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published in(发表于) 2016/10/19 11:10:39
Impulse is the devil, over half million players regret spending

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Impulse is the devil, over half million players regret spending-IT information

The minds of young people relative to adults, is not yet mature, their self-recognition ability, and self-control are relatively weak, Internet addiction has become many Chinese families of the "troubles". How many teenagers online life? And how many juvenile crimes originated from the network in-game item consumption? What is online game "magic" so many children into a frenzy? 14th issue of the online game security report (below) gives some answers.

Elapsed time: 44% selected College students online

This data is 110,704 sample size on the basis of the report. Survey shows that Internet has penetrated into almost all youth groups.

According to a survey of Internet frequency of different ages, pupils in the occasional Internet users accounted for more than 86.4%, students 86.6%, students 12.7%; primary and regular Internet users accounted for more than 11.6%, students 13%, regular Internet users accounted for the vast majority of college students, is 87.3%. Two data reflects this indisputable fact: the Internet has become an important part of University life.

It is worth mentioning that, Internet behavior, select "online games is the most time consuming activity" the largest proportion of college students, 44%, pupil of 11.7%, middle school students is 17.2%. In College, there are quite a few students as their main online game network.

Play online games causes: half to find virtual stimulation

In contrast, "wilfing" greater impact on students, the vast majority of parents of pupils in custody, school teachers also control more strict, and therefore had little effect.

So, what exactly causes so that young people choose online game? Survey found that reasons, men playing online games "under the influence of classmates", 45.1% women this proportion is 34.9%. Males select "escape from reality, the pursuit of excitement and a sense of accomplishment of the virtual world", 44.8% women this proportion reached 57.1%. Males select "in order to get some exercise," 13.1%, women, and 13.3%.

Student groups, select "in order to escape from reality, the pursuit of excitement and a sense of accomplishment of the virtual world" while playing online games accounted for 20.9% of primary school students, middle school student 19.7%, students 95.9%. This shows that college students have more people will be online gaming as a means to indulge yourself.

Online games consumption: items consumed for the mainstream

Questionnaires in young players in the game consumption the most thought-provoking.

Survey data shows that cost 500 Yuan a month accounted for 3.2% of primary school students, middle school students as 20.6%, students 21.9%. Cost 500 Yuan RMB-2000 accounted for 0.5% of primary school students, middle school students is 3.6%, students 1.6%. More than 2000 pupils ratio is close to zero, and this is 0.3% in the middle school students, University students is 0.6%.

"Game consumer source" surveys, online game consumption comes from the percentage of money 18.5%, 32.8% per cent comes from the living allowance, and excuses to family to the most, 37.1%. Other irregular means to obtain money to play online games and 11.6%.

About 3,600 young people group "games consumer" to survey, data show: buy "points card" and game time 22.5%, buy equipment 37.7%, purchase "jewels" and other props enhance the combat effectiveness of the slightly higher, around 39.8%. This reflects a fundamental truth: most of the players of the game consumer, consumption has become the mainstream of the props. Report alerts, which proves why the domestic game industry, most of the online games generally use props to enhance combat effectiveness as the focus of gold design.

Said in a questionnaire which a number of young players, spent some money, but not beyond their capacity to pay accounts for most, 69.5%, and spent a lot of money, sometimes more than 8% per cent of their capacity to pay.

Post consumer experience: remorse over half

This report features the game of "spending power and consumption feelings" of Visual data. Charts to visually indicate that "experience respected, influential in the game consume" group accounted for more than 19.4%, "from all top reward of stimulating consumption" accounted for 30.2%, "by various types of consumer temptation trap" 24.8%, "battered by other players and out of control spending" 25.7%. That said, belongs to the irrational impulse buying accounts for the vast majority.

And after the game consumption "and without it, peace with" accounted for more than 6.4%, "feeling helpless anger, is kidnapped by the rules of the game" and 30.7%, "spur of the moment, sorry blame" the highest proportion, 50.8%, "feeling good, experience the exciting privileges" of 12.1%. This suggests that in the net after consumption, most of the players will have some negative emotions.

Writing from the perspective of Psychology said this from the other side reflects the many domestic online game design philosophy is not to bring the players happy, but will take advantage of the weaknesses of human nature "kidnapped" players the will to achieve the golden goal as game design principles.


冲动是魔鬼,超过一半人民币网游玩家后悔消费 - IT资讯

青少年的心智相对于成年人而言尚不成熟,他们的自我辨识能力和自我控制能力都相对较弱,沉迷网络已成为许多中国家庭的“烦恼”。究竟有多少青少年将上网视为生活必备?又有多少青少年犯罪缘起于网络游戏中的道具消费?网络游戏究竟有什么“魔力”让如此多孩子为之疯狂?14日发布的《青少年网络游戏安全指数报告(下)》给出了一些答案。

最消耗时间:44%大学生选网游

本次数据报告是在110704个样本量的基础上做出的。调查显示,互联网已经渗透到了几乎整个青少年群体。

根据对不同年龄段上网频率的调查,小学生中,偶尔上网人群占比86.4%,中学生为86.6%,大学生为12.7%;小学生经常上网人群占比11.6%,中学生为13%,大学生经常上网者则占绝大部分,为87.3%。两项数据反映了这一不容置疑的事实:上网已经成为大学生活的重要组成部分。

值得一提的是,上网行为中选择“网络游戏为最消耗时间的活动”的大学生的占比最大,为44%,小学生为11.7%,中学生为17.2%。可见,在大学,有相当一部分学生把网络游戏当成了自己最主要的网络行为。

玩网游原因:过半寻虚拟刺激

相比而言,“网游”对大学生影响较大,中小学生绝大多数有家长监护,学校老师也管控较严,因此影响较小。

那么,究竟什么原因,让青少年选择网络游戏?调查发现,男性中玩网游的原因选择“受周围同学影响”的占45.1%,女性中这一比例为34.9%。男性中选择“逃避现实,追求虚拟世界的刺激和成就感”的占44.8%,女性中这一比例达57.1%。男性中选择“为了得到某些才能的锻炼”的占13.1%,女性中占13.3%。

而以学生群体划分,选择“为了逃避现实,追求虚拟世界的刺激和成就感”而玩网游的小学生占20.9%,中学生占19.7%,大学生高达95.9%。这表明,大学生有更多的人将网络游戏视为放纵自己的手段。

网游中消费:道具消耗为主流

在青少年玩家的问卷中,游戏消费情况最令人深思。

调查数据显示,每月花费500元以下的小学生占比为3.2%,中学生为20.6%,大学生为21.9%。花费500元-2000元的小学生占0.5%,中学生为3.6%,大学生为1.6%。超过2000元的小学生比例接近于零,而在中学生中这一比例为0.3%,大学生中为0.6%。

对“游戏消费来源”的调查数据显示,网游消费来源于压岁钱的占比18.5%,来源于生活零用钱的占比32.8%,而找借口向家人要的最多,为37.1%。用其他一些非正常手段获得金钱去玩网游的占11.6%。

而对3600位青少年群体进行“游戏中主要消费”去向调查时,数据显示:买“点卡”和游戏时间的占22.5%,购买游戏装备的占37.7%,购买“宝石”等道具提升战斗力的略高,约为39.8%。这反映了一个基本的事实:在多数玩家的游戏消费中,道具的消耗已成为当前的主流。报告提醒,这也验证了为什么国内游戏行业中,多数网络游戏普遍把利用道具提升战斗力作为吸金设计的重点。

这部分青少年玩家在问卷中表示,花了一些钱但不会超过自己支付能力的占比最多,为69.5%;而花了很多钱,有时超过自己支付能力的占比8%。

消费后感受:自责者超过一半

本期报告特别推出了“游戏中消费动力和消费感受”的可视化数据。图表直观地表明,“为体验受人尊敬的江湖地位而在游戏中消费”的群体占比19.4%,“受各种充值奖励的刺激而消费”占比为30.2%,“遭受各种消费陷阱的诱惑”占24.8%,“被其他玩家虐待而失去理智消费”的占25.7%。这说明,属于非理性的冲动消费占了绝大多数。

而在游戏消费后“没有感觉,平静对待”的仅占比6.4%,“感觉无奈愤怒,被游戏规则绑架”的占30.7%,“因为一时冲动,事后后悔自责”的占比最高,达50.8%,“感觉痛快,体验到特权带来刺激”的占12.1%。这表明,在网游消费后,大部分玩家会产生一定的负面情绪。

报告撰写者从心理学角度分析说,这从另一个侧面反映了国内目前很多网络游戏的设计理念并非带给玩家快乐,而是将利用人性的弱点“绑架”玩家意志以达到吸金目的作为游戏设计的原则。





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