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《恋与深空》“盗号售号风波”一周 叠纸游戏信任危机解除了吗?
Mei Ri Jing Ji Xin Wen· 2025-10-23 18:20
叠纸游戏旗下火爆一时的游戏《恋与深空》"盗号售号风波"已持续一周,仍未完全平息。 10月21日,《每日经济新闻》记者在小红书平台搜索"恋与深空账号被盗"关键词进行核实,发现过去一 周内,有多位玩家发布"账号被盗"相关内容,且在相关评论区中,也有多名玩家留言讲述自身遇到的类 似情况。与此同时,有玩家晒出自己收到的短信,提醒游戏账号被盗并在电商平台上售卖。 记者在某电商平台搜索"恋与深空初始号",发现确实有多个账号正在售卖,价格范围在几元至几百元不 等。记者询问其中一家店铺账号来源时,对方表示"你问的太多了",而后便拒绝回复。 事实上,对游戏玩家而言,账号并非简单的数字载体,而是承载着其情感投入的核心资产。 记者发现,《恋与深空》玩家的不满集中于游戏登录机制。据悉,游戏厂商通常会部署异常登录检测、 设备绑定等防护机制,而多数受害者表示被盗时未收到任何安全提醒。 令玩家不安的还有盗号产业链的肆无忌惮。根据玩家反馈,有涉事电商店铺在被大量投诉下架相关账号 后,短期内便以相似商品描述重新开张,形成"投诉-下架-换名-重开"的恶性循环。这种应对缺位导致焦 虑情绪蔓延,不少未被盗号的玩家也开始频繁修改密码、解绑关联手机,甚 ...
《恋与深空》“盗号售号风波”一周,叠纸游戏“信任危机”解除了吗?
Mei Ri Jing Ji Xin Wen· 2025-10-22 08:31
Core Viewpoint - The ongoing account theft and resale issue surrounding the game "Love and Deep Space" by Paper Games has raised significant concerns among players regarding account security and the company's response to the crisis [1][6][9] Group 1: Incident Overview - The account theft issue has persisted for over a week, with multiple players reporting similar experiences on social media platforms [1][5] - Players have discovered accounts for sale on e-commerce platforms, with prices ranging from a few yuan to several hundred yuan [1] - Paper Games has stated that they conducted a thorough investigation and found no security breaches, but players remain skeptical of the company's assurances [1][5] Group 2: Player Sentiment - Players view their game accounts as emotional assets, containing not just monetary value but also personal investment and memories [6][7] - Many players have expressed dissatisfaction with the game's login security measures, calling for improvements such as facial recognition and mandatory verification for new device logins [5][7] - The emotional connection players have with their accounts has been severely impacted, leading to fears of losing their investments and experiences [6][9] Group 3: Industry Context - The game "Love and Deep Space" has seen significant commercial success, with projected global revenue reaching $650 million by June 2025, and a 660% year-over-year growth anticipated in 2024 [8][9] - Despite this success, the company faces challenges in balancing monetization strategies with user experience, as players criticize the aggressive monetization tactics [9][11] - The ongoing security issues and player dissatisfaction could lead to a potential loss of user trust and loyalty, which are critical for the long-term success of emotional games [9][11] Group 4: Recommendations for Improvement - Experts suggest that Paper Games should implement substantial compensation measures for affected players to restore trust and satisfaction [11] - The company needs to enhance its security systems and optimize game content to avoid excessive monetization pressure on players [11] - Building a system that balances emotional engagement with security is essential for improving player experience and maintaining loyalty [11]
每月氪金上亿,玩家怒斥《恋与深空》“让感情丢了”
Feng Huang Wang· 2025-10-16 08:23
Core Insights - The recent account theft incident in the game "Love and Deep Space" has highlighted long-standing dissatisfaction among players, particularly regarding gameplay design and monetization strategies [1][11] Group 1: Incident Overview - A wave of account thefts has affected players of "Love and Deep Space," with reports of stolen accounts being sold online for prices ranging from a few yuan to hundreds of yuan [1] - Players have expressed concerns that accounts linked to the same phone number across different games by the developer, Paper Games, have also been compromised [1] Group 2: Player Reactions - Players are increasingly anxious about account security, leading many to frequently change passwords and unlink associated phone numbers [6] - The emotional investment in their accounts, which includes both financial and sentimental value, has intensified the backlash against the developer [6] Group 3: Financial Performance - "Love and Deep Space" has achieved significant financial success, with monthly revenues reaching over 100 million yuan [7] - In July 2025, the estimated revenue for the game on iOS was approximately 158 million yuan, averaging over 5 million yuan daily [8] Group 4: Developer Response - In response to the complaints, Paper Games stated that their account system is secure and urged players to avoid account trading and using the same password across platforms [5] - Despite these assurances, players remain dissatisfied, feeling that the company has not taken adequate measures to prevent further incidents [5] Group 5: Monetization Issues - Players have criticized the game's aggressive monetization strategies, including frequent new card pools and events that pressure players to spend money to keep up [12] - A controversy arose in July 2025 regarding a limited-time outfit that was marketed with misleading claims about its features, leading to accusations of false advertising and consumer fraud [12] Group 6: Community Dynamics - The game's community has experienced tensions among different fan groups, leading to conflicts over resource allocation and perceived favoritism by the developers [14] - The lack of effective community management by Paper Games has contributed to player dissatisfaction and some users have begun to leave the game [15] Group 7: Future Considerations - As competition in the female-oriented gaming market intensifies, Paper Games must prioritize player feedback and respect to maintain its success [16] - The essence of female-oriented games lies in emotional connection rather than aggressive monetization, and the company needs to realign its strategies accordingly [19]
女玩家情感投入反遭套路?多款头部乙游频发大规模投诉
Guan Cha Zhe Wang· 2025-08-07 11:09
Core Viewpoint - The recent complaints from players regarding the game "Love and Deep Space" highlight significant issues related to false advertising and discrepancies between promotional content and actual gameplay experiences, leading to a wave of consumer dissatisfaction and legal actions against the game developers [1][4][6]. Group 1: Consumer Complaints - Players have initiated a collective complaint, with discussions on social media reaching 24,000 mentions, primarily focusing on the game's latest event "Shen Xinghui: Dark King" [1][2]. - In a short span from July 29 to July 31, over 1,500 complaints were recorded for "Love and Deep Space," indicating a high level of discontent among users [2]. - A significant portion of complaints (98.65%) comes from female users, with 64.65% of complainants being from the post-2000 generation, reflecting the demographic heavily invested in these games [4][6]. Group 2: Specific Issues Raised - Players reported issues such as misleading promotional content, inadequate game mechanics, and poor customer service responses, with many feeling that their virtual assets were compromised [4][6]. - The complaints predominantly revolve around false advertising, with players expressing frustration over the lack of promised features in the game compared to what was showcased in promotional videos [4][6]. - The game "Love and Deep Space" achieved a peak revenue of over 100 million yuan on the day of the event, indicating a significant financial impact from the complaints [6]. Group 3: Industry Context - The complaints against "Love and Deep Space" follow a similar wave of dissatisfaction directed at another game, "World Beyond," which faced backlash for pricing issues and perceived exploitation of players [8][10]. - The consumer protection platform "Xiaofei Bao" reported that complaints from "World Beyond" accounted for a significant portion of total complaints in the otome game sector, highlighting a trend of consumer dissatisfaction within this genre [10][12]. - Industry insiders suggest that the focus on revenue generation often overshadows the importance of respecting consumer rights and transparency, leading to a growing sentiment of being "tricked" among female players [12].
谁撕开了乙女游戏的遮羞布?
Hu Xiu· 2025-08-07 10:54
Core Viewpoint - NetEase is facing significant backlash from players due to a series of controversial decisions, particularly related to the pricing strategy of its game "World Beyond," which has led to widespread dissatisfaction and calls for boycotts [2][6][8]. Group 1: Pricing Controversy - The price increase for the new card pool in "World Beyond" from 300 diamonds to 400 diamonds represents a 33% hike, which was not communicated to players through official channels [6][7]. - Players have reported a total of 3,251 complaints regarding "World Beyond," with a total claim amount exceeding 5.78 million yuan within a short period [8]. - The backlash has been exacerbated by controversial user agreement terms that players feel infringe on their rights, such as account deletion after a year of inactivity [7]. Group 2: Public Relations Missteps - NetEase's attempts to address the situation through social media responses have backfired, leading to increased public outrage and trending topics mocking the company's approach [11][12]. - The company's statement that "wanting to make money" is a straightforward admission of its commercial intentions, which has alienated its core user base [22][25]. Group 3: Financial Pressures - The revenue pressure on "World Beyond" is evident, with estimates suggesting that its highest daily iOS revenue has dropped significantly from over 1.5 million dollars in 2024 to around 50,000 dollars in 2025 [18][19]. - NetEase's gaming business constitutes nearly 80% of its overall revenue, but growth has slowed considerably, necessitating a reevaluation of its business strategies [21]. Group 4: Emotional Disconnect - The essence of "World Beyond" as an otome game relies on emotional engagement, and players expect a deep connection rather than a purely commercial interaction [23][24]. - The company's failure to maintain this emotional connection has led to a significant erosion of trust among players, who feel exploited rather than valued [36][37]. Group 5: Industry-Wide Implications - The issues faced by "World Beyond" are reflective of broader challenges within the otome game sector, where companies often prioritize profit over the emotional bonds with players [30][34]. - The recent controversies highlight a misunderstanding among developers regarding the importance of emotional narratives in justifying player spending [35].
玩恋爱游戏的女孩,在相亲局里找平衡
3 6 Ke· 2025-07-16 12:53
Core Perspective - The article explores the contrast between idealized romantic narratives in games and the harsh realities of modern dating and marriage, particularly through the lens of female players who engage with otome games like "恋与深空" [2][5][19] Group 1: Game Features and Marketing - The 4.0 version of "恋与深空" features a wedding-themed event that enhances player immersion with realistic companionship functions and collaborations with media and popular artists [2] - The game aims to provide players with a tangible sense of romance, contrasting with their real-life experiences [2][5] Group 2: Player Experiences and Realities - Players like 小恩 find it difficult to separate the game's romantic ideals from their real-life experiences, leading to feelings of fear and frustration when faced with the realities of arranged dating [4][6] - Many players experience societal pressure regarding marriage, often feeling like passive participants in their own romantic lives due to family expectations [5][6] Group 3: Emotional Impact of Family Dynamics - 小恩's experiences with her parents' troubled marriage shape her views on relationships, leading her to have low expectations for her own romantic future [7][19] - The frequency of arranged dates creates tension within her family, highlighting the generational conflict regarding marriage expectations [8][19] Group 4: Coping Mechanisms and Personal Growth - Players like 木木 use otome games as a means of emotional support, finding solace in the characters and narratives that offer a sense of understanding and validation [12][14] - The article illustrates how these games help players navigate their feelings about relationships, allowing them to assert their own standards and desires in the face of societal pressures [16][21]
从BW2025,看乙游如何收割女性玩家
3 6 Ke· 2025-07-15 04:15
Core Insights - The BW2025 event highlighted tensions between two major games, NetEase's "World Beyond" and Paper Games' "Love in the Deep Space," leading to operational conflicts and public backlash against the event organizers [1][3] - Despite the initial disputes, the event ultimately provided a fulfilling experience for players, emphasizing the emotional value derived from immersive activities in otome games [3][9] Group 1: Event Conflicts - The first day of BW2025 saw a conflict between "World Beyond" and "Love in the Deep Space," with the former accusing the event organizers of poor planning regarding queue areas [1] - "World Beyond" announced it would not participate in future BW events due to the mishandling of space allocation, which drew significant media attention [1][3] - The aftermath of the event saw a rise in discussions about "withdrawal" among otome game players, indicating a strong emotional response to the experiences provided [3][9] Group 2: Immersive Experiences - The event focused on creating dream-like experiences for female players, with "Love in the Deep Space" featuring a wedding-themed setup that enhanced player engagement [4][6] - The immersive activities included professional interactions that avoided traditional character cosplay, allowing for a more abstract and imaginative engagement with the game [8] - The emotional impact of these experiences was profound, leading to a sense of identity affirmation and community among players, as evidenced by their strong emotional reactions [9][12] Group 3: Character Engagement - The character "Xia Yizhou" from "Love in the Deep Space" became a highlight of the event, with the actor portraying him receiving emotional responses from players, further bridging the gap between virtual and real experiences [10][12] - The successful integration of character cosplay into the event allowed players to connect more deeply with the characters, enhancing their loyalty and emotional investment in the games [12][13] - The phenomenon of players experiencing "withdrawal" reflects the powerful emotional connections formed through these immersive interactions, indicating a growing market for such events [9][12]
当二次元照进现实:Cos委托成年轻人的“情感寄存柜”
Nan Fang Du Shi Bao· 2025-06-19 04:03
Core Insights - The rise of emotional consumption, particularly through services like Cosplay commissions, reflects a growing trend among young consumers seeking emotional and social fulfillment [1][2][20] - The domestic otome game industry has seen significant growth, with over 300 million female gamers in China, creating a core user base for Cosplay commission services [1][12] Group 1: Emotional Consumption Trends - Emotional consumption is becoming a new growth driver in the economy, with services like Cosplay commissions transforming virtual emotions into real-life experiences [1][2] - The phenomenon of "compensatory psychological satisfaction" drives demand for these services, allowing consumers to pay for idealized companionship [2][20] Group 2: Market Dynamics - The Chinese two-dimensional industry has experienced explosive growth, expanding from 18.9 billion yuan in 2016 to 221.9 billion yuan in 2023, with a compound annual growth rate of 42% [10] - The surrounding derivative industries, including Cosplay commissions, are expected to continue growing, with projections indicating the two-dimensional content market could reach 110.58 billion yuan by 2026 [10][12] Group 3: User Experience and Challenges - Users report mixed experiences with Cosplay commissions, with about one-third of experiences being unsatisfactory due to issues like lack of professionalism and quality [4][5] - The industry faces challenges such as the "killing familiarity" phenomenon, where service quality declines after initial positive experiences [4][5] Group 4: Safety and Regulation Concerns - The lack of industry standards and regulations raises safety concerns for consumers engaging in these services, particularly regarding personal safety and emotional well-being [20][22] - Experts emphasize the need for early legislative and regulatory attention to establish service standards and protect consumer rights [22][23] Group 5: Industry Perspectives - Service providers express concerns about the commercialization of Cosplay commissions, fearing it may lead to a decline in service quality and emotional value [19][21] - The industry is characterized by a significant disparity in service quality and pricing, with some providers charging excessively high fees without corresponding service quality [7][9]
标榜爱自己的乙游玩家,为什么不爱乙游女主角?
3 6 Ke· 2025-06-05 04:12
Core Viewpoint - The controversy surrounding the female protagonist in otome games, particularly in "Undecided Incident," highlights a broader trend where players prefer to see the female character as a mere vessel for their own identity rather than as an independent character [1][3][17] Group 1: Player Reactions and Trends - Players expressed dissatisfaction with the female protagonist's visibility in the new event of "Undecided Incident," indicating a strong preference for anonymity in the character's portrayal [1][4] - The phenomenon of "anti-female protagonist" sentiment is prevalent in the otome game community, where players often reject the notion of the female character having a distinct identity [3][6] - Similar backlash occurred in "Love and Deep Space," where the female character's appearance in promotional materials led to player outrage and even some quitting the game [4][6] Group 2: Character Development and Market Evolution - The evolution of female protagonists in otome games has shifted from having defined identities to being more customizable, reflecting the changing preferences of the player base [8][10] - Early otome games allowed for more character individuality, but as the genre evolved, the focus shifted towards enhancing player immersion by minimizing the female character's distinctiveness [10][12] - Recent titles like "Love and Deep Space" and "World Beyond" have taken this to an extreme, allowing players to create their own characters, thus reinforcing the idea that the female protagonist is essentially the player themselves [12][13] Group 3: Industry Challenges - The otome game industry faces a dilemma between enhancing player immersion and maintaining narrative depth, as reducing the female protagonist's presence can lead to weaker storylines [14][16] - The current market trend prioritizes player engagement and emotional connection with male characters, often at the expense of character development and plot richness [14][16] - This ongoing challenge suggests that the otome game industry may struggle to balance player expectations with the need for compelling storytelling in the future [16][17]