involves creating anxiety among parents regarding their children's gaming habits, effectively driving them to seek out these services [43][45]. - Social media accounts often utilize unverified statistics to reinforce the narrative that gaming is detrimental to youth, thus attracting parents' attention [24][25]. - The "anti-gaming" narrative has become a key customer acquisition strategy, leading to a surge in related institutions entering the market [26][30]. Social Implications - The industry's focus on "curing" gaming addiction often overlooks the underlying issues of family communication and social support systems, leading to potential harm to children [45][46]. - The methods employed by some training centers have raised ethical concerns, with reports of abusive practices under the guise of discipline [30][32]. - The industry's growth reflects a broader societal issue where parental engagement and understanding of children's needs are lacking, resulting in a reliance on external solutions [44][47].