Thursday, August 2, 2012

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Users are flocking to low-level user has filled the entire industry, the entire market, which will inevitably lead to the industry work standards can not be improved; works for a younger age, infant, are bound to be a threshold, unable to attract the participation of the advanced users.
The moment online games real spending power, the virtuous circle to promote the role of users and the industry in fact has not been developed. Today, the mainstream users of the online game still a student,baltimore ravens jerseys, young people and a considerable number work social boring people. only with better, more appropriate, more humanities, online games will be the batch of potentially valuable to attract users from throughout the industry to be able to develop better, more in line with the development of the mainstream of society trend.
the introduction of implementation of the , which is a common problem faced by the industry. how to deal with, how to develop a new user, how to make the conditions of our country, in line with our culture,indianapolis colts jerseys, the good works of the trend of social development is placed in front of employees is the most important issue IDC forecasts is debatable, out of one or a number of good games, sure to usher in a new outbreak, and the real long-term effective outbreak.
In the rapid development of Internet culture and real life is increasingly difficult to distinguish between you and me, increasingly influence each other, complement each other. A good Internet products, completion of the corporate pursuit of profits, but also of social play a promoting role in promoting a bad product, it is the opposite.
In terms of output value, the online game is a huge industry, but people feel sad, and 8% of the share of total profits and taxes of the country's tobacco industry, the state authorities banned television advertising on the online game. The dangers of smoking are well known, Stresses the concept of culture, natural implant user psychology, this is another major feature of online games in the future development of how to create a unique view of the world in the game values, and allows users to naturally accepted, recognized, integrated into and fought for; the product , this should rise to the psychological marketing marketing industry up to the stage of culture.
Speaking of this mentioned again , which is an emphasis on game culture, rendering a unique game world game. Problem is that users in China are mostly passive acceptance of the culture of European chivalry, which is one of the major drawbacks of the introduction of game. We hope that the designers and users together to explore a truly suitable for Chinese people to play online games, and is a good boy and good comrades acceptable, no longer regarded as a scourge of the new network culture

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