Chapter 179 Indirect Influence (4000 words)



A weekly sales volume of 300,000 units in the Chinese market doesn't seem like much.

Apple's new product launch saw pre-orders exceeding three million units within 24 hours.

As an electronic product with a price point comparable to Apple's Pro series, Futureverse's sales seem unremarkable.

However, it's important to consider that smartphones are daily necessities, while VR is not. Apple has been operating in the Chinese market for over a decade, while Kechuang Future is merely a newcomer to the VR industry.

Given Futureverse's high price, it's clearly inappropriate to compare it with VR products like Pico and Quest, which cost around 3,000 yuan.

Even the PS5 is only half the price of the Futureverse.

Data can explain a lot.

The PS5 sold 1.5 million units worldwide in its first week of release.

Considering Sony's long-term cultivation of its distribution channels, the PS5 only sold 500,000 more units than the Futureverse.

The distributors mentioned here refer to distributors worldwide. Kechuang Future can only establish a full range of offline channels in China. It will take time to build up its offline channels worldwide.

Therefore, in foreign countries, Futureverse can only rely on online sales.

We have considered collaborating with overseas offline stores to sell rice through their offline channels.

However, considering that the rice is priced based on cost-effectiveness, especially in overseas markets where consumers are more aware of brand prestige.

Therefore, this option was not considered.

Kechuang Future simply increased its advertising spending on social media and hired many tech bloggers to create review videos.

In the early stages, overseas marketing was primarily conducted through online channels.

The HTC Vive, priced significantly lower than the Futureverse at 799 US dollars, only sold 100,000 units worldwide in the three months following its release.

Futureverse's first step can be described as a very successful one.

"The data is very good; weekly sales have met our expectations, but that's not enough."

"To build an ecosystem, the current number of users is still not enough."

"We need to make good use of our existing player base to drive word-of-mouth marketing within the player community."

"I want to see the futureverse become the hottest public topic on social media recently."

Li Miaomiao looked quite imposing in a suit at an internal executive meeting.

Zheng Li had already told her that Cheng Gang would gradually hand over his work to her.

Li Miaomiao said that she is currently unable to attend to both matters at the moment, as the brain-computer interface VR is in a critical early stage of development and she cannot attend to the Kechuang Bio project at the same time.

Zheng Li didn't give her time to explain, and instead asked Li Miaomiao to find a successor among the senior executives:

"You can delegate power to your subordinates; you just need to make the final decisions."

"There's no need to do everything yourself."

After agreeing, Li Miaomiao planned to select a senior executive based on this performance and have them take over the overall management work for her.

Li Miaomiao continued, "I believe that production capacity can be maintained at a stable level by increasing payment."

"At the same time, we need to vigorously promote our offline channels overseas. We cannot only have flagship stores in first-tier cities in other countries."

“If we don’t have the manpower to build a wider range of offline stores, we can go through other high-end shopping malls and only display experiential products offline.”

"Shopping will still be done offline."

Kechuang Future only has flagship stores in first-tier cities around the world, such as New York, London, Singapore, and Paris.

We didn't expect the momentum to be so strong, so we didn't consider expanding our offline channels to lower-tier cities.

"Our sales figures have changed, so our plans need to change as well. We need to develop a short-term strategic plan."

......

The popularity of Futureverse has not only boosted game sales, but also led to a booming VR live streaming market.

Bilibili's specially developed VR application has been launched in Futureverse's built-in app store.

Previously, live streamers in costumes might need to wear a layer of skin, but now, when streaming VR games from a first-person perspective, they don't even need a skin.

Bilibili also has 3D avatars specifically developed for those who like to watch costumed characters.

You can watch live streams featuring 3D effects of costumed characters, and even get up close to see them. Of course, there is a minimum distance requirement.

However, the most popular game on live streaming is "Heroes of the End," and Tencent has a good grasp of the players' needs.

Battle royale games are a well-established genre with numerous successful examples.

Tencent has combined battle royale with the fantasy elements of D&D, creating an excellent game balance and combat system.

The game uses the most traffic for promotion, and the game itself is well-suited to player needs.

Assassin's Creed and The Legend of Zelda are just gimmicks; for a real futureverse experience, you have to watch Heroes of the End.

This is a famous quote from a Bilibili content creator who makes money through sponsored content.

Surprisingly, the most frequent comment on the video wasn't "making easy money," but rather "indeed."

The streamers who livestream "Heroes of the End" are among the most popular.

The streamer always manages to accurately capture the trend, and by streaming Futureverse content, they can also receive subsidies from Bilibili.

This is naturally extremely attractive to small-time live streamers.

Heroes of the End provides both first-person and third-person perspective live streaming modes for data transmission.

Many viewers of live streams aren't very good at playing games themselves, but they get excited watching the streamers dominate the game.

This chapter is not finished, please click the next page to continue reading!

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