Clothing Brand Marketing Looks At The Selling Point Of Online Games
When we scream at the branding of big brands in real life, they have already unconsciously expanded their territory in the virtual world. According to the financial times, the clothing brand has released a series of fashion games to attract the attention of fashion female players so as to promote their sales in real life.
There is no reason why clothing brands extend their tentacles to the virtual world. According to a survey conducted by the Entertainment Software Association last year, the average age of gamers is 35, the average age of people who buy Games is 39 years old, and 37% of women over 40 years old say they prefer to play computer games rather than watch TV.
Of course, this kind of existing business opportunities is not confined to female players. As the main force of online games, the potential market for male players is also promising.
In order to make a virtual wrestling star, rap singer, skateboard champion or underworld hero, they spend a lot of time dressing for their roles. In those games, whether the characters are dressed or not is often related to victory or defeat.
These online games have aroused their desire for "beauty" and the feeling of clothing.
It is not hard to see that the emergence of the Internet has not only created a large number of otaku women, but also created a virtual business opportunity for the virgin land of online games.
CNNIC (China Internet Network Information Center) report shows that the proportion of social networking games is as high as 87.7%, which is the largest user type of web games and has great commercial value.
In May 27, 2010, CNNIC released the 2010 China web game survey report, which shows that as of April 2010, the number of Chinese web game users has reached 105 million, of which 92 million 90 thousand of social networking games users.
Is this huge online game user market worthy of our attention?
Fashion designer Giorgio Armani opened a new store in 2007, but the Armani "new store" is located in Second Life, a popular online game.
The reality of the Italy Milan fashion flagship store as a prototype building, every detail has been done very seriously.
This online game that simulates real-life life requires players to work, shop and meet friends in the real world.
In this game, residents can buy Emporio Armani, Armani Jeans, cosmetics and furniture products in the store.
The virtual costume website Roiworld.com launched a game called "designer closet", introducing the designer Norma Kamali and her virtual design for 3 million users.
Players can choose a substitute and then use Kamali's 2010 spring summer series to dress up this stand up.
Players can use the forum to comment directly to Kamali himself.
It is convenient for designers to understand consumers' opinions and information, so as to enhance the pertinence of design.
However, the advantages of developing online games are far more than providing designers with design information. The game itself is very attractive. With the help of games, the brand draws the distance from consumers and improves brand loyalty in a disguised way. On the other hand, it promotes offline sales, and provides design information for designers.
John Mincarelli, a fashion marketing professor at New York Fashion Institute, said: "if children choose clothes in games, their consumption habits will also be affected in the future.
The clothing brand that appears in the coolest game will become the winner.
And game producer KudoTsunoda believes that in the near future, players will be able to get their clothes selected for their roles directly in the game, "technically, they can be done."
Now we are waiting to see which company can seize this opportunity first. "
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