| With the development and popularization of Internet technology,the developing online game industry,growing players,increasing popularity of online and expansion of the ecological circle build an interlocking industrial chains,such as live broadcast,peripheral,e-sports and so on.The online game quickly become one of the pillars of the information industry.But the long-term changeless business model of computer client online games has gradually put many computer client online games into a weak period of development,especially facing the impact of mobile phone games,the development of computer client online games industry has stalled.Therefore,it is necessary to strengthen the research on the development law of computer client online game business model.Based on the business model canvas theory,this paper uses literature induction method,case study method and Petri network construction imitation truth analysis method to deeply deconstruct the business model of online games.This paper will start with the history of computer client online games,industry status,market analysis,industrial chain deconstruction and other aspects.Based on the analysis of the background conditions of the general environment and local environment,this paper will make an in-depth summary of computer client online games since the birth of this business model and its experienced business model changes,and finish an in-depth research of online games business model through the business model canvas.After combing and analyzing,this paper divides the split business model of online game industry into several types,such as split,long tail,multilateral platform,free and open business model,and analyzes and studies its applicable conditions,business logic andadvantages and disadvantages.On the basis of theoretical analysis,this paper selected " Swordsman online 3" as the research object.Because when many computer client online games fall into the development of "winter ",it also maintains the positive growth of profits and players.Its business model must be different from other computer client online games.This article first uses the questionnaire to carry on the deeply discussion about this game's customer segmentation,customer relationship management,and understanding the attitude and the stickiness of players to this game.Secondly,the paper evaluates the consistency level between the pricing of the game and the perceived value of the customer.Thirdly,using the Petri network modeling to establish the game simulation system,this paper evaluates the internal operation of the game to protect the interests of customers.Fourthly,by comparing the deviation between the theoretical value of the game and the actual value in the game,this paper will learn the difference between the attribute promotion and the final game data obtained by the player using the game characters at the same cost in order to evaluate whether it can meet the needs of customers for fairness and whether it can adjust to the customer segmentation.Fifthly,using financial analysis to analyze its profitability based on annual reports,announcement and other data.Finally,through the comparison of this game and other similar computer client online games,the business model of the game is finalized as "customer centered" split business model in this article. |