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小尺寸平板卷土重来
36氪· 2025-10-10 09:29
以下文章来源于远川科技评论 ,作者何律衡 远川科技评论 . 感谢苹果高抬贵手。 文 | 何律衡 编辑 | 李墨天 来源| 远川科技评论(ID:kechuangych) 封面来源 | 视觉中国 前有诺基亚神机翻新卖爆,后有CCD相机焕发第二春,消费电子复古之风又吹向了平板电脑。 作为一个国补都带不动的品类,平板电脑过去几年的市场存在感极其稀薄,在产品发布会上的地位仅高于智能手表;在公司年会二等奖的角色,也面临 Switch和云台相机的冲击。 小尺寸平板更是消费电子市场的斯大林格勒,苹果的产品更新时断时续,安卓阵营集体避战,几乎成了一片被遗忘的土地。 不过 2024年,平板电脑在市场规模缩水三年后重新反弹,以9.2%的出货量增长喘了一口大气。对小尺寸平板性质寡淡的厂商,又忍不住吃起了回头草。 刻画这个时代(的前沿科技) 去年10月,停更三年的iPad mini肩负着为A17 Pro芯片清库存的重任,喜获更新。今年6月,小米推出Redmi K Pad再战小尺寸平板。9月,华为发布MatePad Mini,时隔六年回归小尺寸平板赛道。 小尺寸平板一度在消费电子市场销声匿迹,到如今垂死病中惊坐起,一切的始作俑者还是iP ...
小尺寸平板卷土重来
3 6 Ke· 2025-10-09 23:52
作为一个国补都带不动的品类,平板电脑过去几年的市场存在感极其稀薄,在产品发布会上的地位仅高于智能手表;在公司年会二等奖的角色,也面临 Switch和云台相机的冲击。 小尺寸平板更是消费电子市场的斯大林格勒,苹果的产品更新时断时续,安卓阵营集体避战,几乎成了一片被遗忘的土地。 小尺寸平板一度在消费电子市场销声匿迹,到如今垂死病中惊坐起,一切的始作俑者还是iPad mini。 苹果出征,寸草不生 2010年9月,三星发布自家首款平板电脑Galaxy Tab 7.0,"7.0"指代7英寸的屏幕尺寸,算得上小尺寸平板的开山之作。 前有诺基亚神机翻新卖爆,后有CCD相机焕发第二春,消费电子复古之风又吹向了平板电脑。 不过2024年,平板电脑在市场规模缩水三年后重新反弹,以9.2%的出货量增长喘了一口大气。对小尺寸平板性质寡淡的厂商,又忍不住吃起了回头草。 去年10月,停更三年的iPad mini肩负着为A17 Pro芯片清库存的重任,喜获更新。今年6月,小米推出首款小尺寸平板Redmi K Pad。9月,华为发布 MatePad Mini,时隔六年回归小尺寸平板赛道。 为了回应同年发布的第一代iPad,三星选择差异化策 ...
小尺寸平板卷土重来
远川研究所· 2025-10-09 13:10
以下文章来源于远川科技评论 ,作者何律衡 远川科技评论 . 刻画这个时代(的前沿科技) 前有诺基亚神机翻新卖爆,后有CCD相机焕发第二春,消费电子复古之风又吹向了平板电脑。 作为一个国补都带不动的品类,平板电脑过去几年的市场存在感极其稀薄,在产品发布会上的地位仅高于 智能手表;在公司年会二等奖的角色,也面临Switch和云台相机的冲击。 小尺寸平板更是消费电子市场的斯大林格勒,苹果的产品更新时断时续,安卓阵营集体避战,几乎成了一 片被遗忘的土地。 不过2024年,平板电脑在市场规模缩水三年后重新反弹,以9.2%的出货量增长喘了一口大气。对小尺寸平 板性质寡淡的厂商,又忍不住吃起了回头草。 去年10月,停更三年的iPad mini肩负着为 A17 Pro芯片清库存的重任,喜获更新。今年6月,小米推出首款 小尺寸 平板Redmi K Pad。9月,华为发布MatePad Mini,时隔六年回归小尺寸平板赛道。 小尺寸平板一度在消费电子市场销声匿迹,到如今垂死病中惊坐起,一切的始作俑者还是iPad mini。 苹果出征,寸草不生 2010年9月,三星发布自家首款平板电脑 Galaxy Tab 7.0 ,"7.0"指 ...
十年前的装机必备手游们,如今过得怎么样?| 玩点好的
3 6 Ke· 2025-09-27 08:56
Core Insights - The article discusses the evolution of mobile games from their early days to the current landscape, highlighting the shift in player expectations and technological advancements that have transformed the industry [1][46]. Group 1: Early Mobile Games - Early mobile games were characterized by simple gameplay, instant feedback, and low entry barriers, appealing to a wide audience including children and non-gamers [15][46]. - Popular genres included endless runner games like "Temple Run" and "Subway Surfers," which achieved significant download milestones, with "Temple Run" surpassing 1 billion downloads by 2014 [4][20]. - Puzzle games like "Angry Birds" and "Cut the Rope" also gained immense popularity, with "Angry Birds" reaching over 1 billion downloads early on [12][14]. Group 2: Challenges and Market Changes - The mobile gaming industry has faced challenges due to technological advancements and changing player demands, with players now seeking deeper, more immersive experiences [17][46]. - Casual games are increasingly competing with other forms of entertainment, such as short videos, which have begun to occupy the market space previously held by mobile games [17][18]. - Many early successful games struggle with monetization, facing issues like high user activity but low spending, leading to a need for sustainable business models [18][19]. Group 3: Success Stories and Longevity - Some games, like "Subway Surfers," have adapted successfully by continuously updating content and engaging with trends, achieving over 4 billion downloads by 2025 [19][20]. - "Happy Match" has maintained its relevance through consistent content updates and a focus on player experience, remaining in the top ranks of app stores for over a decade [24][27]. - The success of these games illustrates the importance of evolving beyond simple gameplay to become cultural symbols and ongoing services for players [19][24]. Group 4: Decline of Certain Titles - Games like "Temple Run" and "Endless Run" have seen declines due to a lack of innovation and failure to adapt to market changes, leading to reduced player engagement [29][31]. - Titles that relied heavily on monetization strategies, such as "天天酷跑," have lost their player base due to perceived unfairness in gameplay [29][31]. - Some games have exited the mainstream market entirely, unable to sustain player interest or innovate beyond their initial concepts [31][33]. Group 5: Future Opportunities - The rise of user-generated content (UGC) and community co-creation is becoming crucial for revitalizing classic IPs, as seen with "Plants vs. Zombies" [47][50]. - New technologies, such as AI-generated content, offer opportunities for smaller teams to create engaging experiences without high costs, addressing traditional challenges in content production [46][50]. - The industry is witnessing a trend towards lighter, more accessible games that cater to the fragmented attention spans of modern users, allowing classic gameplay to find new life [50][51].