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 (《王者荣耀》). 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 (《极品飞车》)series and so on.
少数游戏正在占领更多时间
游戏巨头美国艺电公司(简称EA)CEO安德鲁·威尔森(Andrew Wilson)接受游戏网站glixel采访时说,少数游戏正在占领玩家更多的时间,EA现在放出的游戏数量更少了,但是用户量却增加了10倍以上。在中国也是同样的现象。腾讯和网易两家公司出品的游戏占据了整个市场份额的60%以上。腾讯出品的游戏《王者荣耀》在用户数和用户时长方面,都是当之无愧的大赢家。
威尔森说,出现这种现象是因为,在满足了空气、食物、水和住所这些基础需求后,人们就需要满足归属感、社交、自尊、克服挑战实现自我价值这些更高层级的需求。包括电影、电视和图书在内的文化产品,都是由这些需求推动。
游戏也可以满足人们的这种需求。威尔森说:“我们做游戏,就是为了让玩家获得好的体验,我们提供谜题和挑战给玩家,玩家要通过学习来克服困难,接着我们会提供更难的挑战。克服挑战的过程,也就满足了实现自我价值这个核心动机。”
随着游戏给玩家们带来的成就感越来越多,玩家开始成为少数游戏的忠实粉丝,并且不断从中获得新体验。威尔森认为游戏最根本的职能是“在互动的世界里带来不可思议的故事”,他也在不断地让研发团队挑战各种方式来实现这个目标。美国艺电公司出品的游戏包括《FIFA》系列和《极品飞车》系列等。