Workflow
《开心消消乐》
icon
Search documents
AGF亚洲游戏博览会盛大开幕!国庆来广州看世界顶级游戏展
(原标题:AGF亚洲游戏博览会盛大开幕!国庆来广州看世界顶级游戏展) 10月2日至5日,AGF亚洲游戏博览会在广州保利世贸博览馆盛大启幕,同期还举办CICF中国国际漫画节动漫游戏展。此次盛典不仅是一场专业的 动漫游戏展览,更是助力广州国庆黄金周文旅消费、推动"游戏次元经济"发展的重要平台。 本次博览会主会场位于琶洲保利世贸博览馆,面积达8.2万平方米,汇聚全球千余个品牌、7000余款IP周边产品,并举办超百场特色活动。 腾讯游戏xSupercell、网易游戏、盛趣游戏、三七互娱、西山居等游戏企业集体参展,带来众多现象级游戏IP。另外,法国游戏企业育碧携《刺客 信条:影》全新DLC"淡路之爪"举办全国首场线下试玩活动。 广东省游戏产业协会在AGF游戏展上首次打造"游戏舱"展区以及小游戏试玩区。"游戏舱"展区为品牌游戏企业、独立游戏工作室与广大游戏玩家 搭建了现场互动交流的平台。展会现场带来逾40款优质游戏供玩家沉浸式体验。小游戏试玩区带来包括《寻道大千》《无尽冬日》《开心消消 乐》《抓大鹅》等深受国内外游戏玩家喜爱的18款热门小游戏出展。 同时,战马能量杯英雄联盟挑战赛、WEC2025华立电竞总决赛、卡普空《街 ...
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].
未成年人充值限制均落实;内容筛选机制仍待普及丨20款手游未保测评2025③
Core Viewpoint - The article discusses the implementation and effectiveness of anti-addiction mechanisms in mobile games for minors, highlighting the compliance of major game developers with regulations aimed at protecting young players from excessive gaming and inappropriate content. Group 1: Time Restrictions - All 20 evaluated mobile games have implemented time restrictions as mandated by the regulations, allowing minors to play only on weekends and holidays for a limited time [3] - Upon entering minor identity information, users receive pop-up notifications indicating the restricted playtime, and non-compliance results in forced log-off or inability to log in [3] Group 2: Recharge Limitations - The regulations specify that minors under 8 years old cannot make in-game purchases, while those aged 8 to under 16 are limited to a maximum of 50 RMB per transaction and 200 RMB per month; for those aged 16 to under 18, the limits are 100 RMB per transaction and 400 RMB per month [2] - All evaluated games strictly enforce these recharge limits, with some games only displaying restrictions at the payment interface, which may inadvertently encourage spending [5][6] Group 3: Content Filtering - The evaluation indicates that 7 games have implemented content filtering mechanisms to protect minors from inappropriate content, with improvements noted from previous assessments [12] - Major developers like Tencent and NetEase have established youth modes that restrict access to certain content based on age, demonstrating progress in content protection measures [12][13] Group 4: Parental Monitoring - Companies like Tencent, NetEase, and miHoYo have introduced external platforms for parents to monitor their children's gaming activities, including time and spending management [13] - These platforms allow parents to set custom restrictions and request refunds for unauthorized charges, enhancing parental control over minors' gaming experiences [13]