After the Wii motion-sensing game console became a big hit, domestic and foreign manufacturers have entered the motion-sensing game market. However, after several years of trial and error, most domestic manufacturers have lost confidence in motion-sensing games, and the enthusiasm of the three major traditional console giants has also gradually faded. Is the motion-sensing game a piece of chicken ribs or a blue ocean? Lack of social interaction and single subject matter hinder the development of somatosensory games ? A good beginning does not necessarily mean a good ending. In November 2006 , Nintendo launched the Wii motion-sensing game console , which was highly sought after by foreign users, and the cumulative global sales quickly exceeded 100 million units . The other two giants were not to be outdone. In June 2010, Microsoft officially released Kinect and launched a number of motion-sensing games. Subsequently, Sony also launched PS Move , which achieved a sales myth of 8.3 million sets in the second half of the year . However, in the end, due to the poor gaming experience and slow updates, it gradually lost popularity. At that time, the trend of somatosensory games also emerged in China. Since 2007 , manufacturers have gradually entered the ranks of somatosensory games. Domestic somatosensory game consoles have emerged in an endless stream, such as Aidong somatosensory sports machines and 17Vee. However, their endings were bleak. Some switched to national fitness, some were on the verge of bankruptcy, and some had already disappeared. At present, only a few companies are still insisting on making somatosensory games. Why did the somatosensory games that were popular at the time not rise, but instead faded away? This is related to the single theme of somatosensory games. Zhou Kun, who has been engaged in somatosensory games for six years, expressed disappointment with somatosensory games. He said that those somatosensory games with sports themes are difficult to make deep and even more difficult to make users sticky. Generally, users have a good initial feeling about somatosensory games, but they will put them aside after playing for a while. Yao Bin, CEO of Yunzhi Interactive , has a different view on the stickiness of motion sensing games. He believes that stickiness comes from elements such as growth and social interaction. If social elements can be added to motion sensing games, the embarrassing current situation of motion sensing games may change. At present, TV games have not yet exploded, and it is difficult to judge whether the factor limiting the development of somatosensory games is the single subject matter or the lack of social interaction. Exploring the blue ocean of motion-sensing games on TV Previously, domestic manufacturers have been working hard on console motion sensing games, but have not achieved much , while few people are interested in the newly emerging smart TVs. Now some manufacturers have launched motion sensing games on major TV platforms. For example, Yunzhi Interactive Company has transplanted motion sensing games to smart TV platforms such as Samsung and LeTV, lowering the threshold for users to play motion sensing games. The operating mode of TV motion sensing games is somewhat different from that of traditional console games. Traditional consoles are generally sold with software and hardware bundled together, which is relatively closed; while TV motion sensing games only make money through software, they are open in hardware, and these manufacturers are more willing to open their own peripheral ports. Yao Bin said that Yunzhi Interactive's market mechanism and accessories are very open, which is more in line with the current market structure. After all, TVs are not sold by TV games. As smart TVs become more popular, motion-sensing sports games based on smart TVs will enter thousands of households. Men, women, young and old can play games by waving motion-sensing remote controls or smart bracelets. However, the development of somatosensory games on Chinese TVs is relatively fast. Unlike console somatosensory games, which have certain experience to follow, manufacturers can only cross the river by feeling the stones. Domestic somatosensory game manufacturers are constantly exploring the sustainable development path of Chinese TV somatosensory games. It is reported that Yunzhi Interactive has taken the lead in the development of "body sensing + community" and is cooperating with well-known domestic IPs to carry out body sensing game competitions . Through the form of competitions, more users can participate in body sensing sports game competitions, allowing more people to experience the fun of body sensing sports games, and even trying to promote body sensing sports games as one of the ways for the whole family to relax and entertain. No matter how TV motion sensing games develop, they cannot be separated from family. Letting the whole family participate in the game is the ultimate development direction of motion sensing games. The reason why console motion sensing games have gradually become a piece of chicken ribs is not unrelated to the characteristics of its users. Console users tend to be heavy gamers and prefer heavy games. The current motion sensing sports games are lighter and more suitable for TV users. Companies like Yunzhi Interactive, which are taking the direction of family games, are more likely to open up a blue ocean in the TV market.
As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity. |
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