After 2014, video games became another industry growth point after mobile games. The explosive growth of mobile games has made the industry look forward to the future of video games. In particular, at the beginning of the year, the General Office of the State Council issued the “Circular on Promoting China (Shanghai) Pilot Free Trade Pilot Area Experience in Replicating Reforms†to comprehensively lift the banned game entertainment equipment sales market in China and let the investment market refocus on mobile games. Put into video games. TV, as the largest screen in the family, has already stirred the hormones of manufacturers.

Sun Feng, the founder of the grape game hall, believes that there are two factors in detonating the television industry: First, the popularity of high-configured hardware. Most TVs and boxes in 2015 use quad-core CPUs and GPUs. If each home has a TV and box of this configuration, then the chances of the game being exposed to users will increase. The second is the entry of more quality game content, especially the fine game that supports multiple peripherals. With good game content, users will continue to turn on the TV and the box, continue to play the game, the game has users to earn money. These two points complement each other.
At present, the smart TV game industry is still in a period of rapid development. Users have already begun to contact and enjoy playing smart TV games. From the hardware, platforms, peripherals, cp and other aspects of the industry chain, maturity is getting higher and higher. The hardware configuration is getting better and better, quad-core 1g becomes the standard, and the game's performance support is getting better and better. In terms of peripheral control, the standard Android handle protocol has gradually become mainstream, making the game more convenient to fit. In terms of cp, there are more and more native TV cps, and the quality of the game has been improved. Controls, large-screen sound effects, and picture advantages have emerged. Some game manufacturers and platforms have started to develop games exclusively for TVs. With the increasing deployment of smart TVs or boxes, the user’s retention is increasing, and a large number of excellent TV games have settled in, and smart TV games will break out.
In fact, as early as 2010, video games began to have the first hardware exploration, although its intention was to create product differentiation and sell more hardware terminals. The lifting of the game console led to the development of living room entertainment. However, the focus of the current video game industry is mainly on the innovation level of hardware facilities. For this issue, Sun Feng said: "Because of the characteristics of large-screen, high-definition, and multiplayer TVs, the gameplay of TV games is not the same as that of PCs and mobile games. Diversification of peripherals for gaming experience will make TV games more useful. Charm, such as peripheral guns for shooting games, somatosensory cameras for fighting games to capture their own actions, etc., the hardware innovation and content of smart TVs are inseparable, innovations are provided outside the hardware, and the game is then customized to the hardware. Development will have different gameplay."
However, the current industry truth of TV games is that there are few CPs for TV development, massive mobile games, poor user experience, low retention rate, and low user activity rate to meet the needs of game operations; the game halls are numerous and mediocre. He was caught in homogenization and was affected by the "channel is king" game, but there was no exclusive premium content.
Sun Feng is outspoken about this phenomenon: "The game hall is an easy-to-make, but hard-to-find product type. A game hall type product can be completed in about 2 months, but the product must be stable. Good user experience requires a strong team and time to polish.The video game industry channel is more than a strange phenomenon, and because of the complexity of the peripheral game control of the video game, not every game hall channel has made the game control standard unified. , This will cause the user to download the game and cannot play it. It wastes the user's time, hurts the user and hurts the industry."
At present, all kinds of video game halls, in addition to a large number of copy of the game content and transplantation of mobile games, even business and promotion models are also reference to the mobile game "channel is king" theory. However, is this kind of reference and reproduction the most advantageous decision based on the actual situation of the video game itself?
At the content level, the content of mobile games is congenitally portable because of the convenience of the platform. The content of mobile games is evaluated from the manipulation and gameplay. There are many contents of TV screens that are more expressive, and they are in the early stages of video game business development. Users generally face content scarcity. Therefore, in the early stage of the industry, transplant works allow users to play games on the TV and play games.
From a model point of view, the mobile game channel is already a very mature model. There are many places for learning and learning as a new channel for video games. For example, how to make users know that a good game is online through promotion and how to make payment easier? . But the use of video games and mobile phones, game scenes. There are many different places for manipulation. It also requires constant summary and learning.
Overall, the video game market in 2015 has entered the eve of the eruption. Compared with last year, the major manufacturers have also performed more positively. Substantial explorations have been made into issues such as content development, payment methods, product operations, and peripheral innovations. At the stage, the video game industry has become even more worth looking forward to.
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