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以骂游戏之名卖课,套路满满的生意帮不了孩子
Xin Jing Bao· 2025-07-22 09:35
Core Viewpoint - The rise of the "anti-gaming industry" is driven by influencers who criticize video games while promoting expensive educational courses, exploiting parental anxiety about children's gaming habits [1][2][4]. Group 1: Anti-Gaming Industry - The "anti-gaming industry" is characterized by influencers linking gaming to negative behaviors, capturing parental attention, and directing children to addiction treatment programs, forming a significant part of the current ecosystem [2][3]. - The industry has grown into a substantial market, with estimates suggesting that by 2025, the total scale of the anti-gaming industry, including addiction schools and training camps, could exceed 70 billion yuan [2]. Group 2: Parental Responsibility and Systemic Issues - Addressing youth gaming addiction requires a comprehensive approach, including parental supervision and educational responsibilities, rather than relying solely on regulations or measures from gaming platforms [3][5]. - Parents often face challenges in monitoring their children's gaming due to work commitments and other responsibilities, leading to a collective anxiety that the anti-gaming content exploits [3][4]. Group 3: Marketing Tactics and Consumer Awareness - The marketing strategies employed by influencers involve creating emotional distress among parents, leading them to invest in high-priced educational courses that often yield little to no results [4]. - Parents are encouraged to critically evaluate these marketing tactics and recognize the underlying psychological issues related to gaming addiction, promoting a more balanced approach to managing their children's gaming interests [5].
靠“反游戏”生意,这群人一年赚了700亿
创业邦· 2025-05-23 10:06
来源丨 蓝字计划(ID:NPO2020) 以下文章来源于蓝字计划 ,作者Hayward 蓝字计划 . 记录智能时代的每一次浪潮!前沿科技捕手,AI产品深度洞察。重点关注人工智能、机器人、新能源 车与硬科技。 作者丨 Hayward 图源丨Midjourney 在网上发一些反对游戏的言论,轻松就能获客并年入千万? ——像这样的事情,在这个世界正真实发生着。由网红教育大 V 、"问题少年"的家长、还有带着神秘色 彩的机构一起,构造出的"反游戏"产业链,它的年产值,已超 700 亿。 "魏教官"是华南地区一家知名的"少年特训营"的招生负责人,同时也是这个机构的副总经理,一般来说, 我应该叫他"魏总",但见面时他穿着迷彩服,跟我介绍自己是"魏教官"。 为了解这个特训机构的情况,我从抖音取得联系,假以"十岁的孩子沉迷游戏"为由求见。 700 亿是什么概念? 2024 年全年,中国电影总票房 425.02 亿元。而这个产业,年产值比中国电影总票房 还要多 65% 。 产业链上的众多机构,营收上亿的不为少数,几乎与中型游戏公司不相上下。 "反游戏"已成为一项热门的生意。 新型戒网瘾学校 一半客户来自短视频 对于这个"十岁、 ...
靠“反游戏”生意,这群人一年赚了700亿
商业洞察· 2025-05-23 09:42
以下文章来源于蓝字计划 ,作者Hayward 蓝字计划 . 记录智能时代的每一次浪潮!前沿科技捕手,AI产品深度洞察。重点关注人工智能、机器人、新能源 车与硬科技。 "反游戏"已成为一项热门的生意。 01 新型戒网瘾学校,一半客户来自短视频 "魏教官"是华南地区一家知名的"少年特训营"的招生负责人,同时也是这个机构的副总经理,一般 来说,我应该叫他"魏总",但见面时他穿着迷彩服,跟我介绍自己是"魏教官"。 为了解这个特训机构的情况,我从抖音取得联系,假以"十岁的孩子沉迷游戏"为由求见。 作者: Hayward 来源:蓝字计划(ID: BlueLetterPlan) 在网上发一些反对游戏的言论,轻松就能获客并年入千万? 700 亿是什么概念? 2024 年全年,中国电影总票房 425.02 亿元。而这个产业,年产值比中国 电影总票房还要多 65% 。 ——像这样的事情,在这个世界正真实发生着。由网红教育大 V 、"问题少年"的家长、还有带着 神秘色彩的机构一起,构造出的"反游戏"产业链, 它的年产值,已超 700 亿。 产业链上的众多机构,营收上亿的不为少数,几乎与中型游戏公司不相上下。 讲完以后,意犹未尽的魏 ...
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].