Abstract
Traditional types of industries undoubtedly occupy a large market in a long time, with convenient and direct benefits. Nowadays, with the advancement of technology and the improvement of people’s living standards, virtual products as new consumption hotspots appeared in the public. People began to pay attention to the service of the product and the emotional experience given by products, which also means that many people are willing to pay for the virtual data. A good example is the online gaming industry has sprung up in recent years. People only need to use their daily media such as mobile phones or computers to release emotional pressure in a short time of gaming. In addition, after the gaming industry gathers a large part of the consumer groups, it needs to constantly innovate to avoid the loss of customers.
The paper is aimed to analyze the situation and profitability of online games in marketing and conduct in depth exploration of a type of innovation called asymmetric games. Whether this emerging game type has the ability to compete with the traditional symmetrical game model will be analyzed by using the review of literature and questionnaire interviews.
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