The growth rate of ti10 small book award in Jinchi is faster than expected, and the head of entertainment products is strong under the epidemic situation

category:Internet
 The growth rate of ti10 small book award in Jinchi is faster than expected, and the head of entertainment products is strong under the epidemic situation


During the epidemic prevention and control period, users demand for online entertainment surged, and games became one of the main spiritual consumer products, which played a role in relieving users worries and boredom. From the perspective of market performance, it is mainly reflected in the significant growth of new downloads and the extension of average game duration. The players are more patient to accept the long-term consumption of the game, and the social attributes of the game are further highlighted, which enhance the emotional connection between the players and the game, and thus enhance the willingness of users to pay.

Industry analysts pointed out that for related enterprises, this means further expansion of the market, and the growth of revenue allows enterprises to quickly optimize user acquisition strategies and obtain high-quality users. At the same time, the competition of all kinds of high-quality products is more intense, which requires enterprises to grasp the changes of users demands more keenly and focus on the quality of content more. At present, the problem of overseas epidemic continues, and the dividend period of entertainment industry still exists. According to Gamma data statistics, in terms of overseas exports, taking the overseas exports of Chinas mobile game industry as an example, during the epidemic period, the growth continued steadily. From the perspective of the global head markets such as the United States, Japan and South Korea, the year-on-year flow showed growth. The overseas distribution and operation of game products were limited by the impact of the epidemic, and became a few stable sources of foreign exchange income at present. Looking forward to the future, due to the cinema, concerts and other cultural and entertainment content has not yet been opened, there are some lack of cultural activities. In this context, good and positive game products are good substitutes, and relevant enterprises are likely to maintain an obvious growth trend in the future. Source: editor in charge of mass news: Chen Tiqiang_ NB6485

Industry analysts pointed out that for related enterprises, this means further expansion of the market, and the growth of revenue allows enterprises to quickly optimize user acquisition strategies and obtain high-quality users. At the same time, the competition of all kinds of high-quality products is more intense, which requires enterprises to grasp the changes of users demands more keenly and focus on the quality of content more.

At present, the problem of overseas epidemic continues, and the dividend period of entertainment industry still exists. According to Gamma data statistics, in terms of overseas exports, taking the overseas exports of Chinas mobile game industry as an example, during the epidemic period, the growth continued steadily. From the perspective of the global head markets such as the United States, Japan and South Korea, the year-on-year flow showed growth. The overseas distribution and operation of game products were limited by the impact of the epidemic, and became a few stable sources of foreign exchange income at present.

Looking forward to the future, due to the cinema, concerts and other cultural and entertainment content has not yet been opened, there are some lack of cultural activities. In this context, good and positive game products are good substitutes, and relevant enterprises are likely to maintain an obvious growth trend in the future.