微交易
Search documents
近半数美国儿童今年圣诞节希望收到游戏内货币
Sou Hu Cai Jing· 2025-11-27 08:41
微交易已然深度嵌入游戏文化之中,去年,PC 游戏收入中有 58% 源自游戏内购。包括育碧在内的多家 主流游戏发行商甚至宣称,微交易能够提升整体游戏体验。 尽管消费者对此兴趣浓厚,许多创作者仍坚决反对在游戏作品中采用微交易机制。然而,若参考美国娱 乐软件协会(ESA)最新发布的研究数据,游戏内购显然已成定局,短期内难以撼动。 ,今年圣诞节期间,美国有 43% 的儿童向父母索要游戏内货币;在受访的 700 名儿童中,高达五分之 三(即 60%)计划于节日季购买与游戏相关的产品。其中,近半数(约 49%)的消费支出直接或间接 涉及游戏内货币或微交易项目。 值得注意的是,尽管数字媒体日益普及,实体游戏仍保持强劲需求:37% 的受访儿童明确表示希望获 得实体版游戏光盘或卡带。 游戏内货币机制本身具有掠夺性,加之消费者对其趋之若鹜,微交易在未来相当长一段时间内恐将持续 存在。 ESA 还发现,许多儿童将电子游戏视为增进家庭互动的重要方式,多数受访者表示,其对游戏的兴趣 源于渴望借此与亲友建立更紧密的情感联结。 此外,ESA 亦面向成年人开展了问卷调查,结果显示:近三分之一(33%)的家长计划在今年圣诞节为 子女购置游戏产 ...
先甩锅、再埋雷,育碧回应“停止杀死游戏”运动
3 6 Ke· 2025-07-24 12:03
Core Viewpoint - The article discusses the growing "Stop Killing Games" movement in Europe, which has gained significant traction and support from European Parliament officials, particularly targeting major game publishers like Ubisoft [1][3]. Group 1: Company Response - Ubisoft's CEO Yves Guillemot acknowledged the issue of game server shutdowns at a shareholder meeting, stating that it is a common problem across the industry and not unique to Ubisoft [3]. - Guillemot proposed a solution to inform players about the playable duration of games, which implies that players do not own the game data but merely have a license to use it [5][8]. - The acknowledgment of game data ownership issues may contribute to Ubisoft's ongoing financial struggles, as the management's handling of reputation-sensitive matters appears dismissive [3][5]. Group 2: Industry Implications - The move to inform players about game playability could address the financial losses associated with maintaining servers for games that lose popularity over time, but it may negatively impact the Games as a Service (GaaS) model that Ubisoft is betting on [8][12]. - GaaS relies on continuous content updates to keep players engaged and spending, contrasting with traditional one-time purchase models, which are becoming less profitable [10]. - The potential for reduced player investment in GaaS games could arise if players are aware of a game's limited lifespan, leading to decreased revenue for publishers [12][14]. Group 3: Market Dynamics - The decline of the physical game market has made the acknowledgment of game playability duration a double-edged sword for Ubisoft, as it exposes industry practices while also inviting player backlash [7][8]. - The challenge for Ubisoft lies in balancing the operational costs of GaaS with the need to maintain player interest, especially as the lifespan of games becomes a focal point for consumer decision-making [12][14].