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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
Group 1 - Microtransactions have become deeply embedded in gaming culture, with 58% of PC game revenue coming from in-game purchases last year [1] - Despite strong consumer interest, many creators oppose the use of microtransaction mechanisms in games, yet data from the Entertainment Software Association (ESA) indicates that in-game purchases are here to stay in the short term [1] - During the Christmas season, 43% of children in the U.S. asked their parents for in-game currency, and 60% of surveyed children plan to purchase game-related products, with nearly half of their spending directly or indirectly involving in-game currency or microtransactions [1] Group 2 - The demand for physical games remains strong, with 37% of surveyed children expressing a desire for physical game discs or cartridges [1] - Game consoles are among the top three items on children's Christmas wish lists, with over 25% of surveyed children indicating an intention to purchase console devices [1] - ESA's survey of adults revealed that nearly one-third (33%) of parents plan to buy gaming products for their children this Christmas, including console devices and in-game currency [2] - The strong public demand for video games is expected to significantly boost sales of PlayStation 5 and Xbox Series consoles during the holiday season [2] - The gaming industry is anticipated to reach unprecedented revenue peaks with the scheduled release of "GTA 6" during next year's holiday season [2]
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].