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    How To Explore Business Opportunities From The Housing Economy?

    2010/12/8 10:33:00 77

    Housing Business And Business Opportunities

    Now everything is expensive. Every restaurant has a new menu. Its name is changing tastes. Actually, the price has gone up.

    Purse and body lose weight together.

    But online shopping plus group buying, anti inflation and anti inflation, the housing economy is popular.


    After the global financial crisis, a new economy is quietly rising against the trend - "home economy".

    From online shopping to online games, there are figures.

    Music

    Video and audio downloads, the multiplied "otaku" drives the "home economy", defeats traditional industries, and delivers bright pcripts.

    Since the financial crisis, Hong Kong listed companies Tencent's share price has risen steadily, and its market value has reached $30 billion in September 9, 2009, ranking third in Global Internet Company.

    The beneficiaries of the housing economy are NetEase, Shanda and Taobao.

    Taobao, the leading e-commerce market in China, realized the paction volume of RMB 200 billion yuan in 2009.


    The online game is booming in China, according to AI consulting data. The annual growth rate of online games has exceeded 50% over the years. In 2008, the scale of the online game market has reached 20 billion 700 million yuan, and over 26 billion yuan in 2009.

    Players have already extended from the youth who are not working properly to the current mainstream crowd. The three high players of high education, high income and age are increasing. The rise of social games has led to the white-collar players group.

    The famous World of Warcraft game has five million users in China, extending into a continuous virtual society. Over the past four years, many players have been growing up with this game.

    The game is more closely linked to an economic food chain, and many players rely on technology.

    Gold coin

    And props, then converted to the entity's renminbi.


    The term "otaku" is not a clue. It reminds people of teenagers who indulge in video games and neglect their studies.

    In fact, otaku is not a new social phenomenon in Asia, but in recent years it has formed a huge trend of influence, especially a number of film comics related to otaku. For example, the tramway man adapted from the Japanese Internet novel is very popular, opening the new force of otaku culture.


    What is "otaku"? Nakamori Akio, a Japanese social critic, wrote in 1983 in the study of otaku.

    formal

    Use this term to refer to zealots.

    Otaku, Japanese OTAKU, refers to people who are keen on Subculture and have a deep understanding of the culture. They also refer to individuals or groups who can not extricate themselves in a hobby.

    Interest and hobbies here often refer to "ACG, Animation, Comic, and Game".


    The definition of "otaku" narrowly defines people who are addicted to anime and cartoon. Later, it refers to people who have extensive knowledge of the professional field. The society also begins to hold a positive attitude towards those skilled professionals.

    The name "otaku" has been spread from Japan to Taiwan. It has become a "crowd of people who surf the Internet at home". Because of negative reports from some media, otaku is also socially unsociable, unscruffy and lacking in personal charm.

    Taiwan published the book "the strategy of homestead economy", which says that everyone in modern society is addicted to hobbies. "Everyone is a house, everyone has homestead."

    Everyone can work and consume without going out. Working at home has the advantage of time flexibility and freedom of life. The economic prospect of otaku as the main body is unlimited.


    Home economics is popular, otaku is hot, former Japanese Prime Minister Taro Aso likes to watch anime and has the nickname "otaku Prime Minister". He encourages Japan's Ministry of foreign affairs to export Japan through animation products during his term of office.

    According to the Japan Trade Promotion Association data, the Japanese animation industry in 2004, the annual business income of up to twenty-three trillion yen, become the top three industries in Japan, when Japan exported $four billion three hundred and fifty-nine million to the American animation, model, video game industry, Japan's rise of "comic diplomacy" argument.


    The 2006 report of Nomura Research Institute, a famous Japanese economic research institution, pointed out that otaku is "persisting in some people's affairs and in extreme ways, concentrating time and money on this object."

    It has a wealth of knowledge and creativity, and will be engaged in disseminating information and creative activities.

    The six major psychological factors of otaku are: the desire to collect; the desire to get the same feeling; the desire to dominate; the desire to belong; the desire to express; the desire to create.


    The economic opportunities of otaku come from the consumption characteristics of otaku. "Nomura comprehensive research institute" sums up the following three modes of action and consumption characteristics of otaku.


    First, maintain a high standard of consumption: otaku is willing to invest more in its specialized areas.


    Two, consumption and creation: otaku is an active producer of consumers and is both a producer and consumer.


    Three, community-based: otaku has a sense of identity towards the network community, and is good at using the Internet to collect and share information.


    Otaku is willing to invest high consumption in its specialties. It is a good consumer with fans' emotional capital for idols.

    Otaku is good at using the Internet to collect and share information. It only believes in Internet word of mouth and online community opinions. Word of mouth is always closer to reality than propaganda.

    Otaku is the pronoun of fans. Fans have long invested in hobbies, like collecting, having the desire to identify and belong, like performance and creation.

    Otaku can be regarded as one of the fans. The fans are the otaku in a broad sense.


    Japan and Taiwan otaku have their different faces. In recent years, the otaku tide has also arisen in the mainland of China. The economy is stagnant and house prices are rising. Many mortgage slaves who prefer home loans prefer to stay at home for internet entertainment. Moreover, Taobao and Dangdang have more discount than physical stores.

    80, the generation after 90 is the only child, has been used to entertaining themselves, and the city is becoming more and more expanded, leaving home to become a troublesome journey.


    The trend of housing economy is the phenomenon of fans' economic rise. Otaku is a professional with image processing ability. They are moved by their minds and are full of creativity. Consumer behavior emphasizes the experience and emotion, and drives the new economy and new forces.

    The otaku is not a lonely, unspoken crowd. The Internet enables them to play their own role, finding friends and friends through the Internet, and persisting in attaching importance to the self realization and emotion of the otaku.

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