Today's case comes from the ongoing 18th Private Domain Case Disassembly Activity. The outstanding contestant Qingyin Wuxian brought a case disassembly of the King of Glory's fission method. Enjoy~ 1. Case BackgroundGaming Industry Overview Keywords: PC games, mobile games Generally speaking, based on the game platform, games can be roughly divided into several categories, such as PC games (client-side games, commonly known as client games), web games (commonly known as web games), console games, stand-alone games and mobile games. Before the emergence of mobile games, PC games had a very high market share. This teardown focuses on mobile games. Whether it is a PC game or a mobile game, they all have one common feature - the need to constantly balance paying players and free players, constantly listen to the voice of users, constantly produce more updated content for users, and constantly provide them with new fun. This model of continuous development, continuous operation, continuous service, and continuous collection of money can last for a long time. 2. Overview of the Mobile Game Industry1. Profit model of mobile game industry According to data from iResearch Consulting, in 2020, the size of my country's mobile game market reached 209.676 billion yuan, accounting for 75.24% of the total game market size, surpassing PC games at one point. Honor of Kings is the ace representative of mobile games. Since its launch in 2015, it has been far ahead of others and has been firmly in the top three of the APP download volume, daily active users, revenue and other lists. As a mobile game with a 6-year history, it is not easy to achieve this result. 2. The development history of mobile games Since its inception, mobile games have gone through several eras, including light casual games, heavy mobile games, and competitive games. Mobile games originated in 1994 with the first mobile game product - Tetris. In 1997, Snake was born. An important milestone for mobile gaming was in 2007, when the invention of the iPhone led to an explosive growth in mobile gaming. Angry Birds and Fish Hunter are important representatives of this. After 2013, the popularity of mobile games such as My Name is MT and Fantasy Westward Journey led to the popularity of IP-based mobile games. From this we can see that the popularity of mobile games is positively correlated with the development of hardware products. Mobile games have become mainstream in my country today, covering more than 500 million users. Moreover, its overseas performance is encouraging. It can not only be exported to the global market, including the mainstream markets in Europe and the United States, but can even defeat Japan and South Korea. On September 16, 2021, Sensor Tower released the global popular mobile game revenue rankings for August 2021 (the list data does not include third-party Android markets in China and other regions). Tencent still took the first and second places on the list and won the championship in the global mobile game best-selling list. Sony has the blessing of the 6th anniversary event online, and this period has entered the top five of the list. According to the "China Mobile Internet Report for the Second Half of 2020", the monthly active scale of mobile game users in Q4 2020 remained above 700 million, with the average daily usage time reaching 2.5 hours. Tencent's "Honor of Kings" ranked first on the list with 93.641 million monthly active users. Summary: Honor of Kings was born in the era when mobile games were booming. It not only quickly stood out from the crowd of popular IP games, but also has always been the absolute overlord in the mobile game field, which has a relatively short life cycle. Putting aside the moat of the WeChat ecosystem, just like Tencent games, the operating strategy of Honor of Kings throughout its entire product cycle is also very representative and meaningful for research. 3. Case Introduction1. Battle of the Kings Honor of Kings was launched in public beta at the end of 2015, became popular in 2016, and ranked first in Sensor Tower data's 2017 global game IOS system revenue list. Six years later, in August 2021, the revenue of Honor of Kings still ranked among the top two in the world (Sensor Tower data), and this does not include third-party Android markets in China and other regions. Many gaming products that were released at the same time as Honor of Kings are no longer as good as before, or are even on the verge of collapse. From Gamma Data’s 2017-2018 mobile game revenue TOP list, we can see that during 2017 and 2018, except for the first-placed “Honor of Kings” and the second-placed “Fantasy Westward Journey”, the rankings of other games have changed. However, since its inception, Honor of Kings has always been the leader in terms of downloads and revenue. 2. Product positioning of Honor of Kings Honor of Kings is a 5V5 fair competition mobile game developed by Tencent. It highly restores the gameplay and operations of the terminal game and has been simplified. It has exquisite graphics, smooth operation, and is more suitable for users' fragmented time. This makes it possible to cover different circles of users (novice players, female players, and veteran gamers). Data shows that the number of daily active users of Honor of Kings was 4.5 million one month after its launch. One year later, its daily active users exceeded 50 million and its registered users reached 200 million, exceeding the initial growth rate of most competitors and setting a historical record for mobile games. Currently, the number of daily active users of Honor of Kings reaches 100 million. 1) Product positioning Honor of Kings is positioned as a domestic MOBA-style multiplayer online competitive mobile game (5V5, but also 3V3 and 1V1). It relies on personal skills and teamwork, has a short game time, and can be played at any time (it can also be played stand-alone without an internet connection). Based on the WeChat and QQ social relationship chains, mature game models, business models and social models have been formed. 2) User portrait The user group of Honor of Kings has a wide age range, and official data shows that it is roughly in the 15-29 age range. But based on the cases around me, there are players ranging from 50 years old to 10 years old. Some time ago, a 60-year-old woman got 5 kills in a ranking match against Zhao Yun at 3 a.m., which made King of Glory a hot search (King of Glory strongly proved that it was her) The user portrait is as follows: They are concentrated in second- and third-tier cities, MOBA game enthusiasts, casual game players, new entrants and female mobile game players, and gamers stimulated by social networking. 3) Usage scenarios Fragmented time, such as playing a game on weekends, holidays or before going to bed; socializing, making friends online (can type, talk, join groups); offline gatherings where you can play games at any time. 4) User Path What a perfect addiction model the user path of Honor of Kings is! ! ! 5) Product life cycle Maturity Time: Honor of Kings was launched in 2015 and has been in operation for 6 years. Users: In 2021, the number of players exceeded 600 million, with 100 million daily active users. Product perspective: At this stage, the version is constantly iterating to optimize the gaming experience: various achievement system optimizations, game environment optimization, social system optimization, comprehensive art upgrades, and the addition of new gameplay, new heroes, and new skins. Operational perspective: focus on refined data operations. Business perspective: In August 2021, Honor of Kings' revenue still ranked among the top 2 in the world (excluding Chinese and Android users) In terms of e-sports events: In 2018, KPL was included in the Asian Games as a demonstration event. In the 2020 KPL, the number of online people watching the game simultaneously in the King of Glory game client reached 6.89 million! The number of simultaneous viewers on other live broadcast platforms (such as Douyu, Huya, Kuaishou, Penguin Esports, etc.) also exceeded one million. In 2019, the cumulative number of KPL views reached 44 billion. 6) Product Monetization The mobile game industry chain is shown in the figure. Most of the revenue of Honor of Kings comes from skin props, advertising, IP, etc. Among them, the daily revenue from sales of skins in Honor of Kings is basically around 100 million yuan. The foreign statistics website SuperData released the 2020 electronic game and interactive media statistics. The revenue of Honor of Kings totaled US$2.45 billion, making it the game with the highest revenue of the year. The goal of this dismantling Study on the fission system of King of Glory And the user growth system (membership system, incentive system) behind it, trying to reuse the membership system or student rights system in the IT training industry King of Glory Fission Disassembly The fundamental logic of fission is that old users bring new users based on their own needs. The key to successful fission is that the needs of new users are also responded to and met. Common fission models include: assistance, distribution, card collection, mutual benefit, invitation, special offer, etc. Taking the fission invitation model as an example, here we analyze the differences in the fission mechanisms and paths of Pinduoduo and Honor of Kings: For these two apps, WeChat was used for rapid fission expansion in the early stages, and I was a new user passively attracted. 1. Pinduoduo’s fission path I was annoyed by the harassment from Pinduoduo for a period of time. I blocked and blacklisted many people who asked for price cuts/red envelopes without any reason (without any greeting, they just sent me a link, asking for help to cut the price!!!). Even WeChat friends I didn’t know sent me price cut links in the middle of the night. Therefore, I have always been disgusted with Pinduoduo and have never downloaded it. 2. Glory of the Kings fission path I was invited by a friend during my break and downloaded it the first time. I have been playing it for nearly 4 years. I not only have an account in the WeChat area, but also an account in the QQ area, and occasionally an account in the visitor area. I have become a moderate gamer of Honor of Kings. 3. Summary of the invitation fission model Since old users invite new users, we need to figure out what this invitation means to the users. Summary: Compared with Pinduoduo, the fission mechanism of Honor of Kings is more comprehensive, taking into account the needs and interests of new and old users in all aspects, and not just overdrawing the social relationships of players. Moreover, Honor of Kings can dispel users' doubts in terms of products, processes, operations, etc., which can not only bring players closer together, but also boost the overall activity of WeChat and Honor of Kings. 4. How many fission methods does Honor of Kings have? The fission of Honor of Kings is mainly based on skins, props, etc. as the main bait. The process is simple, the participation threshold is low, the feedback is timely, and the initial traffic is high, thus maximizing the guarantee of the success of the fission of Honor of Kings. This article mainly disassembles the 7 fission methods of Honor of Kings 4.1 Support Model Assistance is the most commonly used fission model at present. Its advantages are that it is easy for users to understand, simple to operate, and effective. The commonly used assistance methods are mainly the following three: 1) Bargaining If users want to get a product at zero or a very low price, they need to invite friends to help bargain. Generally speaking, the more people you invite, the greater the chance of success. The bargaining fission in Honor of Kings is mainly based on the purchase of hero skins. It is very simple and crude. You don’t need to invite a few people to help. You just need to shamelessly ask for it from your good friends. Of course, you can also choose to give it to your target person at the same time, or you can buy it yourself. A skin costs no more than 100 yuan, and there are points given by the official. Neither the gift giver nor the gift receiver will feel the psychological burden is too heavy. If it really doesn’t work, you can give back. At this time, some players who have quit the game may be recalled, and new users will also be brought in. 2) Complete tasks (invite friends to play games, battle, complete tasks, and do questions) and "receive red envelopes" This game of Honor of Kings mainly involves completing tasks and receiving rewards. In addition, there is also a login and sign-in function (there must be an option to invite friends to play the game). Signing in for 7 consecutive days can get you an epic skin experience package. Signing in for 7 consecutive days for the skin can promote activity and improve data. The second factor is that the experience skin is not a permanent skin. Maybe a user thinks this epic skin is great and he will spend money to buy it after the experience period. In addition, there are various brave points, battle pass points, etc. There are many virtual rewards, including diamonds, points, inscriptions, props, experience cards, in-game performance, heroes, skin fragments, hero fragments, battle pass experience, etc. The logic behind this is exactly the opposite of bargaining, and it is about accumulating small amounts to make a large amount. When you can’t wait any longer and don’t want to do the task anymore, you can just pay the money or ask for it directly. 3) Likes - social relationship upgrade and fission There are two forms of likes. One is the likes within Honor of Kings (likes on the home page, likes during the game, likes after the game, and likes for the battle record after the game), and the other is the likes on the King's battle report. Every like is more likely to receive a response, and can also be easily shared to Moments and WeChat. Every like can strengthen social relationships, add friends, and cause fission transmission. 4.2. “Distribution Model” There is no obvious distribution agency mechanism for Honor of Kings. However, its master-apprentice system is more like a distribution model, where the master has apprentices, and the apprentices can also have apprentices. The difference is that user incentives are virtual. If you want to get more rewards, the master and apprentice need to work together to participate in various battles or complete tasks together. 4.3. Card collection model Collecting words or puzzle pictures, this type of card collection model requires a relatively high user base of the platform itself. In fact, it emphasizes more on user interaction within the platform and can be used as a way to retain users and activate old users. King of Glory often adopts the card collection mode, which usually appears on the home page login, event preview, and summoning friends through rewards such as rare skins (only available through events). In the past, Zhen Ji's Dream in the Garden and Yang Yuhuan's Flying Skin were fissioned through card collection. 4.4. Mutual benefit model The virtual coins or rewards of Honor of Kings are very convenient for a mutually beneficial model. The mutually beneficial logic of Honor of Kings runs almost throughout. Take sending gold coins as an example. When you receive your friend's gold coins, the system also gives the same gold coins to your friend in your name. The gold coins of both you and your friend will not decrease, but increase instead. I quit the game several times, but was pulled back by my friends who sent me gold coins (notifications for sending gold coins can be sent directly to my WeChat/QQ). 4.5. Invitation Model Honor of Kings uses the invitation model very well. Invitations are everywhere and virtual rewards are everywhere. Invitations to Honor of Kings are buried in almost every step of the user's journey. Take an ordinary ranked match as an example. You can invite up to 9 people to play. If that doesn’t work, you can start it yourself. There are still 9 people playing with you. The key is that you can also make an appointment with friends who have already started the game. Summary: Honor of Kings fully considers the core interests (social, emotional, interest, cognitive) and key needs (Maslow's needs model - physiological, safety, belonging, respect, self-actualization) of new and old users, and is good at using WeChat ecological tools to meet the needs of new and old users as much as possible in the design of fission paths. IV. Case SummaryHighlights 1.1 Choose the appropriate operating mechanism at different times, and take both internal and external measures ·Infancy: King of Glory adopted a precise marketing strategy. Its first release was during the Hundred Group Nights. It cooperated with live broadcast platforms and planned a live broadcast battle between top LOL teams and celebrities. The live broadcast of the game battle allowed the audience to see the characteristics of this game, teamwork, fair competition, and 5v5 battles, which successfully attracted a group of core users. Rising stage: Various activities that break out of the circle (55 Black Festival, King of Glory New Year, anniversary celebration, etc.), a complete user incentive system, and rich community operations to motivate users to the greatest extent. I have to say that the incentive system of Honor of Kings is simply perfect. Every action of the user is incentivized, and the more time spent, the more rewards they get. The rewards include not only skins, props and other rewards, but also psychological and emotional ones. For example, the difficulty design of the game Honor of Kings is unique, allowing everyone to have the opportunity to become a king. Moreover, the rewards will be adjusted every season or even every once in a while, so that even if users participate in the same task again, they will receive different rewards. It will motivate users to continue participating to the greatest extent. This group of users must be loyal fans of Honor of Kings. After participating for a certain period of time or to a certain extent, they will definitely consume or generate fission. The above picture is a simplified diagram of the user path to enter Honor of Kings. There are rewards for opening each module. The above picture is a simplified diagram of the reward system for Honor of Kings users. It includes not only physical rewards (to a certain extent, it guarantees that you can win and get incentives without spending any money) and psychological incentives, but also certain punishments. But Honor of Kings doesn’t just reward users, it also punishes them. There are two kinds of punishments. One is the loss of stars due to lack of strength - psychological level; the other is the punishment for negative attitude - deduction of reputation points or short-term suspension, but both can be won back through fighting or abiding by the rules. Various rewards and penalties are used as a double insurance to ensure that free players and paying players are under the same rules as much as possible and compete fairly. Fully take into account the psychological and emotional needs of users. Mature stage: Stimulate user self-propagation, brand linkage, and continuously penetrate into more life scenarios of users. Continue to take care of the needs of more users. For example, to encourage users to communicate within the game, new actions are added to trigger text chat and active likes and interactions within the game (mine, mine; it's okay, hold on; 666, high-end operation, this is amazing, etc., very down-to-earth in-game voice messages); IP creation (focusing on heroes, relationship chains, skins, etc.), designing more heroes, skins and activities that cover more circles of users. As well as the exclusive display of MVP players, hero actions and skins will trigger other users' purchases and fission sharing to a certain extent. A new magnifying effect has been added for likes from different players, and different like texts correspond to friends with different intimacy. Moreover, the new heroes of Honor of Kings always have various relationships and voice interactions with the old heroes. In this season, Yun Ying's talkative personality and her interactions with Dali Temple heroes such as Li Yuanfang and Di Renjie are also a fun part. Therefore, new heroes will also drive the activity of old heroes to a certain extent. As an important module for the commercial monetization of Honor of Kings, skins, limited skins and noble marks generated after purchase greatly satisfy users' vanity. There are also interactive skins, such as Zhou Yu and Xiao Qiao skins, and Sun Wukong and Zixia skins; and the skins are constantly given cultural value, such as the "Farewell My Concubine" combination skin, "Dream in the Garden" skin, Mengqi's panda skin, Yang Yuhuan's flying skin, Luban's intangible cultural heritage skin, etc., which drive the diversified development of skin design and help the King connect with more users on the road to IP and further expand its influence. In addition, there are constantly enriched heroic camps and heroic stories, such as the Great Wall Guards series, the Three Kingdoms story series, the Westward Journey story series, the Four Beauties, the SNK series, etc. Today, the brand linkage of Honor of Kings covers almost all life scenarios of users, from small things like beverages to the creation of the reality show "History Lesson of Kings" to popularize traditional culture, and the audio "Honor Poetry Meeting" to tell poems to players and popularize classical musical instruments. Well-known brands such as BMW, KFC, Pizza Hut, and VIVO are all partners with which "Honor of Kings" has had in-depth cooperation. In short, Honor of Kings continues to optimize its achievement system and incentive system to make it more down-to-earth and more deeply integrated into users' various life scenarios, maximize the user life cycle value, comprehensively upgrade art, add new gameplay, new activities, new heroes, new skins, and new background stories, so that old players can continue to feel fresh. 1.2 Listen to users’ voices at any time and keep iterating The official Weibo account of Honor of Kings is always filled with players' complaints and feedback. Some of the most popular feedback will definitely be received by the Honor of Kings team and actions will be taken, such as the punishment of AFK players, the punishment of players who swear in the game, the referendum on returning skins, the optimization of heroes, the revision of skins, etc., especially the inscription matching. You no longer have to buy inscriptions yourself, you can directly replace them with the officially recommended set, saving time and effort. What impressed me most was that players complained about the skin anchor design of Honor of Kings, which led to verbal criticism of Guan Feifei, the skin designer of Honor of Kings, and eventually led to her "closing the anchor" and "resigning". 2. Points to be optimizedPersonally, I think the fission and user incentive system of Honor of Kings is already very good. In order to retain users to the greatest extent possible, Honor of Kings has added many small disassembly units, such as star coins and actions, without changing the main interface and main functions of the game. It has also designed various auxiliary point membership systems, which can cultivate the usage habits of new players at a young age, and also encourage older players to directly spend money on the game. 2.1 Player Feedback Mechanism I think the feedback mechanism needs to be optimized. Currently, most of the players’ feedback is gathered spontaneously on self-media platforms or the official Weibo and fan groups of Honor of Kings. For example, when the health system was launched in July 2018, there was a surge in negative reviews; negative reviews were caused by the failure of a large-scale update. In particular, under the official Weibo account of Honor of Kings, the number of comments often exceeds the number of reposts, and private message replies are not timely. Most of these active comments come from player feedback. One reason is that the feedback issues have not been resolved, affecting the players' gaming experience; the second reason is that players cannot find a reasonable feedback channel, such as the voice of players saying "there is no response from manual customer service." In fact, what players need is for their voices to be heard. Even if the feedback is not accepted, it can actually promote social communication. After all, sometimes you play a game with all your strength, but encounter a stupid teammate who is AFK, and the strength of both sides is equal. The crystal is overturned by the soldiers, and you lose. You have no place to vent and can only attack Li Yuanfang or deduct a few points from your teammates without any effect. This feeling is very unpleasant. It is suggested that after investigation, King of Glory could consider adding an officially certified player complaint area. The only prerequisite is to measure: what is the proportion of players who provide such feedback, whether they are core players, whether the content of the feedback has an impact on the game experience, activity, retention rate, the input-output ratio of the new module, etc. 3. My thoughts3.1 Membership Rights System Every player of Honor of Kings is a member of Honor of Kings, and Honor of Kings has set up a perfect membership growth system for its members. The main ones are: Points & Level System - rank, hero points, battle pass points, etc. (members and merchants are connected through member points, and members are guided to continue to consume to upgrade their levels and enjoy more rights and interests.), Payment System - Services, Commodities (In the payment system, consumers become VIPs and noble titles because of their consumption, and enjoy related membership services.), Community System - Weibo Fan Group, Super Topic (Communicate with various members through the community, find inspiration, understand consumer needs, and then optimize their own product design, etc.), TOKEN System (mainly manifested as "commodity tokenization" or "behavior tokenization", that is, users obtain tokens through various behaviors to purchase goods) This membership rights system is of great benefit to training institutions in designing student growth systems or student rights systems. It also provides great inspiration for how to balance the sharing of learning materials and the laying of hooks among free traffic groups and paying group students. In particular, you should study how to make users willing and happy to spend more time on your products, deliveries, and communities, and what kind of psychological and emotional needs they have that we have not done well enough to meet. King of Glory will give you inspiration. 3.2 Product Design There are currently many WeChat groups and team groups named after Honor of Kings organized by players themselves. They are organized and managed and operated spontaneously with only one goal: to become the king together. Group members get used to each other through constant gaming, increasing their collaboration, and improving their understanding, intimacy, and social relationships. This is perhaps the most amazing thing about Honor of Kings, and it is also a gathering place for traffic and brands that other game companies can only dream of. Honor of Kings is obviously just a game, but it is more than just a game. It is a social tool for strangers or acquaintances (there is no business without social interaction, no activity without social interaction, and no interaction without social interaction). It carries players' e-sports dreams, heroic dreams, fantasies of being one with virtual idols and IPs, and the culture we like (history and mythology). It is closely tied to the user's emotions and feelings such as joy, anger, sorrow, and happiness, constantly discovering more needs of players and fulfilling them. Training products are products that can carry users' emotions and feelings. However, since learning is anti-human, what product managers can do is to consider how to make the user's learning process more interesting, so that they are willing to take challenges and gain stage-by-stage benefits. In this area, those who focus on learning in fragmented time do better. Online education emphasizes concentrated learning in large blocks of time, but after my research, I found that for most students, especially those in the workplace, online live broadcasts are not as good as recorded broadcasts. Recorded broadcasts allow for more independent arrangement of learning, as long as the answers to questions can be guaranteed to be timely and effective. After all, it is difficult to fully absorb skills in one live class. It requires constant thinking and practice. However, most online education companies do not regard this as a key operational focus. At most, they implement it through class notes, mind maps, homework assignments, and online Q&A. However, during this process, the students are fighting alone. For some students with poor self-control, it may be difficult to persist, and a lot of manpower is needed to wake them up. This is also a major pain point online. How to set more reasonable phased goals, adjust the learning difficulty, and stimulate students' self-motivation through learning or teaching itself. The course evaluation system should be recognized by students and should not be one-dimensional but multi-dimensional. We want every student who participates in learning to gain something. Some can gain knowledge, some can gain social relationships, and some can gain confidence and fun. Because even if someone signs up for a course, there are thousands of people and not everyone comes for the purpose of learning knowledge or being evaluated. Only in this way can online education truly play an educational role, and only in this way can online education be more than just a supplement to offline education. 3.3 Operation Mechanism Previously, in the case summary - highlights, the internal operation mechanism of Honor of Kings was introduced in detail. But the peripheral operating mechanism of Honor of Kings is equally exciting. The peripheral operations of Honor of Kings cover: Tieba, WeChat, live broadcast platform, Weibo platform, and offline activities. The account numbers are basically four digits, and the number of users is basically six to seven digits. Especially, even though the Tieba of Honor of Kings is declining nowadays, it still has 400 million posts and more than 10 million users. A product that has achieved the ultimate in fission and also pays so much attention to traffic generation and private domain operations is truly terrifyingly powerful. Honor of Kings has 709 official WeChat public accounts with the same entity! ! ! Only one account, "Honor of Kings", has at least 1 million active fans There are over 999 related TikTok accounts, and it is hard for the number of views to exceed 100 million. King of Glory not only has many traffic-generating accounts, but also has more game bloggers and user-generated content. Just the WeChat Moments alone will be flooded with King of Glory for a period of time. How to inspire users to spread the word spontaneously so that the product itself is always discussed. This is a point that online education needs to study carefully. I have seen many online education activities, all of which are rigidly carried out according to certain rules. Ding is Ding, Mao is Mao. If you do it, you will be rewarded. If you don’t, you will get nothing, and there will also be punishment. For example, in a book club, everyone was very enthusiastic on the first day, but then it became a task execution, and finally it became a small group fun for 2/3 of the people. In fact, every student who is willing to pay, spend time or make a commitment at the beginning deserves encouragement. Not everyone is a good student, not everyone has good habits, or excellent abilities, or has a lot of free time when participating in activities, but everyone has a positive and kind heart. Registration requires confirmation. However, some activity rules are constantly harming users. For example, instead of asking to cue a few people and presenting them in order of the most cued people, it is better to try to find a common point of concern each time and guide the discussion or debate. The truth will become clearer through debate. This process not only promotes everyone's understanding of the book, but also allows everyone to see more shining individuals. The key is that everyone is seen and has a sense of participation. The purpose of education is to "teach people to seek truth in a thousand ways"; the goal of students is to "learn to be a real person in a thousand ways". In education, we should seek equality at the starting point and freedom at the end, that is, we should enable everyone to grow up, rather than just grow to the same height. Last words: I have always believed that games are the most perfect operating field, which allows operators to achieve every operating goal to the maximum extent and in a visual way through operational actions. And Honor of Kings is the benchmark in this regard and deserves to be continuously analyzed. |
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