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自助“偷甘蔗”爆火,偷菜游戏永不落幕
创业邦· 2025-12-02 03:14
Core Viewpoint - The article discusses the viral "stealing sugarcane" activity in Sichuan, which has attracted significant attention and participation, blending nostalgia with a unique marketing strategy that engages visitors in a playful, simulated theft experience [5][21][29]. Group 1: Activity Overview - The "stealing sugarcane" event allows visitors to pay a small entrance fee to experience a playful theft scenario in a sugarcane field, where they can cut down sugarcane while avoiding capture by staff acting as NPCs [5][6][13]. - The event became a popular attraction, drawing over a thousand visitors daily during its peak, generating nearly 10,000 yuan in sales each day [6][21]. - Similar activities have emerged across the country, with other farms adopting the concept of "stealing" fruits like oranges and apples, indicating a trend in experiential marketing [7][21]. Group 2: Marketing Strategy - The event was initiated by a local sugarcane farmer, who creatively leveraged social media to promote the activity, inviting visitors to relive childhood memories of "stealing" sugarcane [13][14]. - The farmer's innovative approach included live streaming the capture of "thieves," enhancing engagement and creating a community around the event [14][16]. - The activity not only helped sell surplus sugarcane but also reduced labor costs associated with harvesting, showcasing an effective model for rural tourism and agricultural marketing [21][29]. Group 3: Cultural and Psychological Aspects - The "stealing" experience taps into a collective nostalgia for childhood games, providing a safe environment for participants to engage in playful rebellion against societal norms [33][34]. - This phenomenon reflects a broader trend where individuals seek to escape the monotony of daily life through unconventional experiences, highlighting a desire for freedom and adventure in modern society [30][34]. - The event's success illustrates how gamification and experiential marketing can create unique consumer experiences that resonate on emotional and psychological levels [29][34].
自助“偷甘蔗”爆火,偷菜游戏永不落幕
3 6 Ke· 2025-12-02 00:11
Core Idea - The "stealing sugarcane" activity in Meishan, Sichuan, has gained popularity online, allowing visitors to pay a small fee to experience the thrill of "stealing" sugarcane while evading NPCs [1][3][5] Group 1: Activity Overview - The event charges an entrance fee of 2.99 yuan, and participants can take home sugarcane for 9.9 yuan after "stealing" it [1][3] - The activity attracted over a thousand visitors daily during its peak, generating nearly 10,000 yuan in daily sales [3] - Similar activities have emerged in other regions, such as "stealing oranges" in Deyang and "stealing apples" in Shijiazhuang [3] Group 2: Marketing Strategy - The event was initiated by sugarcane farmer Tong Pengfei, who aimed to attract attention to his sugarcane harvest [5][11] - The concept of "stealing" sugarcane taps into nostalgic childhood experiences, appealing to both young and middle-aged participants [5][19] - The activity has been promoted through social media, with participants sharing their experiences and creating a viral marketing effect [7][11] Group 3: Participant Experience - Participants engage in a playful "cat and mouse" game, where they attempt to evade capture while harvesting sugarcane [5][11] - The event includes humorous elements, such as captured participants being required to shout apologies, enhancing the entertainment value [7][11] - The experience provides a sense of thrill and rebellion without real consequences, allowing participants to enjoy a "controlled transgression" [19][20] Group 4: Economic Impact - The activity effectively reduces labor costs for the farmer while clearing out unsold sugarcane inventory [11][20] - The influx of visitors has revitalized local tourism and agricultural engagement, showcasing a novel intersection of rural resources and entertainment [11][20] - The event's success has led to discussions about similar concepts being applied to other agricultural products and locations [11][20]