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The author:(作者)归海一刀
published in(发表于) 2014/5/5 7:18:02
Tencent games USD players revealed pupils not dad,

Tencent games USD players big secret: the primary pits father-not games, Tencent, RMB player-IT news Tencent games USD players big secret: the pupils do not pit father

Tencent's Internet Empire, is a very important part of the game. Tencent's gaming industry covers the PC side, the Web and mobile ends, wide coverage is unsurpassed. And gaming revenue is accounted for a proportion of Tencent's revenue is very large.

In games that Tencent is also awash with USD players, buy items, buy membership, pay taxes there. Tencent recently released a set of data, detailed statistics of the paid crowd of all kinds of game. If you are RMB player, take a look at the reading if you can find your shadow? If you're looking for currency players to see how they are a group ...

Analysis: 2014 at the end of the first quarter-day (PC game client), swim on the page (browser games), the tour started (mobile games) paying users.

Whether the end-tour, tour or tour started, paying users male users are far more female users. The imbalance between men and women swimming in the end is particularly significant (what is unknown).

End tour paying customers on the low age of 65% per cent of users concentrated in the 15-24 years of age; page tour paying customers ages more evenly distributed; tour started paying users are relatively mature, 66% per cent of users concentrated in 19-30 years of age.

Junior high school education up to end tour paying customers, 43.16%; tour paid a high school education up to the page, 38.78%, Bachelor's degree up to the tour started paying customers, 43.23% per cent. This data can be seen in the full money pit's not a pupil of father, mostly junior high school student, LOL, or later when the CF, don't call Davis teammate primary school students, more of them are middle school students.

Platform the TOP10 most paying customers in cities, deep throws up a column of North Canton. Chengdu as a leisure capital, is the city most end-tour page tour paying customers; and the busy people of Park Royal is more willing to pay on the tour started. But paying players a lot of cities are generally large or larger cities.

From a data perspective, PC gamers pay for low-end computers people paying higher (possibly a high-end computer gamers don't play Tencent games). Tour groups pay more for high-end mobile users, this is no accident, after all, the mobile phone is the key battleground tour started. Web games have relatively eclectic, Terminal low-end paying high-end crowd in the middle.

Pay penetration rate of 14.87% for side trips, travel pay penetration rate of 4.78%, the tour started paying penetration rate of 2.92%. Highest-end tour ARPPU, tour, followed by tour started ARPPU lowest value.

End tour tour tour started paying heavy users/end tour: 3.18%; end tour tour tour tour started paying heavy users/pages: 4.81%; end tour tour tour started paying heavy users/tour: 6.04%.

Study found tour paid customer favorite brushed micro-blogging crowd, while the tour started paying users are active on the QQ space.

We track-side tour, tour and the tour started paying users ' social behavior, found the tour started paying users check email more often and end tour paying customers active on video is even higher.

This data analysis, feel its paying customers have a better understanding. Games are mainly entertainment, for users who likes to pay for entertainment we are beyond reproach, paying customers, after all, is the game developer sources of interest. Hope that all the players will find their fun in their own games.


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腾讯游戏人民币玩家大揭秘:小学生不坑爹 - 游戏,腾讯,人民币玩家 - IT资讯
腾讯游戏人民币玩家大揭秘:小学生不坑爹

在腾讯的互联网帝国中,游戏是非常重要的组成部分。腾讯的游戏业覆盖了PC端,网页端和手机移动端,覆盖之广无可比拟。而游戏收入也是占了腾讯收入非常大的比例。

腾讯的各类游戏中也充斥着各种人民币玩家,买道具,买会员,收费名目数不胜数。最近腾讯公布了一组数据,详细地统计了各类游戏的付费人群。如果你是人民币玩家,看看下面的解读能不能找到你的影子?如果你想找人民币玩家,也来看看他们都是怎样一个群体...

分析对象:2014年第一季度在端游(PC客户端游戏)、页游(网页游戏)、手游(手机客户端游戏)付费过的用户。

无论端游、页游还是手游,付费用户里男性用户都远超女性用户。这种男女比例失衡的现象在端游尤其明显(那未知是什么)。

端游付费用户偏低龄化,65%以上用户年龄集中在15-24岁;页游付费用户年龄分布比较均匀;手游付费用户则比较成熟,66%以上的用户年龄集中于19-30岁。

端游付费用户初中学历最多,占比43.16%;页游付费用户高中学历最多,占比38.78%;手游付费用户本科学历最多,占比43.23%。这个数据可以看出来了,充钱坑爹的还真不是小学生,大部分是初中高中生啊,以后打LOL或者CF的时候,不要再叫坑爹队友小学生了,他们更多的是中学生。

各平台付费用户最多的TOP10城市中,北上广深赫然在列。成都作为中国休闲之都,是端游页游付费用户最多的城市;而忙碌的帝都人民则更愿意在手游上付费。不过付费玩家多的城市一般都是大型或较大型城市。

从数据上看,PC玩家低端电脑的付费人群反而更高(可能有高端电脑的玩家都不玩腾讯游戏)。而手游用户中高端手机的群体付费更多,这也毫无意外,毕竟手机是手游的主战场。网页游戏有比较中庸,终端低端高端付费人群都处于中游。

端游的付费渗透率为14.87%,页游的付费渗透率为4.78%,手游的付费渗透率为2.92%。端游ARPPU值最高,页游次之,手游ARPPU值最低。

端游页游手游付费重合用户/端游:3.18%;端游页游手游付费重合用户/页游:4.81%;端游页游手游付费重合用户/手游:6.04%。

研究发现页游付费用户是最喜欢刷微博的那群人,而手游付费用户则在QQ空间上比较活跃。

我们跟踪了端游、页游和手游付费用户的社交行为后,发现手游付费用户更常check邮箱,而端游付费用户在视频上的活跃度则更高一些。

看了这个数据分析,有没有感觉对腾讯的付费用户更了解呢。其实游戏主要是娱乐,对于喜欢掏钱买娱乐的用户我们也无可厚非,毕竟付费用户才是游戏开发商的利益来源。希望所有玩家都能在自己的游戏中找到属于自己的乐趣。


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