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【 Introduction】 It is easier for people engaged in promotion work to understand that online promotion time and promotion effect often have a direct relationship. This is also applicable to the online promotion of chess and card games. Based on this, users like to play chess and card games in which time, it has a very important guiding significance for promotion. After all, only when the user wants to play the board games, his goal is clear, and in this time the corresponding promotional effect will be best.
And according to the China Mobile Game Industry Report, around 20:00 pm, is the prime time, that is to say, the peak time for board game users to be active. The proportion of mobile board game users even exceeds that of mobile RPG (role-playing) games, by about 3 to 4 percentage points.
According to the report, the "light" feature of mobile games is favored by players, especially chess and card games with a long history of games and a solid user base. Chess and card games have simple rules, easy operation, short single game time, and loyal and extensive user groups. Therefore, even if chess and card games are transplanted to PC or even mobile terminals, the game experience loss is less, the user stickiness is still high, and the users are more active in peak hours.
In terms of specific products, the report takes Got Talent Mahjong of Beijing Lianzhong Interactive Network Co., Ltd. " as an example to show that the proportion of users of Got Talent Mahjong exceeds the level of the overall mobile RPG game in both peak and sub-peak user activity periods. Among them, around 20:00, the user proportion of Got Talent Mahjong is close to 10%, which is more than 3% compared with the overall mobile RPG (less than 7%)。
The report also points out that although "users mostly use fragmented time and play at irregular places and time periods" is a major feature of mobile games, as mobile game products become more and more subdivided and the degree of quality becomes higher and higher, the fragmentation feature of users gradually decreases, and the average daily online game length also becomes higher and higher.
The average daily online time of mobile board game users is 9.1 minutes, the average daily online time of overall mobile game users is 10.2 minutes, and the average daily online time of mobile RPG (role-playing) game users is 9.5 minutes. The average daily online time for users of the three types of games is relatively similar, basically between 9-10 minutes.
According to the analysis of the report, in addition to the characteristics of board games and core gameplay, the social function is also a factor. Take Daily Landlord as an example, the product provides users with a "daily task" function in addition to the gameplay, making it a composite game built on top of the chess gameplay and enhancing user interaction and user stickiness through a task mechanism similar to that in RPG games.
Through the above data, we should actually realize that: when doing promotion work, we should confirm promotion budget. At the peak of the game around 20:00 p.m., do the key promotion, personal recommendation will be 60% of the daily promotion budget invested in this period. Do secondary promotion at fragmented times such as noon breaks, and invest 20% of the budget in this period. The rest of the budget is freely allocated. Foxuc has committed to the development of chess and card games for 13 years, with a large number of development and operation experience and a large number of successful cases.
If you want to create a rapid profit of chess and card games, welcome to the telephone hotline: 400-000-7043