
Andrew Wilson, the CEO of an American gaming giant--EA, said that a few games are occupying the game players more time when he was interviewed by the Glixel. Although the number of the games lessens, the amount of users has increased by more than 10 times. This phenomenon exists in China, too. The games produced by both Tencent and Net Ease account for more than 60% of the market share. Tencent produced the game Glory of the King (《王者榮耀》). In addition , in terms of the number of users and the time the users spend on it,it is worthy to be regarded as the biggest winner
Wilson said, this phenomenon occurred because when people satisfy the need of some basic necessities such as air, food, water and shelter, people will search for higher levels of demand, including the sense of belonging, social intercourse, self-esteem and the realization of the self worth by overcoming the challenges. Cultural products, like movies, television and books, are driven by these needs.
Games can also meet people's needs.Wilson said: "We make games in order to let players get good experience. Therefore, we provide puzzles and challenges for players, and players need to overcome difficulties through learning, and then we will provide more difficult challenges.".The process of overcoming challenges also satisfies the core motivation of realizing self-worth."
As the game brings more and more sense of accomplishment to the players, the players become loyal fans of a few games and continue to experience new experiences.Wilson believes that the most fundamental function of the game is "an incredible story in an interactive world", besides he and the R & D team will continue to make use of various ways to achieve this goal. American Electr Arts Inc produces games, including the FIFA series and the Need for Speed (《極品飛車》)series and so on.
少數(shù)游戲正在占領(lǐng)更多時(shí)間
游戲巨頭美國藝電公司(簡稱EA)CEO安德魯·威爾森(Andrew Wilson)接受游戲網(wǎng)站glixel采訪時(shí)說,少數(shù)游戲正在占領(lǐng)玩家更多的時(shí)間,EA現(xiàn)在放出的游戲數(shù)量更少了,但是用戶量卻增加了10倍以上。在中國也是同樣的現(xiàn)象。騰訊和網(wǎng)易兩家公司出品的游戲占據(jù)了整個(gè)市場份額的60%以上。騰訊出品的游戲《王者榮耀》在用戶數(shù)和用戶時(shí)長方面,都是當(dāng)之無愧的大贏家。
威爾森說,出現(xiàn)這種現(xiàn)象是因?yàn)?,在滿足了空氣、食物、水和住所這些基礎(chǔ)需求后,人們就需要滿足歸屬感、社交、自尊、克服挑戰(zhàn)實(shí)現(xiàn)自我價(jià)值這些更高層級的需求。包括電影、電視和圖書在內(nèi)的文化產(chǎn)品,都是由這些需求推動(dòng)。
游戲也可以滿足人們的這種需求。威爾森說:“我們做游戲,就是為了讓玩家獲得好的體驗(yàn),我們提供謎題和挑戰(zhàn)給玩家,玩家要通過學(xué)習(xí)來克服困難,接著我們會(huì)提供更難的挑戰(zhàn)??朔魬?zhàn)的過程,也就滿足了實(shí)現(xiàn)自我價(jià)值這個(gè)核心動(dòng)機(jī)?!?/p>
隨著游戲給玩家們帶來的成就感越來越多,玩家開始成為少數(shù)游戲的忠實(shí)粉絲,并且不斷從中獲得新體驗(yàn)。威爾森認(rèn)為游戲最根本的職能是“在互動(dòng)的世界里帶來不可思議的故事”,他也在不斷地讓研發(fā)團(tuán)隊(duì)挑戰(zhàn)各種方式來實(shí)現(xiàn)這個(gè)目標(biāo)。美國藝電公司出品的游戲包括《FIFA》系列和《極品飛車》系列等。