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97.12% Video Game Tycoon in Tokyo / Chapter 473: Project Carnaval approved

章 473: Project Carnaval approved

The covers of the documents that Hayakawa Ueto fell on the table wrote "GameStar Electronic Entertainment Market Research Report."

These market research reports have been ongoing.

From the discussion heat on the GameStar Electronic Entertainment network forum to the offline stores of GameStar Electronic Entertainment, almost all details are recorded.

However, there is really a lot of data, with almost thousands of various information reports about GameStar Electronic Entertainment every day. Hayakawa Ueto is now managing the entire company and it is simply impossible for him to read all of this, so he handed this job to someone he still considered trustworthy.

However, what disappointed him was that even the person he trusted was negligent.

Clearly, he remembered that when he recruited this subordinate, the subordinate was full of enthusiasm. But after rising to the middle and high-level management, he became somewhat lazy and no longer took the work arranged by himself seriously.

There hadn't been any major problems before, and out of respect for the considerable contributions of the other party, he didn't dwell on these matters.

It's just that letting him check the information about GameStar Electronic Entertainment is not too much trouble at all. He just needs to spend half a day seriously looking at it every day, and he can do whatever he wants with the rest of the time.

But even such a job he can't do well now.

Hayakawa Ueto is very disappointed.

If he hadn't taken the time to review some data today, he wouldn't have known how terrifying GameStar Electronic Entertainment is in other aspects.

The dusty data on his desk is a collection of reports on the situation of GameStar's physical stores.

Among them, with daily investigations, the characteristics of people who enter and exit to buy game consoles and games are recorded, as well as their preferences for purchasing games.

When GameStar Electronic Entertainment does not have public financial reports, this kind of information is particularly important.

This is a good opportunity to deeply understand the competitors.

On September 13, 2001, there was a crowd in the official store of GameStar, today is the day a new game is released, it is really popular. The sales of this store on this day may exceed ten million yen. It's terrifying, mainly teenagers of fifteen or sixteen, followed by adults aged twenty to thirty, and some housewives and elderly people with children.

On November 11, 2001, the official store of GameStar held a special event, calling this day "Singles Day," it's really ironic, aren't they afraid of being criticized by male players... Well, I'm shallow, I didn't expect more players to come today. It seems that the promotion effect is really good. There are more young women who come in today, about four or five percent of the total number of people all day, it seems that they are buying the motion-sensing game featured in the recent advertisement.

On January 6, 2002, today another new game was released, male players still accounted for the majority, but compared to previous records, the number of female buyers is gradually increasing. Older people have also increased, and it seems that they are not buying for younger generations or friends, but really intend to play by themselves. This seems to be something worth recording, perhaps it needs further investigation.

On April 17, 2002, after the release of the GSL handheld console, it has been extremely hot, almost every day there are people asking about the handheld console, this handheld console is always not worried about selling, and I noticed that the number of female buyers is increasing. These people should not have been interested in electronic games in the past, which is also a matter worth paying attention to, it has been recorded in the files.

On September 6, 2002, recently I noticed that more and more women are asking about casual games on the game console every day. I can't understand what's fun about these casual games. It shouldn't be difficult to develop these casual games. Why do so many people like something that doesn't require any technical skills? But because it's relatively special, I think the company should investigate it carefully again and hope the company will pay attention to it.

2002, November...

These documents look like diaries, recording the on-site sales situations of investigators in GameStar Electronic Entertainment's official stores.

These sales data will definitely not be made public, but some clues can still be discovered through observation.

Among them, some investigators have found that with the passage of time, more and more female players and non-core player age groups are increasing.

And they are interested in the same types of games, that is, casual games and motion-sensing games.

The former is mostly bought by young women, while the latter is mostly bought by middle-aged women, men, and the elderly.

These are all results obtained through daily observations.

And these data should have been valued long ago.

However, there are also reasons why the information is deliberately overlooked by Suzuri Electronics. The previous advertisements always quietly targeted many non-core player groups but always hit the pain points.

Like motion-sensing game advertisements, they directly present scenes of a fitness enthusiast using motion-sensing games to exercise.

The fitness enthusiast is sweating, looking very healthy.

At the same time, there are occasional advertisements for elderly people using motion-sensing games to exercise, and then the elderly look radiant.

While having fun, it can also make the body healthier. Even if these advertisements only occasionally appear, they are still very likely to attract these non-core player groups.

Originally, this thing is not expensive, and many of them will think about buying it to try it out. If it's not fun, it's okay to give it to their juniors or friends. Many people nowadays will not refuse such gifts. It's a product that can't go wrong no matter how you buy it.

The advertising for casual games is even more straightforward.

A group of young boys and girls full of youth gather together to play casual games together. They will laugh heartily because of some feedback in the game, and they will act spoiled to the people around them because of failures in the game, and so on.

This warm and somewhat sweet scene really touches the hearts of the girls.

They happen to be at the age where they like to fantasize, thinking that they can laugh heartily with the person they like through this thing, and they can't help but smile.

Anyway, this thing is not expensive.

And once they buy it and start playing seriously, they will find out: Hey? This thing is pretty good, it seems to be not just for enhancing feelings with a crush, playing it by yourself is also very fun.

And then, they become loyal consumers.

They will first buy some relatively cute casual games, anyway, it's just the price of an ordinary meal, which they can afford.

But the casual games are all about quantity and satisfaction. They average from 500 yen to 2,000 yen per game, and the more expensive ones do not exceed 1,000 yen, with Takayuki as the final supervisor, as long as it is a casual game he allows to be produced, the quality is almost good.

There is now a special team within GameStar Electronic Entertainment that is continuously developing various casual games. It has now reached the point where a good idea can be generated every ten days, and then a game can be developed and released in fifteen days.

This team has also improved rapidly in the experience of rapid game development.

When some of the employees become experienced, they can be adjusted to other positions for more challenging game development work.

The experience of this team in rapidly developing casual games will be used in other aspects, and its practical value is extremely high.

The increasing sales of casual games also make Suzuri Electronics happy. There are more and more casual game users, and the average number of purchases per person per month is also increasing. This part of the profit may gradually become an important part of the profit of Suzuri Electronics.


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