连接·认同·参与:试论数字时代的营销逻辑——以《黑神话:悟空》为例
Connect-Identify-Engage: Testing the Logic of Marketing in the Digital Age—“The Black Myth: Wukong” as an Example
摘要: 《黑神话:悟空》作为中国首款3A游戏,在发售后,其凭借精美的内容创作、顶尖的游戏体验,不仅收获了全球玩家的赞誉,更是突破电子游戏的内外壁垒成为全民热议的社会现象。在品牌营销苦苦追求破圈之际,《黑神话:悟空》却在悄然无声间达成了规模庞大的营销奇迹。本文试图探索《黑神话:悟空》如何完成这一奇迹,并以此为切口尝试探讨数字时代营销逻辑。
Abstract: As China’s first 3A game, “The Black Myth: Wukong” has not only gained praise from global players with its exquisite content creation and top-notch gaming experience, but has also broken through the internal and external barriers of video games to become a social phenomenon hotly debated by the whole nation after its release. While brand marketing is struggling to break through the barrier, “The Black Myth: Wukong” has quietly achieved a large-scale marketing miracle. This article tries to explore how “The Black Myth: Wukong” accomplished this miracle, and takes this as an opportunity to explore the logic of marketing in the digital era.
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