Social+X | What imagination space is there for the long-standing

All applications will be socialized.

Attractive • 2024-07-11 11:46:30

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All applications will be socialized.

 

Integrate social skills and create growth miracles. Activating users social needs in different scenarios has revitalized various applications and made "social+X" the biggest wave of going global.

 

The 2022 Social Pan Entertainment Going Global White Paper (hereinafter referred to as the "White Paper") sorted out the tracks and products from six categories: "social+gaming", "social+audio", "social+video", "social+virtual image", "social+dating", and "social+community", interpreting the "magic" added by society to different vertical tracks.

 

We will provide detailed sharing of these 6 categories, hoping to provide insights for designing business growth paths through the interpretation of social gameplay in global markets.

 

This article focuses on the social+gaming track, breaking down the track and gaining insights into market opportunities through user analysis, product models, new players, and other aspects.

 

Social+gaming refers to developers using games as a link to help users communicate and interact with other users. In a broad sense, almost all gaming products can be classified within the scope of social+gaming, as game communities, game halls, family channels, and game teams seem to meet the definition, and the construction of social scenes is also conducive to improving user retention and activity. However, it is clear that the vast majority of users pay more attention to game results and gaming experience when playing games, and social is only one part of the gaming experience.

 

Therefore, in this section, we will focus on discussing the products that are more focused on social experience and social efficiency.

 

In platforms with social+gaming as the main mode, users may have both competitive and cooperative relationships. In addition to the game itself, platforms also use text, images, voice, videos, and other methods to enhance social experiences. At present, gaming social networking is still in its developmental stage and there have been no truly leading products.

 

In fact, "social+gaming" has a long history, and Monopoly and Checkers can be considered early game social products. The online development of game social products also revolves around more interesting and social categories such as "chess, puzzle, role-playing". Yalla Ludo targeted the board games Ludo and WePlay, which have a strong overseas user base, and chose to start with Werewolf. But it seems that apart from the expansion of game categories, social+games have not seen innovative gameplay for many years.

 

With the introduction of the metaverse concept, "social+gaming" is also becoming more imaginative. With the update and iteration of technology, there are also innovative apps like Pwnk that can integrate live interaction with gaming more closely and bring more ordinary users into the gaming experience. In the near future, some disruptive products may emerge.

 

At present, "social+gaming" can be basically divided into two product categories: "playing games together" and "finding gaming teammates". The former completes everything from socializing to gaming on this platform, while the latter usually requires jumping to other platforms; In addition, "playing games together" is usually chosen as a board game or casual game, while "finding teammates together" is usually concentrated in moderate to heavy games.


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