关于“大学生在线休闲娱乐”的报告
艾媒咨询|2024年中国大学生消费行为调查研究报告
大学生群体对互联网的深度参与使得大学生成为最具潜力和活力的消费主体之一,挖掘大学生群体的消费需求有利于品牌创新营销策略触达目标群体。全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2024年中国大学生消费行为调查研究报告》数据显示,中国在校大学生数量呈增长趋势,2023年中国高等教育在学总规模达到4763万人,41.1%的大学生月均收入在1501-2000元,预计2024年中国在校大学生的年度消费规模约为8500亿元,消费潜力大。艾媒咨询分析师认为,随着社会的发展和时代的变迁,当代大学生的精神文化需求日益多样化和个性化。当物质生活得到基本满足后,他们会更加注重精神层面的追求和满足,因而对运动健身、游戏、密室逃脱和剧本杀等娱乐休闲项目表现出较高的兴趣。
The in-depth participation of college students in the Internet makes college students become one of the most potential and dynamic consumer subjects. Tapping the consumer demand of college students is conducive to the brand innovation marketing strategy to reach the target group. According to the latest "Investigation and Analysis Report on Consumption Behavior of Chinese College Students in 2024" released by iiMedia Research, the number of college students in China shows a growing trend. In 2023, the total number of college students in China will reach 47.63 million, and the average monthly income of 41.1% of college students will be between 1501 and 2000 yuan. It is expected that the annual consumption scale of college students in China will be about 850 billion yuan in 2024, with great consumption potential. Analysts from iiMedia Consulting believe that with the development of society and the changes of The Times, the spiritual and cultural needs of contemporary college students are increasingly diversified and personalized. When the material life is basically satisfied, they will pay more attention to the pursuit and satisfaction of the spiritual level, so they show a higher interest in sports and fitness, games, escape rooms and script killing entertainment and leisure projects.艾媒咨询 | 2025年中国电视剧行业市场消费行为调查数据
随着在线视频平台的快速发展,中国电视剧消费模式呈现显著特征,用户行为偏好与行业生态紧密关联。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国电视剧行业市场消费行为调查数据》数据显示,在线视频平台以66.54%的观看占比主导用户收视场景,其中爱奇艺以48.05%的平台偏好率成为市场首选。从内容消费习惯看,50.18%的观众日均观看时长为1-2小时,36.54%的用户以“娱乐、打发时间”为核心观看诉求。在内容形态选择上,爱情、都市题材以33.58%的偏好度占据类型榜首,反映现实主义题材的持续吸引力。剧集体量方面,55.19%的观众倾向20-30集中等长度作品,体现市场对叙事紧凑性与内容深度的平衡需求。艾媒咨询分析师认为,当前电视剧消费已形成“内容质量-平台生态-用户粘性”的闭环体系。建议行业参与者重点强化三方面能力建设:一是深耕爱情、都市等核心赛道的同时拓展多元题材创新,二是优化20-30集剧集的叙事结构与排播策略以适配观众习惯,三是通过会员权益分级与独家内容矩阵提升付费转化效率。
With the rapid development of online video platforms, the consumption pattern of Chinese TV dramas shows significant characteristics, and user behavior preferences are closely related to the industry ecology. According to the latest "Survey data of Chinese TV drama industry market consumption behavior in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, online video platforms dominated user viewing scenes with 66.54% of viewing. Among them, iQiyi became the first choice in the market with a platform preference rate of 48.05%. From the perspective of content consumption habits, 50.18% of viewers watch 1-2 hours per day, and 36.54% of users take "entertainment and killing time" as the core viewing appeal. In the choice of content form, love and urban themes occupy the top of the category with 33.58% preference, reflecting the continuous appeal of realistic themes. In terms of drama volume, 55.19% of the audience prefer 20-30 episodes of equal length, reflecting the market's demand for balance between narrative compactness and content depth. iiMedia Research believe that the current TV series consumption has formed a closed-loop system of "content quality - platform ecology - user stickiness". It is suggested that industry participants focus on strengthening the capacity building in three aspects: first, expand the innovation of diversified themes while deeply cultivating the core track such as love and city; second, optimize the narrative structure and scheduling strategy of 20-30 episodes to adapt to audience habits; third, improve the efficiency of payment conversion through the classification of member rights and exclusive content matrix.艾媒咨询 | 2025年中国线下KTV市场消费行为调查数据
随着线下娱乐业态的加速升级,KTV消费场景呈现多元化发展趋势,主要覆盖以智能点歌系统、沉浸式体验设备为代表的技术革新领域,以生日派对、企业团建为核心的社交聚会领域,以及结合餐饮定制、主题包厢等增值服务的复合消费领域。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国线下KTV市场消费行为调查数据》数据显示,56.34%的消费者选择线下KTV作为主要娱乐方式。在消费频率上,48.60%的消费者选择“偶尔”前往,而月均消费2-3次的群体占比达54.17%,反映出中低频次仍是主流。社交属性显著影响用户行为,51.81%的消费者偏好与朋友同行,6-10人规模的聚会占比最高(43.47%),显示其作为群体社交场景的核心地位。从消费偏好来看,44.86%的消费者选择2-3小时的黄金消费时长,单次消费集中在101-300元区间。曲库选择呈现代际特征,流行歌曲和90年代经典构成核心歌单,折射出消费者怀旧与潮流并存的消费心理。尽管41.25%的消费者将KTV作为娱乐放松的首选,但行业仍面临挑战。48.28%的消费者因“新兴娱乐方式增多”分流需求,同时40.42%的用户指出隔音效果差是最大痛点。硬件设施与环境优化成为首要改进方向。艾媒咨询分析师认为,行业需重点强化差异化竞争力:通过升级沉浸式音响设备、优化空间隔音设计提升体验,同时开发主题包厢、餐饮融合等增值服务以增强用户粘性。此外,针对年轻群体偏好灵活匹配时段定价策略,结合智能点歌系统优化歌单推荐算法,或将成为线下KTV突围新兴娱乐业态竞争的关键路径。
With the accelerated upgrading of offline entertainment formats, KTV consumption scenes show a diversified development trend, mainly covering the field of technological innovation represented by intelligent song on-demand systems and immersive experience equipment, the social gathering field with birthday parties and enterprise group construction as the core, and the composite consumption field combining value-added services such as catering customization and theme boxes. According to the latest "Survey data of consumer behavior in China's offline KTV market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 56.34% of consumers choose offline KTV as their main entertainment mode. In terms of consumption frequency, 48.60% of consumers choose to go "occasionally", while the group that consumes 2-3 times per month accounts for 54.17%, reflecting that the medium and low frequency is still the mainstream. Social attributes significantly affect user behavior, 51.81% of consumers prefer to walk with friends, and 6-10 people scale parties account for the highest proportion (43.47%), showing its core status as a group social scene. From the perspective of consumption preference, 44.86% of consumers choose 2-3 hours of gold consumption time, and a single consumption is concentrated in the 101-300 yuan range. The selection of the music library presents the characteristics of generations, and the popular songs and the classics of the 1990s constitute the core playlist, reflecting the consumer psychology of nostalgia and trend. Although 41.25% of consumers regard KTV as their first choice for entertainment and relaxation, the industry still faces challenges. 48.28% of consumers due to the "increase in emerging entertainment" diversion demand, while 40.42% of users pointed out that the poor sound insulation effect is the biggest pain point. Hardware facilities and environment optimization become the primary improvement direction. iiMedia Research believe that the industry needs to focus on strengthening the competitiveness of differentiation: by upgrading immersive audio equipment, optimizing space sound insulation design to enhance the experience, while developing value-added services such as theme boxes and catering integration to enhance user stickiness. In addition, for the young group preference flexible matching time pricing strategy, combined with the intelligent song request system to optimize the song list recommendation algorithm, or will become the key path for offline KTV to break through the emerging entertainment industry competition.艾媒咨询 | 2025年中国云游戏消费行为调查数据
随着云游戏技术突破,其应用场景持续扩展,覆盖以移动端、主机跨平台联动为代表的设备革新领域,以订阅制、按需付费为核心的消费模式创新领域,以及画质增强、社交互动等功能升级领域。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国云游戏消费行为调查数据》数据显示,58.23%的云游戏用户每周保持3-5天高频次游戏行为,其中手机以55.78%的占比成为核心设备载体,印证移动化趋势。消费层面,67.97%用户形成付费习惯,年均21-50元的中等消费区间占比29.15%,65.42%用户倾向单买时长制的灵活付费模式。用户选择云游戏的核心动因集中于硬件要求降低,但体验痛点同样突出:58.76%用户将游戏流畅度列为首要关注点,延迟、卡顿等技术问题直接影响留存率。此外,34.79%用户强烈呼吁延长免费体验时长,55.07%期待内置游戏工具功能以提升操作便利性。艾媒咨询分析师指出,云游戏平台需重点优化服务器承载能力与网络传输效率,建立分级付费体系满足差异化需求,同时开发实时攻略推荐、智能阵容匹配等辅助工具。建议通过延长新手福利期、强化社交属性等方式提升用户粘性,结合AI技术预判卡顿节点实现动态资源调配,从而在体验升级中推动行业可持续发展。
With the breakthrough of cloud game technology, its application scenarios continue to expand, covering the field of device innovation represented by mobile terminal and host cross-platform linkage, the field of consumption model innovation with subscription system and pay on demand as the core, and the field of function upgrading such as picture quality enhancement and social interaction. According to the latest "Survey data of consumer behavior in China's cloud gaming in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 58.23% of cloud game users maintain frequent gaming behavior 3-5 days a week. Among them, mobile phones accounted for 55.78% as the core device carrier, confirming the mobile trend. At the consumption level, 67.97% of users formed a paying habit, the average annual consumption range of 21-50 yuan accounted for 29.15%, and 65.42% of users tended to buy a single time system of flexible payment model. The core motivation for users to choose cloud games is focused on reducing hardware requirements, but the experience pain point is also prominent: 58.76% of users listed game fluency as the primary concern, and technical issues such as latency and stalling directly affect retention. In addition, 34.79% of users strongly called for extending the duration of free play, and 55.07% expected the built-in game tool function to improve the convenience of operation. iiMedia Research pointed out that cloud game platforms need to focus on optimizing server carrying capacity and network transmission efficiency, establish a tiered payment system to meet differentiated needs, and develop auxiliary tools such as real-time strategy recommendation and intelligent lineup matching. It is suggested to enhance user stickiness by extending the welfare period of novicars and strengthening social attributes, and realize dynamic resource allocation by combining AI technology to predict the clocken node, so as to promote the sustainable development of the industry in the experience upgrade.艾媒咨询 | 2025年中国移动游戏市场消费行为调查数据
随着移动游戏产业生态的深化发展,其用户行为模式已形成多圈层渗透格局,主要覆盖以角色扮演、策略竞技为核心的内容体验领域,以社交裂变、IP联动为驱动的用户增长领域,以及UI交互优化、付费系统设计为代表的产品运营领域。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国移动游戏市场消费行为调查数据》数据显示,MOBA类游戏以38.29%的玩家覆盖率成为最受欢迎的游戏类型,用户每周投入2-5小时进行游戏的占比达52.21%,且65.19%的玩家会因喜爱IP而选择相关游戏。值得注意的是,动漫/漫画改编游戏以38.36%的偏好度占据IP题材首位,63.77%的用户认为“IP契合自身想尝试的游戏类型”是核心决策因素,同时56.32%的玩家对现有IP改编效果表示满意。在用户行为特征方面,移动游戏深度融入日常生活场景,36.28%的用户选择在饭后或睡前消遣,48.46%的玩家社交圈呈现“游戏与非游戏好友均衡分布”状态。设计偏好方面,功能性服装与实用配饰以42.97%的占比成为最受青睐的虚拟道具类型,而画质优秀(32.66%)和社交话题丰富度(38.05%)则被用户视为关键竞争优势。但调研同时揭示行业现存问题:IP改编存在还原度争议,部分玩家反映游戏内容同质化现象突出;在IP开发维度,如何平衡商业变现与用户体验仍需持续探索。艾媒咨询分析师认为,游戏厂商应聚焦三大优化方向:强化IP改编的叙事连贯性与世界观还原度,建立差异化内容矩阵;创新广告植入形式,通过有奖调研(36.28%偏好度)等激励模式提升用户接受度;深化社交系统建设,基于“社交话题与内容丰富度并重”(38.05%)的用户需求,构建多元互动场景。同时需关注玩家对实用功能(42.97%)与视觉品质(32.66%)的双重追求,推动产品体验的立体化升级。
With the deepening development of the mobile game industry ecology, its user behavior pattern has formed a multi-circle penetration pattern, mainly covering the content experience field with role playing and strategic competition as the core, the user growth field driven by social fission and IP linkage, and the product operation field represented by UI interaction optimization and payment system design. According to Survey data of consumer behavior in China's mobile game market in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, MOBA games have become the most popular game type with 38.29% player coverage rate. 52.21% of users spend 2-5 hours per week playing games, and 65.19% of players choose related games because of their favorite IP. It is worth noting that animation/manga adaptation games occupy the first place in IP genre with 38.36% preference, 63.77% of users believe that "IP fits the type of game they want to try "is the core decision-making factor, and 56.32% of players are satisfied with the existing IP adaptation effect. In terms of user behavior characteristics, mobile games are deeply integrated into daily life scenes, 36.28% of users choose to play after meals or before going to bed, and 48.46% of players' social circles show a "balanced distribution of game and non-game friends". In terms of design preferences, functional clothing and practical accessories were the most popular virtual item types with 42.97%, while excellent picture quality (32.66%) and social topic richness (38.05%) were considered key competitive advantages by users. However, the survey also revealed existing problems in the industry: there is a dispute over the degree of restoration of IP adaptation, and some players reflect that the homogenization of game content is prominent; In the dimension of IP development, how to balance commercial realization and user experience still needs to be explored. Imedia Consulting analysts believe that game manufacturers should focus on three optimization directions: strengthen the narrative coherence and worldview restoration of IP adaptation, and establish a differentiated content matrix; Innovative advertising placement forms, through incentive models such as award research (36.28% preference) to improve user acceptance; Deepen the construction of social system, and build multiple interactive scenes based on the user needs of "equal emphasis on social topics and content richness" (38.05%). At the same time, it is necessary to pay attention to the players' dual pursuit of practical functions (42.97%) and visual quality (32.66%) to promote the three-dimensional upgrade of product experience.艾媒咨询 | 2025年中国密室逃脱行业消费行为调查数据
密室逃脱作为一种新兴的线下娱乐业态,近年来市场规模不断扩大,其受欢迎程度持续攀升。消费群体也日益多元,市场正不断拓展受众边界。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国密室逃脱行业消费行为调查数据》数据显示,消费者更期待密室逃脱游戏带来的氛围体验,占比达到33.61%。同时,超过一半的密室逃脱消费者(58.40%)愿意向朋友推荐店铺和主题,这表明密室逃脱行业具有较强的口碑传播潜力。密室逃脱行业在技术创新、消费体验升级和市场拓展方面展现出巨大潜力,未来有望成为娱乐市场中的重要组成部分。但密室逃脱行业也面临一些挑战,如游戏类型和内容的同质化问题。消费者对游戏类型的多样化和内容升级有较高期待,商家需要在剧情设计和谜题难度上不断创新。
As an emerging offline entertainment business format, the market scale of escape rooms has been continuously expanding in recent years, and their popularity has been steadily rising. The consumer group has also become increasingly diverse, and the market is constantly expanding its audience boundaries. According to the latest "Survey data on consumer behavior in China's escape room industry in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, consumers are more expecting the atmosphere experience brought by escape room games, accounting for 33.61%. At the same time, more than half of the escape room consumers (58.40%) are willing to recommend the store and theme to their friends, which indicates that the escape room industry has strong word-of-mouth communication potential. The escape room industry shows great potential in technological innovation, consumption experience upgrading and market expansion, and is expected to become an important part of the entertainment market in the future. However, the escape room industry also faces some challenges, such as the homogenization of game types and content. Consumers have high expectations for the diversification of game types and the upgrading of content, and merchants need to continuously innovate in plot design and puzzle difficulty.艾媒咨询 | 2024-2025年中国无人自助台球消费行业市场研究报告
iiMedia Research(艾媒咨询)数据显示,数据显示,2023年中国新增台球相关企业数量达到106641家,同比增长54.1%;2024年1-10月,中国新增台球相关企业数量达到113994家。此外,中国24小时无人自助台球厅数量持续上升,2024年4月同比增速达到25.0%。无人自助台球厅凭借其24小时营业和自主服务的特点,成为休闲娱乐领域的新宠。数据显示,40.6%的无人自助台球消费者每周光顾台球厅达3-4次,每周光顾台球厅5-6次的消费者占比达22.6%。随着科技的飞速发展和消费者对智能化产品需求的日益增长,台球行业正迅速迈向AI智能化时代。部分无人自助台球厅通过提供全屋智能软硬件设备代替人工管理,实现24小时营业,还引入AI教练、AI裁判等功能提升用户体验。
iiMedia Research data shows that the number of new billiards related enterprises in China in 2023 reached 106,641, an increase of 54.1%; From January to October 2024, the number of new billiards related enterprises in China reached 113,994. In addition, the number of 24-hour unmanned self-service pool halls in China continues to rise, with a year-on-year growth rate of 25.0% in April 2024. The unmanned self-service billiard hall has become a new favorite in the field of leisure and entertainment by virtue of its 24-hour operation and independent service. According to the data, 40.6% of self-service billiards consumers patronize the billiard hall 3-4 times a week, and the proportion of consumers patronizing the billiard hall 5-6 times a week is 22.6%. With the rapid development of science and technology and the increasing demand of consumers for intelligent products, the billiards industry is rapidly moving towards the era of AI intelligence. Some unmanned self-service billiards halls achieve 24-hour operation by providing whole-house intelligent hardware and software equipment instead of manual management, and also introduce AI coach, AI referee and other functions to improve user experience.艾媒咨询 | 2025年中国在线考试SaaS消费者行为调查数据
在线考试 SaaS 平台,是基于软件即服务(SaaS)这一云计算服务模式搭建的平台。通过互联网,以浏览器为载体,将在线考试相关应用程序交付给终端用户。近年来,人工智能、大数据等前沿技术的融入,进一步推动平台在智能监考、精准学情分析等方面取得突破,应用场景不断拓展至职业资格认证、大规模招生考试等严肃场景。根据全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国在线考试SaaS用户行为调查数据》数据显示,32.06% 的用户高频使用在线考试功能,凸显其作为平台核心功能的地位,反映出用户对在线考试这一基础且关键功能的强烈依赖,也意味着企业要持续优化该功能,确保考试流程顺畅、体验良好。而产品功能与需求匹配度以 26.84% 占比居首,直接表明用户挑选产品时,实用价值远超其他因素。这警示企业在产品研发与迭代时,需深度调研不同用户群体需求,无论是教育机构、企业还是政府部门,都要做到功能精准对接,避免功能冗余或缺失,通过精准匹配需求来提升产品竞争力与用户忠诚度。艾媒咨询分析师认为,中国市场凭借庞大教育与企业用户基数、政策支持、技术进步等优势,增长潜力巨大。尽管面临技术瓶颈、安全隐患、市场竞争等挑战,但随着智能化、个性化、跨行业融合、国际化等趋势推进,行业有望在规范中持续创新发展。
Online exam SaaS platform, is based on the software as a service (SaaS) this cloud computing service model built platform. Through the Internet, with the browser as the carrier, the online exam related applications are delivered to the end user. In recent years, the integration of cutting-edge technologies such as artificial intelligence and big data has further promoted the platform to make breakthroughs in intelligent invigilation and accurate learning analysis, and the application scenarios have been continuously expanded to serious scenarios such as professional qualification certification and large-scale enrollment exams. According to the latest "Data from the China online exam SaaS user behavior survey in 2025" released by iiMedia Research, a third-party data mining and analysis institution in the global new economy industry, 32.06% of users frequently use online exam function, highlighting its status as a core function of the platform. Reflecting users' strong reliance on this fundamental and critical function of online testing, it also means that enterprises must continue to optimize this function to ensure a smooth test process and a good experience. The matching degree of product function and demand takes the first place with 26.84%, which directly indicates that when users choose products, the practical value far exceeds other factors. This warns enterprises that in product development and iteration, it is necessary to deeply investigate the needs of different user groups, whether it is educational institutions, enterprises or government departments, to achieve accurate functional docking, avoid functional redundancy or loss, and enhance product competitiveness and user loyalty by accurately matching needs. Analysts from IIMedia Consulting believe that the Chinese market has huge growth potential with its huge education and enterprise user base, policy support, technological progress and other advantages. Despite the challenges such as technical bottlenecks, security risks, and market competition, the industry is expected to continue to innovate and develop in the norms with the advancement of intelligent, personalized, cross-industry, integration, and internationalization.艾媒咨询 | 2025年中国剧本杀市场消费行为调查数据
随着剧本杀产业生态的持续完善,其消费行为特征呈现多维分化趋势,主要形成以社交裂变传播为核心的消费生态体系,以沉浸式体验升级为驱动的玩法创新体系,以及以文化融合为导向的内容创作体系三大发展方向。在消费生态层面,用户触达路径已形成以短视频平台引流、线下门店社群运营、熟人社交裂变为代表的传播矩阵,同时通过剧本杀+文旅、剧本杀+党建等跨界模式延伸消费场景。玩法创新领域则呈现出以实景搜证剧场、AI角色交互系统、跨时空剧本联机为代表的科技融合趋势,以及桌面推理、红色教育、情感沉浸等多元形式并存的格局。内容创作体系更聚焦于以国风悬疑、科幻解谜、都市情感为典型题材的垂直细分市场,并衍生出历史复原型、乡村振兴类、非遗活化类等文化赋能型剧本创作方向。全球新经济产业第三方数据挖掘和分析机构iiMedia Research(艾媒咨询)最新发布的《2025年中国剧本杀市场消费行为调查数据》显示,74.73%的消费者都玩过剧本杀,消费者们偏好和朋友一起玩剧本杀,玩得比较多的是开放本,占比达到69.76%。43.33%的消费者认为剧本杀能够锻炼他们的思维,这是他们游玩剧本杀的一个重要原因,58.33%的消费者都对当前的剧本杀感到满意。但同时消费者们也认为现在的剧本杀存在剧本质量参差不齐,剧本同质化严重,玩法过于单一等问题。艾媒咨询分析师认为,剧本杀工作者应更加关注剧本杀的价格,质量等问题,加强剧本杀工作人员的服务质量,了解更多剧本杀消费者的内在需求。
With the continuous improvement of the play-killing industry ecology, its consumer behavior characteristics show a multi-dimensional differentiation trend, mainly forming a consumer ecosystem with social fission and communication as the core, a gameplay innovation system driven by immersive experience upgrading, and a content creation system oriented by cultural integration. At the level of consumption ecology, the user access path has formed a communication matrix represented by short video platform drainage, offline store community operation, and acquaintance social splitting, while extending the consumption scene through cross-border models such as script killing + cultural travel, script killing + Party building. The field of gameplay innovation shows the trend of technology integration represented by real scene search theater, AI role interaction system, and cross-time script online, as well as the coexistence of multiple forms such as desktop reasoning, red education, and emotional immersion. The content creation system is more focused on vertical market segments with typical themes of national style suspense, science fiction puzzle solving, and urban emotion, and has derived cultural empowerment script creation directions such as historical replicas, rural revitalization, and intangible cultural heritage activation. According to Survey data of consumption behavior in China's scripted market in 2025" released by iiMedia Research, a third party data mining and analysis institution in the global new economy industry, 74.73% of consumers have played script kill, consumers prefer to play script kill with friends, and play more open books. That's 69.76 percent. 43.33% of consumers believe that script kill can exercise their thinking, which is an important reason for them to play script kill, 58.33% of consumers are satisfied with the current script kill. But at the same time, consumers also believe that there are problems such as uneven script quality, serious homogeneity of scripts, and too single gameplay. Ai media consulting analysts believe that script kill workers should pay more attention to the price, quality and other issues of script kill, strengthen the service quality of script kill staff, and learn more about the inherent needs of script kill consumers.
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