First, it hits it off with the entertainment mode of young people. A law has been put forward in the field of economics: demand determines the market, which can perfectly explain the changes in the play industry. With the development of the Internet, more and more young people's entertainment activities are transferred from offline to online, among which the vigorous development of games, live broadcasts, variety shows, movies and TV plays is a vivid example. Young people don't like going out to deal with people more and more. They began to hide themselves in colorful virtual worlds, playing games, chatting and watching TV. It is precisely by grasping this trend and actively catering to the lifestyle of young people that the accompanying play industry has achieved such great success.
In terms of games. The network is more and more developed, mobile phones are more and more intelligent, and people's economic conditions are getting better and better, which supports the conditions for people to play games. This is a fashionable way to relax, but playing games by one person is definitely not as interesting as playing games by two people. Therefore, visionary entrepreneurs meet the needs of players in time. All kinds of sweet girls joined the escort army, and all kinds of technical gods and social animals who were tired from work rushed into the Summoner Canyon.
Second, provide a social environment for young people. We have to admit that most of these young people are lonely. Many of them are eager to socialize, but they lack socialization. Part of it is personality, and part of it is simply feeling tired and not wanting to associate with people. The end result is that they appear in major live broadcast platforms and online games. Playing with them has brought them long-lost emotional communication, such as finding like-minded friends and feeling a sense of identity. And the process of chatting and communicating is also a way to relieve stress.
In short, the game industry has created a new social environment to meet the entertainment needs of contemporary young people. After 90,000, it is foreseeable that this profession will become a big consumer.