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国内的这款“赛博陪玩”闯进了东京TGS
虎嗅APP· 2025-09-28 13:25
Core Viewpoint - The article discusses the emerging trend of AI in the gaming industry, highlighting the potential of AI companionship in games and the unique approach of the company "心影随形" (Xinying Suixing) in this space [4][18]. Group 1: AI in Gaming - The Tokyo Game Show (TGS) is the largest in its history, with over 1,000 exhibitors, yet only one AI-related company is present [4][5]. - Despite the lack of focus on AI at TGS, the AI gaming sector is seen as a promising and forward-looking area [18][19]. - The company "心影随形" aims to create AI companions for gaming, tapping into the trend of virtual characters in the gaming landscape [12][18]. Group 2: Company Background and Strategy - The founders of "心影随形," Liu Binxin and Wang Bihao, have a strong gaming background and aim to leverage AI to create engaging virtual companions [10][14]. - The company’s product, "逗逗AI," is designed to provide companionship in gaming scenarios, differentiating itself from traditional chatbots [12][26]. - Liu Binxin emphasizes the importance of understanding user data and refining the product based on user feedback for success in the AI gaming space [26][30]. Group 3: Market Dynamics and Challenges - The AI gaming sector is viewed as a competitive battleground, with major gaming companies potentially entering the space, but Liu Binxin is not overly concerned about this competition [21][22]. - The company is currently focusing on user engagement and data accumulation rather than competing directly with larger firms [25][30]. - "心影随形" is exploring international markets, particularly Japan and North America, while facing challenges in establishing local teams for business development [36][38]. Group 4: User Engagement and Monetization - The company has seen rapid growth in global users, reaching 10 million, but monetization remains a challenge with only a small percentage of paying users [34][35]. - Different user preferences in various markets influence the monetization strategy, with Chinese users favoring cosmetic purchases while Japanese users lean towards subscription models [35]. - The company is considering a shift from a consumer-focused model to a business-to-business approach, including potential partnerships with game developers for advertising [36].